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Re: AIMNAS WF2012 Part 11[message #334237]
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Tue, 15 July 2014 03:12
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Griffinhart |
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Messages:12
Registered:June 2014 |
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If only SVN weren't down so I could update my executable... :\
(See, and this is why I prefer git/github.)
-- Griffinhart
[Updated on: Tue, 15 July 2014 03:12] by Moderator Report message to a moderator
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Private
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Re: AIMNAS WF2012 Part 11[message #334246]
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Tue, 15 July 2014 12:53
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buuface |
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Messages:165
Registered:October 2011 |
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Hi smeagol thanks for this latest release.
I have played a few sectors and think you have really achieved a tactical excellence that no other other mod has been able to accomplish. The camouflage and cover systems seem to be well made too I was able to sneak to within only 5 or 6 tiles of an enemy using long crops as cover whereas in other mods such as Stock Data Overhaul which increase the viewing range significantly I never found this possible.
With regards to item placement on maps, what is your overall plan?
Will you eventually get around to placing all items manually? Or is it possible to use the random item placement feature to populate the maps automatically (apart from quest-related items which I assume will have to be manually placed either way)?
Item randomization would seem to be the ultimate choice in terms of making the maps re-playable.
Many Thanks for all your hard work. The big maps are truly wonderful and the NCTH balance seem excellent so far.
[Updated on: Tue, 15 July 2014 12:54] by Moderator Report message to a moderator
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Staff Sergeant
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Re: AIMNAS WF2012 Part 11[message #335632]
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Mon, 08 September 2014 10:12
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Okay, the file is uploaded (see post above).
What's new?
Extended Fortifications.
Build your own barricades out of wooden planks. Where to get those, you ask? Easy... grab them directly from the map with the help of your trusty shovel.
Dig up Earth Piles.
Fidel behind his dug up earthwork. Note that the gun is mounted on the earthwork and thus gets the mounted bonus. One of the piles (next to the east fence) is passable, the others aren't. As easily as these are built, as easily you can dismantle them again.
Build wooden walls (as stated above, you'll need nails for that, which are currently only available from Sam and Keith, both of course in maps that are not finished yet... I'm considering moving those shopkeepers temporarily to other sectors, so that you'll have more shopkeepers in the early game).
Some new items (see Art Gallery).
Food (I added a food crate that got dropped off in the LZ that will keep your mercs alive a few days... but you'll definitely want to secure an airport early on to get resupplies)!
Enjoy and as always... would be nice if you left some feedback.
Note that this version messes with item IDs again, as I added a few items for which I had to move around existing stuff. So a new game start is recommended.
Oh, and you want to use 7492.exe for this one, as well.
[Updated on: Mon, 08 September 2014 13:40] by Moderator Report message to a moderator
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Re: AIMNAS WF2012 Part 11[message #335797]
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Mon, 15 September 2014 16:32
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veedotja2 |
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Messages:86
Registered:April 2012 Location: New York |
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smeagolCurrently uploading a special AIMNAS update that will require the new 7492.exe
This AIMNAS build makes use of the new extended fortification feature.
That is a good feature, but I can't find nails for my boards. It's okay though, the earth mounds alone are great. I can't find a shovel anywhere so I cheated one with GABBI to play with the feature.
AIMNAS is really doing the little things right:
* Keeping up with 1.13 features. I thought it may be a while before new stable release was supported but I was happily wrong.
* No hangs of more than one second (only when assigning militia to sectors)
* Smoothly scrolling to an out of view enemy coming into range
* Jumping straight to the rebel hideout after meeting Fatima
* Not putting a bunch of stuff into containers and locking every damn box and door (I hate that)
* IMP mercs really have some useful equipment at the start!
It really feels like a battle now, and never like a search-everywhere RPG. With drop all enabled it's really a lot more fun than Vanilla. One hour battle followed by a one hour *search of the map* is not fun. One hour equip team *is* fun, but I like the gun porn
On big maps a good rifleman with just a .30 cal bolt action and low/no power optics can strike decisive blows and really win the battle. The real life rifleman's battle in broken terrain is wonderfully reproduced in AIMNAS!
1.13 modders get a lot of credit of course, but not for this implementation of NCTH, which is the product of your hard work, Smeagol, I believe. You also take the fortification feature and extend it to more maps? You exend the flexibility of what 1.13 lays on the table. Excellent mod!
I don't know what you did but I think the militia stays out of the way more? Code change or big maps consequence?
The maps are so open, covert ops is even more game breaking. Best not to use it here if merc has two levels of the skill.
Edit: just got destroyed by a shotgun blast from blackshirt elite from about 10 tiles away - when the disguise was holding fine. I was wrong, covert ops isn't too overpowered. RIP merc, we hardly knew ye. Back to the attack.
[Updated on: Wed, 17 September 2014 05:16] by Moderator Report message to a moderator
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Corporal 1st Class
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