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Re: AIMNAS WF2012 Part 11[message #329735] Mon, 13 January 2014 00:30 Go to previous messageGo to next message
theBrain

 
Messages:22
Registered:June 2012
One more bug: Collapsing the MC51's stock transforms it into a Minimi SPW.

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Private 1st Class
Re: AIMNAS WF2012 Part 11[message #329740] Mon, 13 January 2014 04:55 Go to previous messageGo to next message
MrFlibble is currently offline MrFlibble

 
Messages:16
Registered:November 2011
Impressive so far ! 4th day and just took over Drassen airport after an epic battle ; spent the previous days defending Omerta sectors against Deidranna relentless waves and treating my mercs from their injuries ! I noticed however that most of the dialogs are in German and that map items are missing... and sometimes when I return to a sector, the items I left there are all grayed out and can't be picked up anymore... When could we expect a pretty much finished product ?

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Private
Re: AIMNAS WF2012 Part 11[message #329742] Mon, 13 January 2014 09:50 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Very tentative estimate: 2024-ish

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Captain

Re: AIMNAS WF2012 Part 11[message #329748] Mon, 13 January 2014 19:37 Go to previous messageGo to next message
Dyson is currently offline Dyson

 
Messages:204
Registered:December 2008
It is great fun, to play the game even with some bugs.
It is not all AIMNAS depending. Some bugs come from other developments.

For me, I learned to live with them. It is so much fun, to play even an only partially finished mod but with all those possibilities you wouldn't have if it was "only" pure 1.13.

And, it is growing step by step. Smile

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Sergeant 1st Class
Re: AIMNAS WF2012 Part 11[message #329787] Wed, 15 January 2014 21:06 Go to previous messageGo to next message
dinglehopper is currently offline dinglehopper

 
Messages:134
Registered:January 2008
Awesome stuff as usual smeagol and team.

Any hints as to when the version with bug fixes and the SCI will come out?

Thanks a ton for what you have done!

DH

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Sergeant
Re: AIMNAS WF2012 Part 11[message #329790] Wed, 15 January 2014 22:28 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
dinglehopper
Awesome stuff as usual smeagol and team.

Any hints as to when the version with bug fixes and the SCI will come out?

Thanks a ton for what you have done!

DH


Currently working on an important exam paper, thus no scheduled update as of yet unfortunately. I used break times between work to get a few more maps in and a few pic updates (see AIMNAS art gallery for the new 7.62x51mm mags for example).

Update will be soonish (Before Easter, I promise).

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Lieutenant

Re: AIMNAS WF2012 Part 11[message #329792] Thu, 16 January 2014 06:41 Go to previous messageGo to next message
dinglehopper is currently offline dinglehopper

 
Messages:134
Registered:January 2008
Yah, saw the new mags, all good stuff.

But good on you for not letting it interfere with your exams, a lot of people wreck their schooling over games.

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Sergeant
Re: AIMNAS WF2012 Part 11[message #330592] Fri, 14 February 2014 17:55 Go to previous messageGo to next message
spaeR is currently offline spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
Hi!

I download the AIMNAS XMAS Release 2013!
I always play my I.M.P. guy with 3 trait, but this version have only 2 trait! Which Skills_Settings.INI change?

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Corporal
Re: AIMNAS WF2012 Part 11[message #330595] Fri, 14 February 2014 20:24 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
You need to change the one in Data-AIM.

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Lieutenant

Re: AIMNAS WF2012 Part 11[message #330596] Fri, 14 February 2014 20:55 Go to previous messageGo to next message
spaeR is currently offline spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
I changed!

"MAX_NUMBER_OF_TRAITS = 5

; Number of Major Trait slots allowed for player mercs.
; Values from 2 to 20 are allowed.
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 3

; Allow special merc to have one more major trait?
ALLOW_EXCEPTION_FOR_SPECIAL_MERC = TRUE

; Assign the Merc ID to have one more major trait, only applies if ALLOW_EXCEPTION_FOR_SPECIAL_MERC = TRUE
; Values from 0 to 254 are allowed, does not work on IMPs. (Default: 33, giving Dr Q. Martial Arts + Night Ops + Paramedic)
SPECIAL_MERC_ID = 33

; Do traits set minimum attributes when selected?
SET_MINIMUM_ATTRIBUTES_FOR_TRAITS = TRUE
"

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Corporal
Re: AIMNAS WF2012 Part 11[message #330621] Sat, 15 February 2014 18:15 Go to previous messageGo to next message
blitz_alpha is currently offline blitz_alpha
Messages:2
Registered:February 2014
Location: Portugal
Hi @ll,
After finishing JA2, lets say, 15years ago, I installed this new AIMNAS (xmas release 2013) mod and started to play again this wonderfull game, now a bit more realistic and with fantastic features. I only subscribed to this forum to give my feedback to this great mod (and, to be fair, all the other mods associated, of course) and contribute with some sugestions that, I hope, can be usefull somehow.

1st: I played one regular game with this mod, really great features! Really nice work, smeagol and all the others. My main criticism (not for the mod itself but for the game and I hope it can be improved) goes to: AI tends to use tight formation; well, one or two grenades solves the problem; or better, a soldier with a MG is enough to put half of the AI's team pinned down. Of course, the game is getting better with the AI trying to flank us, still this tight formation could be improved, specially for elite troups. I got stuck (dead end) in the game when I arrived to the farm and got the Hicks' family in the middle of the map. After that, I have to be honest, I quit and started playing this same mod but with the old JA2 maps. Once again, I have to be honest, I simply hated..... After playing with big maps, the old maps seems so unrealistic (and yes, and I fixed the ini files to turn the game playable e.g. not getting 64 foes in a small square, etc). But like I wrote before, its not the same (great work indeed). So, I am starting a new game with big maps and trying something new: I will only play with 10 customized IMPs (no mercs) and not raise an army (militia) and see how far I can get. Iam using a max of 4 major traits per soldier, a total of 10, lets call it a special unit (10 versus thousands seems balanced). Will be an hit and run game! All set up, lets see what will happen. By the way, its really interesting how you can set up an entire brand new scenario with these mods. And yes, I have the same bugs already posted here. No big deal. Most of them we can by-pass, the rest we can live with them.

Now, the important part, my sugestions based on my game experience (look them only as constructive ideas):

1. I only can imagine the hard work with bigmaps. But putting more 5 maps in specific sectors can bring a real new experience for the game. I give an example: getting that tank in the north military facility was not only a surprise but also a deadly experience. In fact, I had to retreat the whole squad from the sector. What a dumb move, not making a recon of the sector before the attack. Nevertheless, next time I know exactly what I will get there. See the point? And is not necessary to fix the entire map; only a few arrangements to bring up the surprise factor. And the maps can be dropped into the maps folder in a random way; you will not know what you will get. Of course, each player can arrange that or this random maps can be putted here in the forum for all;

2. Its a bit unrealistic to have to control the SAM sites the entire game. One option could be destroying the SAM sites (also working as mock attacks). Of course, if AI gets the SAM site again then it can be operacional again, lets say, after one week. This also brings a new game experience e.g. rescuing POWs. You use a mock attack, clean the air space, make a raid against the prision facility, and bring the boys back home in the heli. Another point in this issue, POWs should be killed as retaliation when you start to take some sectors (or facilities). One more reason to try to get them out. How to do this? Really, I still dont have any tips for this one;

3. Well, lets imagine that it is possible to destroy SAM sites, then we can also destroy military facilities, affecting the queen's pool of troops;

4. Last but not least, I always hated the idea of having snipers (by the way, great improvement with the spotters) mixed with other soldiers. By definition, sniper teams operate independently and are used for recon and target acquisition. Snipers are not used to kill regular soldiers. They are used to kill specific targets like officers, breaking the chain of command and/or demoralizing the troops. The only real officer (except the Queen) I see ingame is in Alma and my old experience with JA2 is that killing him dont have any impact in the game. Maybe a couple of more officers and affecting the game could bring a new task to sniper teams (recon also good but mark acquisition is still useless in this game). And talking of killing officers, cover ops is also a great addition and spies can be used as assassins. I guess this sounds more like suicide missions. Really, I dont like it. Spies should be used for intel (and with cautious for game balancing; if you get all the info the game becomes unreal, unbalanced and boring).

And thats my ideas for now. Thanks to all for your hard work.
I hope in the future to have some time to retribute.
Sorry for the long text.
Best regards,


[Updated on: Sun, 16 February 2014 10:53] by Moderator

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Civilian
Re: AIMNAS WF2012 Part 11[message #330622] Sat, 15 February 2014 18:38 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
The enter key is a wonderful invention, too bad yours is broken.

[Updated on: Sun, 16 February 2014 10:53] by Moderator

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Captain

Re: AIMNAS WF2012 Part 11[message #330623] Sat, 15 February 2014 18:44 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Hi blitz_alpha, welcome to the pit!

Having alternate maps for sectors is possible and even happens in vanilla. The issue, as you correctly deduced, is the additional amount of mapping required.

Note that SAM sites can already be destroyed (that was even possible in vanilla 1.0). Each SAM site has a control console. Destroy it and the SAM site will be inoperational, until that sector gets liberated or reinforced by the army again.

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Captain

Re: AIMNAS WF2012 Part 11[message #330627] Sat, 15 February 2014 20:08 Go to previous messageGo to next message
blitz_alpha is currently offline blitz_alpha
Messages:2
Registered:February 2014
Location: Portugal
Flugente: thanks for the welcome! Iam really getting old. Finished the game more than once, for sure 15years have passed since then, but still I didnt knew that (or I really dont remember it). Also, it can be used as a tip for point 3: if we have triggers for SAM sites maybe we can handle it with military facilities. And yes, alternate maps for sectors is always possible: I am writing and giving some tips for all the people who love this game and want to improve the game experience. We cant ask more than you guys are already giving to us. Thanks!

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Civilian
Re: AIMNAS WF2012 Part 11[message #330638] Sun, 16 February 2014 10:52 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Alternate maps with different enemy placement are planned for the time I am done with the maps (so maybe 3-4 years from now...).

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Lieutenant

Re: AIMNAS WF2012 Part 11[message #330731] Thu, 20 February 2014 16:35 Go to previous messageGo to next message
spaeR is currently offline spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
I can't use the Weapon cleaning kit! This item need to fully repair the weapns? My merc repair my weapon to 97%. Why 97%(97%) the weapon condition?

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Corporal
Re: AIMNAS WF2012 Part 11[message #330733] Thu, 20 February 2014 17:56 Go to previous messageGo to next message
Anthropoid is currently offline Anthropoid

 
Messages:145
Registered:February 2014
spaeR
I can't use the Weapon cleaning kit! This item need to fully repair the weapns? My merc repair my weapon to 97%. Why 97%(97%) the weapon condition?


Weapon clean kit only removes dirt from the weapon, it doesn't repair it mechanically. To use it, Ctrl+'.' to open the dialogue window with the "Clean Weapons" button.

In the latest version, weapons have two types of damage: (a) Fixable w/o a gunsmith; (b) requires a gunsmith.

The number to the right shows the maximum level to which the weapon can be fixed without a gunsmith. The number to the left shows the current level of repair.

Mercs with a repair ("tool"?) kit and mechanical skill can repair a weapon up to the maximum allowed without a gunsmith. To get them to 100% one of the Gunsmith NPC shops on the map must be hired.

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Sergeant
Re: AIMNAS WF2012 Part 11[message #330736] Thu, 20 February 2014 18:29 Go to previous messageGo to next message
spaeR is currently offline spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
OK!

THX, the quick answer!

...and where is the gunsmith, at the begining?

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Corporal
Re: AIMNAS WF2012 Part 11[message #330741] Thu, 20 February 2014 20:46 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Unfortunately none of the gunsmiths are available yet, I'd recommend to turn the feature off in the ini. The gunsmiths (Perko and Arnie) will be available, once Grumm and Cambria maps are done.

But weren't mercs with technician skill supposed to be able to fix guns backup to 100%?

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Lieutenant

Re: AIMNAS WF2012 Part 11[message #330742] Thu, 20 February 2014 20:47 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
smeagol
But weren't mercs with technician skill supposed to be able to fix guns backup to 100%?
That is a separate option in the ini (MERCS_CAN_DO_ADVANCED_REPAIRS).

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Captain

Re: AIMNAS WF2012 Part 11[message #330745] Thu, 20 February 2014 22:56 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Yeah, thought so that there was something like that in the ini... just couldn't quite remember the exact name of the line.

Thanks.

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Lieutenant

Re: AIMNAS WF2012 Part 11[message #330796] Sat, 22 February 2014 20:08 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Currently upping the February update of the XMAS release. More information later on. :redracer:

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Lieutenant

Re: AIMNAS WF2012 Part 11[message #330799] Sat, 22 February 2014 21:29 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Here's the download link for the February AIMNAS Update.

AIMNAS February Update

Note that it now requires two files (001 and 002), due to the zip package being bigger than 50 MB already, I had to split it up.

What's new?

10 more maps (marked with the big red X on the world overview map) in F and G rows, including a new small town worth checking out.

A few Bugfixes for stuff that has been reported.

A few new items.


When you're going to report bugs, always say which version you're running, else I'll have to double check everything, which will become quite tedious soon. I'd recommend you upgrade to February version, but it will most likely also require a new game start, due to several items changing place. I added a few med kits/ first aid kits and gas tanks to several maps (but not in crates/lockers... you'll most likely find the stuff when investigating rooms). This should make life in Arulco a bit more easier in the beginning, as enemies even on drop all seem to carry only very few medical supplies and tools.



For those not aware how split archives work, you'll have to be patient until tomorrow for a new single click installer!

[Updated on: Sat, 22 February 2014 21:32] by Moderator

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Lieutenant

Re: AIMNAS WF2012 Part 11[message #330835] Tue, 25 February 2014 01:17 Go to previous messageGo to next message
dinglehopper is currently offline dinglehopper

 
Messages:134
Registered:January 2008
Great job smeagol and team. Downloading the SCI as I type this.

For those who don't know you can get the SCI from Depri's Builds and Packages.

DH

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Sergeant
Re: AIMNAS WF2012 Part 11[message #330853] Tue, 25 February 2014 18:40 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Really digging the range re-balance on ye olde guns.
Feels good, man.

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Sergeant Major
Re: AIMNAS WF2012 Part 11[message #331731] Sun, 13 April 2014 11:07 Go to previous messageGo to next message
Boog is currently offline Boog

 
Messages:51
Registered:October 2011
Location: Ukraine
Hi everybody! Just a small question. So will the game crash if I try to go from a big map sector marked with "X" to an old (small) sector without "X"?

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Corporal
Re: AIMNAS WF2012 Part 11[message #331732] Sun, 13 April 2014 11:51 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Nope , but there are lots of glitches in the unaltered maps still , you can only really play in the X's .

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Captain

Re: AIMNAS WF2012 Part 11[message #331751] Mon, 14 April 2014 22:47 Go to previous messageGo to next message
Nejrael is currently offline Nejrael

 
Messages:15
Registered:October 2007
spaeR
I changed!

"MAX_NUMBER_OF_TRAITS = 5

; Number of Major Trait slots allowed for player mercs.
; Values from 2 to 20 are allowed.
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 3

; Allow special merc to have one more major trait?
ALLOW_EXCEPTION_FOR_SPECIAL_MERC = TRUE

; Assign the Merc ID to have one more major trait, only applies if ALLOW_EXCEPTION_FOR_SPECIAL_MERC = TRUE
; Values from 0 to 254 are allowed, does not work on IMPs. (Default: 33, giving Dr Q. Martial Arts + Night Ops + Paramedic)
SPECIAL_MERC_ID = 33

; Do traits set minimum attributes when selected?
SET_MINIMUM_ATTRIBUTES_FOR_TRAITS = TRUE
"



This did not work for me either. Tried editing all the skills_settings.ini for all versions data, 1.13, ub, aimnas to the same values. No change. I am using the latest bigmaps sci from depribot.

I dont know where it's reading its default skill settings from but it doesn't seeem to be any of them.

[Updated on: Tue, 15 April 2014 04:32] by Moderator

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Private
Re: AIMNAS WF2012 Part 11[message #331753] Tue, 15 April 2014 06:34 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
I'm sorry if this question was asked too many times, but why are pre-placed items absent from the bigmaps again? Maybe you guys have other priorities to take care of, am I right?

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Sergeant
Re: AIMNAS WF2012 Part 11[message #331756] Tue, 15 April 2014 12:54 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
As the bigmaps project is still WIP (and probably will be for the foreseeable future) and especially changing around items in the xml messes with placed items (as I'm not yet finished adding stuff to items.xml and I also still tend to move around item IDs) there are only very few items placed in maps at this point.

I added a few items here and there (especially first aid kits, medkits and toolkits) in the first few sectors. Those are usually found in workshops/barns and as far as I remember not hidden in crates.

Until someone comes up with a solution for the "loot sector" assignment, adding a lot of stuff to maps and especially searching the whole place to loot it will be very tedious on big maps.

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Lieutenant

Re: AIMNAS WF2012 Part 11[message #331830] Sun, 20 April 2014 13:23 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
I see. Well, I agree. It would take hours (if not days) to loot the entire sector. I'd better stick to "Drop All" and set Bobby Ray's to "Awesome (10x)" instead atm, then. ROFL

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Sergeant
Re: AIMNAS WF2012 Part 11[message #331860] Tue, 22 April 2014 11:56 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
Hi! Good job on the Bigmaps project! It's amazing and realistic! :super:


Anyway, any news about AIMNAS and the Bigmaps project? Smile

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Sergeant
Re: AIMNAS WF2012 Part 11[message #331862] Tue, 22 April 2014 14:06 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
The Garand EBR. I love it. 'nuff said. Very Happy :rifle:

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Sergeant Major
Re: AIMNAS WF2012 Part 11[message #332003] Wed, 30 April 2014 00:09 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Updated current gun list in the FAQ for upcoming summer release.

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Lieutenant

Re: AIMNAS WF2012 Part 11[message #332006] Wed, 30 April 2014 06:47 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
A Summer release is coming to town? That's great news! Very Happy

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Sergeant
Re: AIMNAS WF2012 Part 11[message #332169] Sun, 04 May 2014 09:17 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
By the way, will any of the existing bigmaps get edited? Somewhere between the summer release to the completion of the bigmaps project.

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Sergeant
Re: AIMNAS WF2012 Part 11[message #333418] Mon, 02 June 2014 15:11 Go to previous messageGo to next message
Aldo Raine is currently offline Aldo Raine

 
Messages:52
Registered:May 2014
AIMNAS AIMNAS AIMNAS! SMEAGOL SMEAGOL SMEAGOL! So excited to play the new release!

@Smeag
I finally managed to get rid of the German subtitle by deleting all the .edt files inside the DATA-BIGMAPS/NPCDATA Folder.

I can upload the clean folder if someone needed it or too lazy to do it themselves.

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Corporal
Re: AIMNAS WF2012 Part 11[message #333949] Sun, 29 June 2014 21:06 Go to previous messageGo to next message
KaneTheFlesheater is currently offline KaneTheFlesheater

 
Messages:11
Registered:November 2011
Not trying to be annoying, but any news on the progress of the summer release?

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Private
Re: AIMNAS WF2012 Part 11[message #333951] Sun, 29 June 2014 22:20 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Currently during the final phase my final exam (will be on wednesday 2nd july this week). I`m pretty sure I will find time after that date again for some modding.

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Lieutenant

Re: AIMNAS WF2012 Part 11[message #334080] Tue, 08 July 2014 14:21 Go to previous messageGo to previous message
Jean Luc Picard is currently offline Jean Luc Picard

 
Messages:24
Registered:June 2014
Location: Germany
With its bigmaps feature, AIMNAS is a very good attempt to bring JA2 to the next generation.

For a good feeling when playing with bigmaps a resolution of 1680 x 1050 is needed.

If the mod is finished itsself maybe a new feature could be added.

So is there a way and the time to make the game interface compatible with this resolution?

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Private 1st Class
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