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Re: AIMNAS WF2012 Part 11[message #313555]
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Wed, 26 December 2012 10:14
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Thing is, I made a real major change in item ordering. Unfortunately at the time I did that, the xml editor didn't support item swapping for some xml files, most notably the impitemchoices... thus all imps got weird starting stuff and in order to fix this I removed all special gear from traits. I wanted to add new stuff, but after thinking about it a bit, I decided against it.
Look at it from this angle: Imps are dirt cheap, don't require regular saleries and come with very good skills. In exchange for that, they come with lousy gear. I think this is fair game. If you want good gear, hire A.I.M. guys.
And yes, covert/spy trait isn't fully supported yet, obviously due to the fact that I have very limited time to actually play the game to test the stuff. I mostly only feature stuff that is actually tested in game (one of the reasons I didn't add NCTH yet, because it takes forever to get good values for it...).
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Re: AIMNAS WF2012 Part 11[message #313557]
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Wed, 26 December 2012 12:57
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HyperEX |
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Messages:30
Registered:March 2011 |
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smeagolThing is, I made a real major change in item ordering. Unfortunately at the time I did that, the xml editor didn't support item swapping for some xml files, most notably the impitemchoices... thus all imps got weird starting stuff and in order to fix this I removed all special gear from traits. I wanted to add new stuff, but after thinking about it a bit, I decided against it.
Look at it from this angle: Imps are dirt cheap, don't require regular saleries and come with very good skills. In exchange for that, they come with lousy gear. I think this is fair game. If you want good gear, hire A.I.M. guys.
And yes, covert/spy trait isn't fully supported yet, obviously due to the fact that I have very limited time to actually play the game to test the stuff. I mostly only feature stuff that is actually tested in game (one of the reasons I didn't add NCTH yet, because it takes forever to get good values for it...).
I see your stance, that maybe they were a bit too good before. But the way you describe it sounds like you're getting rid of the baby with the bath water.
You don't find it ridiculous that all the IMPs all spawn with a 9mm pistol no matter which skills you choose?
I think there's a middleground somewhere in this.
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Private 1st Class
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Re: AIMNAS WF2012 Part 11[message #313607]
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Thu, 27 December 2012 10:47
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Alex_SPB |
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Messages:169
Registered:February 2008 Location: Russia, St.Petersburg |
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For everyone interested in values of JA2_options.ini and CTH_constants.ini:
http://www.mediafire.com/?33wdyg8cm5glbzm
http://www.mediafire.com/?y74kk9rfljxbrp0
Please, use team members equipped with AR-s with handling 12 (most of AR-s have this value) and do not use sniper scopes (it is better to physically remove them from the weapon), xml values for sniper scopes will follow shortly. I would also recommend removing all other attachments (lasers etc.).
Please, use the advantages of seat and prone stances for easier aiming.
P.S. I hope Smeagol has nothing against this discussion as I do not want to hijack this tread and all the experiments are based on AIMNAS. Smeagol, just let me know if something is wrong.
[Updated on: Thu, 27 December 2012 13:43] by Moderator Report message to a moderator
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Staff Sergeant
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Re: AIMNAS WF2012 Part 11[message #313652]
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Fri, 28 December 2012 10:17
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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HyperEX
I see your stance, that maybe they were a bit too good before. But the way you describe it sounds like you're getting rid of the baby with the bath water.
You don't find it ridiculous that all the IMPs all spawn with a 9mm pistol no matter which skills you choose?
I think there's a middleground somewhere in this.
No, I don't think this ridiculous. Otherwise I would have given all Imps a better starting gun. As stated before, this was a well thought decision. Imps were very unbalanced in previous releases. It's not written in stone, though. Just because I have a reduced arsenal now for Imps in which they basicaly all get the same gear regardless of traits, doesn't mean, that it will stay like this forever.
And also, as stated before, it was mainly due to lack of time, that I didn't add new Imp choices. Maintaining all the xmls after the huge item reordering was quite some work and a few files just didn't make it in time for the release (most notably the imp gear...).
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Re: AIMNAS WF2012 Part 11[message #313666]
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Fri, 28 December 2012 17:41
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BrotherJayne |
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Messages:19
Registered:June 2010 |
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Alex_SPBFor everyone interested in values of JA2_options.ini and CTH_constants.ini:
P.S. I hope Smeagol has nothing against this discussion as I do not want to hijack this tread and all the experiments are based on AIMNAS. Smeagol, just let me know if something is wrong.
Cool stuff
You might want to start a separate thread for this, btw
Will give it a play tonight or tomorrow if I have the time, maybe start tweaking some of the items...
*edit* just saw the thread, mia culpa
[Updated on: Fri, 28 December 2012 17:42] by Moderator Report message to a moderator
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Private
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Re: AIMNAS WF2012 Part 11[message #315185]
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Tue, 05 February 2013 12:55
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analogx |
Messages:2
Registered:June 2009 |
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I would first like to state. Awesome job. The bigmaps are beautiful and I've always loved AIMNAS.
I have encountered a rather humorous and frustrating setback while trying out the new XMAS release.
After giving Whats-her-face the note at the beginning and teleporting (nice touch, I hated having to follow her) into the rebel base, two of my guys spawned outside of the base square area and had no way of leaving. Rather humorous, except that one of them was my doctor.
I'll see if I can't replicate it in other attempts.
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Civilian
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Re: AIMNAS WF2012 Part 11[message #315200]
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Tue, 05 February 2013 21:17
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DepressivesBrot |
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Messages:3658
Registered:July 2009 |
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smeagolHere's the much anticipated XMAS release of my AIMNAS/Bigmaps mod project.
Note: It is still work in progress and would also still be in closed beta if it wasn't xmas.
This means especially, that:
a.) You can't play a full campaign with this.
b.) Maps contain no items yet.
c.) Civilians are rather basic (no equipment on kingpin goons for example, as a certain someone who was responsible for this vanished at the start of the month...)
d.) Some (or better... most) quests don't work properly, so handle with care...
e.) Several new features are not implemented yet (no food, no NCTH, no Zombies...)
Okay, with that out of the way, let's see what the mod does contain:
1.) Bigmaps for around 60 maps (!). That's right... that's almost 4 complete rows on the strategic map, including Drassen and San Mona (unfortunately not Chitzena, just didn't have enough time to build another city... each city map takes at least 10 days... so it would have been another month at least to get it done...).
2.) Several new items (guns, lbes, grenades, etc...).
3.) Support for Overheating.
4.) Support for Dirt System (though disabled in the ini... I found it to be quite tedious micro management which basically required just another press button after combat routine... if you're into this kind of 'realism' feel free to re-activate it in the ini... gun cleaning kits are still available in some starting kits, mostly mercs you'd expect to have such an item have it... while dirt is disabled, these items obviously are useless, just get rid of them...)
5.) Support for Scuba Diving feature.
6.) Support for tripwires, claymores, fragmentation grenades.
Download link via Depri's Thread.
Merry Xmas and happy holidays to all of you.
Enjoy. :happybear: Release post, emphasis added.
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