Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Urban Chaos-1.13 v3.7x ADCAP
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #307169]
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Tue, 10 July 2012 21:14
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Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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wil473The present overheating values are more or less direct from stock v1.13. Once I figure out how the system works the plan is to standardize AR results around the following standard:
mag dump (firing every possible round in as few turns) of M16 with Beta-C will result in it reaching damaging amounts of heat (max?). Once I figure out what that looks like in the stats, then I can work out how the stats should look to produce:
HK416 same stats as M16 but heat builds up at only 25% the rate (ie. you can dump 400 rounds through it before it looks like the M16 after 100)
AK's 50% the rate of heat build up, and twice the threshold of the M16 (ie. 600 rounds before you have the same worries as the M16 after 100)
Looks like I'm going to be doing a reworking of Overheating, just like I did with NCTH. If someone has some free time, and likes researching guns, could I ask them to go through the weapons list and figure out which weapons fire from an open bolt please.
Sounds otherwise reasonable to me (as in, the logic and the number of rounds required for serious overheating being counted in hundreds), but is there really such a difference caused by different gas systems? And honestly, 600 rounds feels like it's starting to go a bit too far in the other direction. Then again this would indeed be an excellent way to emphasize even more the difference between AR and AK platforms.
I can volunteer for that job. After all, most assault rifles (and other weapons designed for accurate semi-automatic fire) seem to use closed bolt these days.
wil473Nope, the Zastava's and Galil's cover the higher-end AK clones.
What if I manage to scratch together decent in-game pictures? Not saying that's likely, but still...
Edit: actually, I remember seeing the Rk 95 in IoV (I think it was IoV...).
[Updated on: Tue, 10 July 2012 21:16] by Moderator Report message to a moderator
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Master Sergeant
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #307249]
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Wed, 11 July 2012 21:40
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Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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The OTs-02 Kiparis has no handling modifier when folding/unfolding stock. Intentional?
Edit: AK-74 also can't mount AK Muzzle Brake.
Edit 2: Here's the first batch of open bolt guns, MPs and SMGs. There might be errors, and I may have missed some. Corrections are welcome.
Machine Pistols
AEK-919K "Kashtan"
Agram 2000
IMI Mini-Uzi
IMI Micro-Uzi
Ingram M10
Ingram M10/9
KGP-9
PM-63 RAK
PP-93
(Then there's the SEBURO CX, probably closed bolt since it's a high-tech sci-fi fantasy weapon...)
Submachine guns
American-180
American-180 Short
Beretta PM 12
Carl Gustaf M/45B
IMI Uzi
Jati-Matic GG-95 PDW
Jian She 9mm SMG
KP M/31 Suomi
MAT Modele 1949
Owen .45
PPsh-41
SA vz.24
Sterling L2A3
Thompson M1928
Thompson M1A1
Type 05
Type 64
Type 85
Walther MPL
(No idea about OTs 39, can't find anything of any accuracy about this... My own guess would be closed bolt, since its rather new, and most open bolt firearms these days seem to be machine guns for the obvious reason.)
I'll add ARs and MGs later. I'd guess there really aren't open bolt rifles of any kind, possibly with the exception of some WW2 freak things intended for mass production. Same applies to the rest of the weapon categories. But we'll see.
[Updated on: Thu, 12 July 2012 21:17] by Moderator Report message to a moderator
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Master Sergeant
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #307292]
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Thu, 12 July 2012 21:26
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Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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No problem. Hopefully saves will be compatible. I've been starting too many new games already to get the settings right...
In case you didn't notice my last edit to the earlier post, I'll put it here too; AK-74 can't mount AK Muzzle Brake.
Edit: Yep, something's up with the AK-74 or AK Muzzle Brake. Even though it's listed as a default attachment, it doesn't show up on the weapon when ordering from Bobby Ray's. My knowledge isn't quite enough to assess the problem in the XML Editor...
[Updated on: Fri, 13 July 2012 00:12] by Moderator Report message to a moderator
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Master Sergeant
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #307433]
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Sun, 15 July 2012 00:36
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Found a bug, Adrian (Meduna) shipping coordinates are set for 0 (this could be correct, but I'm rather sure the metal crate in the middle of the airport is not Gridno 0). The reason I found it was that I am looking into changing how stuff is delivered in Danubia. Watching Box MacLeod's LP for UC-1.13 there was for a couple videos some belief that Gotham airport could be a shipping destination. With 1.13 that can be done, but why stop there - this being Urban Chaos, with a functiononal transportation sytems (airports, ports, and UBT), why not have all the major cities be shipping destinations? With the UBT stations potentially giving you near instant access to Calisto anyways, I see this as reducing the micromanagement rather than something that upsets the balance.
Now who would restart their game to test this feature (in a week's time)?
[Updated on: Sun, 15 July 2012 00:39] by Moderator Report message to a moderator
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #307490]
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Sun, 15 July 2012 22:22
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Katagelan |
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Messages:21
Registered:June 2012 |
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DepressivesBrotI had the same error during recent experiments, but put it down to my inability to make the new stuff compatible ... interesting
It also seemed to try to load a file with a blank file name, thus the message.
Yes the message is complete, no file name was specified.
It happened with several different maps.
[Updated on: Sun, 15 July 2012 22:25] by Moderator Report message to a moderator
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Private 1st Class
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #307640]
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Wed, 18 July 2012 09:23
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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will it factor in the APCost listed in Item_Transformations.xml? if so, could a new keybind be included to toggle upwards, not just downwards?
also is there any way the ai can make use of toggling scope modes? while it is indeed a very nice feature, it is in some ways a huge nerf to the ai.
i remember before HAM 5 and scope modes the CTHConstants.ini used the setting SCOPE_RANGE_MULTIPLIER = 0.7, so a acog scope 4x had an minimum range of 20 - 28, a sniper scope 10x of 49 - 70 etc. with scope modes and SCOPE_RANGE_MULTIPLIER = 1.0 these "tolerance distances" are abolished, and while the player can compensate by toggling through different scope magnifications, the ai can't (or can it by now?). the charge-happy enemy soldiers will often undercut the scope effective ranges and will face huge chance to hit penalties.
as bandaid fix one could lower the scope magnifications and therewith subsequently the scope effective ranges, but that also would harm the ai's longe range shooting capabilities. i think restoring SCOPE_RANGE_MULTIPLIER = 0.7 would render your scope mode feature nearly useless in my eyes, as one typically wouldn't allow additional toggleable scope magnifications that would undercut the former minimum ranges given by the old SCOPE_RANGE_MULTIPLIER = 0.7, because that usually would be bad balancingwise (a sniper scope with scope magnifications ranging from 3x - 10x would contradict the idea behind NCTH for example). so basicly it would be mainly limited to toggling between scopes and eventually installed reflex sights and/or iron sights from my view, but that could already be achieved by item transformations.
so it would be optimal to empower the ai to also use your feature somehow.
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Master Sergeant
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #307752]
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Thu, 19 July 2012 22:31
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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AIM doesn't use the XML Tilesets, so this means the bug shouldn't be related to that new feature in code. Juan, what else where you doing right before the crash? Do you have save games from before the crash, but where you had already visited H5?
Expanding the number of shipping destinations seemed somewhat flaky with my existing save games, so I decided to release it as an addon. From a new game, it seems perfectly stable (for v1.13). It is only meant to be used with Urban Chaos-1.13 v3.7x ADCAP (as I'm not sure earlier UC-1.13 maps have the crates in the same place).
Urban Chaos-3.7x Addon - BR Shipping to all Towns EDIT: yes I noticed the mistake in the name Obsolete now please see below: UC-1.13 v3.73 ADCAP MOD 3
Notes:
- Bobby Rays becomes available as soon as you land, seeming because Atremo is one of the shipping destinations
- While the XML's allow setting an underground sector as a delivery sector, you must have control of the surface sector at the same coordinates before you can successfully receive a shipment
- related to the previous, if your order arrives at a UBT shipping station while the surface sector is occupied by enemy forces your shipment will be lost
Installation:
- Drop into your base Jagged Alliance 2 v1.13 folder, and allow it to overwrite all the folders it wants to (it only adds two files)
- start new game (recommended)
Shipping Destinations:
Toggle SpoilerAdrian - N3, Airport
Atremo - A9, Airport
Calisto - B13, Airport
Drake - I3, UBT
Galileo - H8, UBT
Gotham - I6, Airport
Port Kip - D6, UBT
Prax - J9, UBT
Roxx - K4, UBT
Rudesa - L14, Airport (just outside of Rudesa)
Sheraton - B2, UBT
Troy - I14, UBT
*** Notice how most of the UBT stations correspond to surface factory/mine maps. You must control the surface sector with the same coordinates to successfully receive a shipment at those destinations.
No new major update this weekend, though I am eagerly waiting for Flugente's external feed code to become available as it will allow me to simplify the LMG's in my mods, though I will need to add some ammo items for v4.xx (glad I haven't started resorting items yet):
Minimi variants - will revert to being 30 round weapons (the back-up mag feed), and the new size system will be exploited to allow 5.56mm belts to fit some vests. The belt feed attachment will be eliminated. (A code feature that allows a reduction of items!)
ARES Shrike - will also have its belt feed attachment eliminated.
HK 21/23/GR9 - just pretend that they have the magazine feed ready to go when no belt is in use
All other LMG - will need new "short" belt ammo item in v4.xx, for v3.7x existing small bits of ammo will be used.
Thanks for the heads up on the scope modes Flugente. Right now variable scopes have item transformations that allow all magnification levels to be available ie. 3x Scope mode can transform to 6x or 9x directly (though the change to 9x cost twice as many AP). Is this going to be a problem for how the new scope mode function figures out what transform to use?
[Updated on: Sat, 11 August 2012 20:22] by Moderator Report message to a moderator
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #307762]
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Fri, 20 July 2012 02:48
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Odd, I was able to drop the .exe and other files from the current SVN revision over both my XP/EEE B202 test install (where the speed increase made testing possible again) and my Windows 7/i7 production install and continue save games. Perhaps see this as an opportunity to try out the new Bobby Ray's ships everywhere feature as it should be used only with a new game...
SlaxAbsolutely fantastic! Been looking forward to a large campaign change. If the BR stuff is stable, there is another campaign change I was planning on implementing: using Bobby Ray deliveries to trigger faction hostilities.
- put an ownership item in the delivery crate
- if you pickup your order, someone nearby gets very angry
- afterwards the crate should function normally as you've already picked up the action item
Possible Scenarios
- Gun Runners mistake your order in Calisto for one of theirs and start shooting when you pick up your order.
- Danubia PD see you shipping in weapons, without bribing them, and they start shooting
- Subway Gangsters want your stuff, and start shooting
This however will require lots of map work as well as the definition of new factions to replace, the do everything Hicks faction right now. Wait till v4.xx.
By the way, has anyone checked if the Lynn trigger has any negative side effects? ie. the ghost enemies bug.
EDIT: also in future, I may be doubling the shipping fees for Atremo...
[Updated on: Fri, 20 July 2012 02:52] by Moderator Report message to a moderator
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #307895]
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Sun, 22 July 2012 17:33
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Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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I've been wondering if there should/could be more differences between "normal" and eastern armor items. Right now I believe they're all quite similar, within each tier. I have no idea what their properties are IRL, but I'd imagine there are differences... Not sure if the in-game stats can reflect any of the more obscure ones (if, again, there are any), though.
I'll finish the list of open bolt guns sometime next week.
Edit: I've been experiencing strange slowdowns when browsing Bobby Ray's ammo pages. The mouse starts lagging when I select a specific ammunition category and browse away from the first page. Not a big issue, just a rather strange one. No idea if the problem is in UC1.13, or 1.13.
[Updated on: Sun, 22 July 2012 20:50] by Moderator Report message to a moderator
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Master Sergeant
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #308132]
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Thu, 26 July 2012 00:36
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Thanks, both of you.
HazapuzaIt's time for nitpicking once again; what kind of rifle muzzle brake weighs 0.5 kg? If this thing is about 0.4 kg... While I'm at it, do the BS-1 Tishina 30mm grenades really weigh 1.9 kg? (The 40x46mm grenade has a weight of about 0.2 kg)
Nope, you're not being nitpicky, those two are valid issues. I'll have them, and/or the 40x46mm mass fixed in next patch (how much does a 40x46mm weigh?)
Flugente@wil: Nope, I don't use any P3Items. I tried using P4 for the food stuff, but that went horribly wrong. At least I am not able to use that.
Any items I added are in P1, except for the food, that one is in P2.
There is a facility that can be used to feed your mercs if you staff it: the Alma barracks cantina.
Can the definitions used for the "cantina" be an ambient facility quality? I don't want to have to assign a merc to managing a per diem budget.
[Updated on: Thu, 26 July 2012 00:38] by Moderator Report message to a moderator
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #308134]
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Thu, 26 July 2012 00:44
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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By ambient you mean an effect (+food) without staffing?
At the moment not, cantina requires staffing (assigning to eat). You could either increase the facilities sCantinaFoodModifier, which governs how much can be eaten in one hour, or slow down the digestion speed in the ini, thereby giving you more time to eat. Or, best option, just put some food in your mercs inventory, as they will eat it automatically when they are hungry. You can also adjust the amount of food they get from each food item.
But no, there is no facility that just feeds mercs without doing anything. Propably wont be any, to be honest. If someone doesn't want that particular piece of micro-management, he can just play without food - its a pure immersion and micro-management feature after all
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #308137]
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Thu, 26 July 2012 01:12
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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DepressivesBrotwil473Nope, you're not being nitpicky, those two are valid issues. I'll have them, and/or the 40x46mm mass fixed in next patch (how much does a 40x46mm weigh?) ~200g
Ok, so I'm only fixing the BS-1 round's mass.
FlugenteBut no, there is no facility that just feeds mercs without doing anything. Propably wont be any, to be honest. If someone doesn't want that particular piece of micro-management, he can just play without food - its a pure immersion and micro-management feature after all UC-1.13's mandate is to showcase major v1.13 features (well most of them anyways), so I'm inclined to implement this as some kind of liaison with the local shops&restaurants "facility" interaction.
[Updated on: Thu, 26 July 2012 01:13] by Moderator Report message to a moderator
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #308138]
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Thu, 26 July 2012 01:33
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Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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Looks like the HK 416 D10RS and HK 416C are really close to each other, IMHO too close if the C version is supposed to be shorter. It's only advantage over the 416 is 1 less AP for single and auto fire...
Also, either I'm stupid, don't understand some underlying mechanic and still can't read the XML editor, or this has no clear explanation. Similar ghost AP reductions are present on many full auto-capable weapons, maybe all of them, and they vary. The 416C there for example has -5 AP instead.
Edit: Is it just me, or are the Crepaton drugs pretty ineffectice? They heal maybe 10 HP or so...
Edit2: Ready cost of the Saiga 12K could be lowered to 21 APs from 24 so it would be more consistent with the other AK-type full-length weapons.
[Updated on: Sat, 28 July 2012 00:37] by Moderator Report message to a moderator
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Master Sergeant
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