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Re: AIMNAS WF2012 Part 11[message #313552] Wed, 26 December 2012 03:57 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Think of it as an alpha release. Stuff doesn't work. Stuff's unfinished! You get what you get.

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Sergeant Major
Re: AIMNAS WF2012 Part 11[message #313554] Wed, 26 December 2012 05:49 Go to previous messageGo to next message
HyperEX is currently offline HyperEX

 
Messages:30
Registered:March 2011
Slax
Think of it as an alpha release. Stuff doesn't work. Stuff's unfinished! You get what you get.


I understand and respect that. I suppose what my view is, why fix it if it isn't broken.

i.e.

The initial load-outs based on skill specializations was implemented in a previous version and worked.

Unless there were bugs or issues regarding this that I'm not aware of, why remove a feature that worked and that people enjoyed?

Maybe I'm not understanding the full situation, and for that I apologize.

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Private 1st Class
Re: AIMNAS WF2012 Part 11[message #313555] Wed, 26 December 2012 10:14 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
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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Lieutenant

Re: AIMNAS WF2012 Part 11[message #313557] Wed, 26 December 2012 12:57 Go to previous messageGo to next message
HyperEX is currently offline HyperEX

 
Messages:30
Registered:March 2011
smeagol
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...).



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
Re: AIMNAS WF2012 Part 11[message #313558] Wed, 26 December 2012 13:29 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
And now you're walking into the department of "if you don't like it, change it"
Everything that has been released is open and changeable, if you think that IMP starting gear should be different, change the XML file to your liking Smile

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First Sergeant

Re: AIMNAS WF2012 Part 11[message #313560] Wed, 26 December 2012 14:12 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
That's always an option, but I think there's some room for improvement from the official side as well. There was a bit of a power creep in the starting gear, to the point where paying 6k for two IMPs gave you stuff that would cost 20, 30, 40 thousand if you hired the equivalent AIM mercs for any useful length of time. So a clear cut was probably for the best. But now those IMPs are somewhat dead weight in the landing fight, so imo giving them some low grade gear and maybe raising their default price in turn shouldn't be out of the question.

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Captain

Re: AIMNAS WF2012 Part 11[message #313568] Wed, 26 December 2012 17:46 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Up the IMP price to 10K set DYNAMIC_IMP_PROFILE_COST to TRUE and you might have a good reason to improve their starting gear.
On the other hand, you could at least get a somewhat accurate rifle for 3K. Perhaps a "usable until you find something better" arsenal?

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Sergeant Major
Re: AIMNAS WF2012 Part 11[message #313569] Wed, 26 December 2012 18:04 Go to previous messageGo to next message
winehouse

 
Messages:84
Registered:October 2012
Or how about a kit options? I saw MERC now has them.

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Corporal 1st Class
Re: AIMNAS WF2012 Part 11[message #313573] Wed, 26 December 2012 19:47 Go to previous messageGo to next message
thefreakish is currently offline thefreakish

 
Messages:13
Registered:January 2010
Location: Germany

Many thanks for the recent release!


Regaring the IMP starting packages, what about opening a new thread and brainstorm some ideas? Some skilled XML-jockeys could then adjust the values and we'd have the problem fixed without wasting the time of the real coders.

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Private
Re: AIMNAS WF2012 Part 11[message #313577] Wed, 26 December 2012 22:27 Go to previous messageGo to next message
HyperEX is currently offline HyperEX

 
Messages:30
Registered:March 2011
DepressivesBrot
But now those IMPs are somewhat dead weight in the landing fight, so imo giving them some low grade gear and maybe raising their default price in turn shouldn't be out of the question.


I like this idea, and will support it. I don't mind paying more for getting more.

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Private 1st Class
Re: AIMNAS WF2012 Part 11[message #313588] Thu, 27 December 2012 00:04 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

my merc lost their health on b13 airport, how i can turn this off ?

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Sergeant Major
Re: AIMNAS WF2012 Part 11[message #313591] Thu, 27 December 2012 00:10 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
If you are referring to the facility danger, you can change that in FacilityTypes.xml.

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Captain

Re: AIMNAS WF2012 Part 11[message #313593] Thu, 27 December 2012 00:23 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

yes it is a related to facilty danger,data 1.13/tabledata/maps/facilitypes.xml ?

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Sergeant Major
Re: AIMNAS WF2012 Part 11[message #313594] Thu, 27 December 2012 00:34 Go to previous messageGo to next message
HyperEX is currently offline HyperEX

 
Messages:30
Registered:March 2011
Flugente
If you are referring to the facility danger, you can change that in FacilityTypes.xml.


Also, I don't think it's permanent, can't a doctor heal stat loss? It's still an annoyance, though.

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Private 1st Class
Re: AIMNAS WF2012 Part 11[message #313595] Thu, 27 December 2012 00:42 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

i want this feature set off in my install...

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Sergeant Major
Re: AIMNAS WF2012 Part 11[message #313596] Thu, 27 December 2012 00:44 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
wolf00
yes it is a related to facilty danger,data 1.13/tabledata/maps/facilitypes.xml ?


Yes. I am not sure of the exact name of the entries, but its something about 'danger' in the tags, and the stat targeted is also mentioned, so it should be easy to deduce.

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Captain

Re: AIMNAS WF2012 Part 11[message #313598] Thu, 27 December 2012 01:31 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
And it's probably in Data-AIM or Data-BigMaps, changing the 1.13 file won't do anything.

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Captain

Re: AIMNAS WF2012 Part 11[message #313599] Thu, 27 December 2012 01:44 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Hmm. The location of this thread would suggest so. :coffee:

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Captain

Re: AIMNAS WF2012 Part 11[message #313600] Thu, 27 December 2012 01:49 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

i think,have my problem solved... i copy facilitypes file[modified to no harm for my merc] from older aimnas instal...

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Sergeant Major
Re: AIMNAS WF2012 Part 11[message #313606] Thu, 27 December 2012 08:06 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Hey smeagol! Congratulations on the release. I didnt have chance to actually play as I dived into xml right away and you have no idea how happy I was when I saw that only handful of guns and accessories lacks NCTH data. I hope you will keep it in future release as adding NCTH stuff to those few items wont be a soul crushing menial task I had to do before.

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Master Sergeant
Re: AIMNAS WF2012 Part 11[message #313607] Thu, 27 December 2012 10:47 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
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

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Staff Sergeant
Re: AIMNAS WF2012 Part 11[message #313608] Thu, 27 December 2012 11:27 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Ok, I managed to play a bit before my JA2 crashed (no idea why, will test more). One thing I immediately noticed was that the sight range for mercs feels artificially low with the big maps. I know that you can just increase sight range, but I got a random idea: why not leave normal sight range as it is and then add 2 more "zones" of sight range, once where character cant see prone characters and another one where character cant see crouched characters.

Something like this:

http://i.imgur.com/CRlXVl.jpg

*Green - normal, sight range, sees everything
*yellow - dosent see prone characters
*orange - dosent see crouching as well prone characters
*red - beyond sight range

Such system would allow more sneaking around.

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Master Sergeant
Re: AIMNAS WF2012 Part 11[message #313612] Thu, 27 December 2012 12:05 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Alex_SPB
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, 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.
Oh, don't worry. He actually found your tinkering 'promising'

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Captain

Re: AIMNAS WF2012 Part 11[message #313619] Thu, 27 December 2012 14:34 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

smeagol: thx for these new guns from czecholovakia...

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Sergeant Major
Re: AIMNAS WF2012 Part 11[message #313640] Fri, 28 December 2012 03:39 Go to previous messageGo to next message
H_412 is currently offline H_412

 
Messages:27
Registered:October 2009
I've just come across the MOLLE LBE and after 5 mins figuring it out I have to say it is bloody awesome!

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Private 1st Class
Re: AIMNAS WF2012 Part 11[message #313652] Fri, 28 December 2012 10:17 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
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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Lieutenant

Re: AIMNAS WF2012 Part 11[message #313654] Fri, 28 December 2012 10:47 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
H_412
I've just come across the MOLLE LBE and after 5 mins figuring it out I have to say it is bloody awesome!
Thanks, glad you like it.

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Captain

Re: AIMNAS WF2012 Part 11[message #313666] Fri, 28 December 2012 17:41 Go to previous messageGo to next message
BrotherJayne is currently offline BrotherJayne

 
Messages:19
Registered:June 2010
Alex_SPB
For 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

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Private
Re: AIMNAS WF2012 Part 11[message #314024] Tue, 08 January 2013 20:40 Go to previous messageGo to next message
pnmartin is currently offline pnmartin

 
Messages:53
Registered:February 2010
Holy COW! I can't wait to try this. If only I wasn't at work right now...

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Corporal
Re: AIMNAS WF2012 Part 11[message #314179] Sat, 12 January 2013 18:46 Go to previous messageGo to next message
PET is currently offline PET

 
Messages:36
Registered:April 2006
Location: Czech Republic
Hey this lot of work done looks awesome, im about try this mod and beat the shit out of it but i noticed buildings pictures on my radarmaps in tactical screen doesnt match with reality on map, also rightclik on didnt make pop up whole map just part of it. Maybe its not compatible with my prefered 800x600 huh? gonna check it under 1024 or its maybe only Omerta really dunno yet...

And is there anyone around who merged this mod with IoV? Would be challenge to do this Wink
I bet this can be lot of frankesteinin like usual. :goggle:


Edit: ok i discovered i can move with rightclicked radarmap but my game uses different radarmaps for sure wondering how to fix it...

[Updated on: Sat, 12 January 2013 20:14] by Moderator

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Private 1st Class
Re: AIMNAS WF2012 Part 11[message #314180] Sat, 12 January 2013 19:01 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Radar map generation for 360

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Captain

Re: AIMNAS WF2012 Part 11[message #314814] Sun, 27 January 2013 01:08 Go to previous messageGo to next message
veedotja2 is currently offline veedotja2

 
Messages:86
Registered:April 2012
Location: New York
Because I know old CTH is recommended for AIMNAS I decided to go back to it. Was it always this great? I played through 1.13 UC with new CTH and while the circle size is a great idea, it isn't as great in practice as it is in theory.

I like OCTH with the stacked bars now better. It gets the point across, lets you clearly see your odds before taking a shot and you can still easily see the changes in accuracy from different aiming levels just as well as the NCTH system. Probably OCTH has ben improving all along and I just missed it because I was playing with NCTH for so long.

I also understand that implementing NCTH takes a bunch of work that only grows as the item list grows - and the item lists in AIMNAS are quite huge. I guess I'm saying that for my opinion, don't sweat NCTH because OCTH is just as good.

So, thanks for the Christmas Release and everything is fine with me! No rush on the rest of the maps but, like all of us, I will be happy to see anything you like to produce.

It is hard to tell if any bugs I *DO* encounter are in 1.13 or in AIMNAS, however. Where do I post them? How can I tell? I'm not playing a parallel non-AIMNAS release and my regular 1.13 game is back at revision 4870.

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Corporal 1st Class
Re: AIMNAS WF2012 Part 11[message #314828] Sun, 27 January 2013 11:34 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Anything odd and out of the norm should be reported in the AIMNAS bug thread first, I guess... the people who can fix problems should more or less regularly check there, especially if new stuff gets posted.


I will be very busy in the next couple weeks, real life has a very tight grip on me atm. Don't expect anything new within the next two or three months at least. I was working on the Chitzena mine sector recently, and even with spending a couple hours every day for two weeks on it, it is still not finished. Town sectors always take up a lot of time, and time is something I don't have at my disposal right now.

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Lieutenant

Re: AIMNAS WF2012 Part 11[message #314830] Sun, 27 January 2013 15:16 Go to previous messageGo to next message
PET is currently offline PET

 
Messages:36
Registered:April 2006
Location: Czech Republic
Hey guys, just started to play this mod and first thing i noticed is the dynamic graphic skilpoint progress is missing (i mean that shadow bars behind skillpoints table) Is this feature somehow optionable or its missing from aimnas?

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Private 1st Class
Re: AIMNAS WF2012 Part 11[message #314852] Sun, 27 January 2013 23:18 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
It's an optional feature, probably either in the ingame option menu or in the ini.

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Lieutenant

Re: AIMNAS WF2012 Part 11[message #315178] Tue, 05 February 2013 07:34 Go to previous messageGo to next message
wacs828 is currently offline wacs828

 
Messages:31
Registered:August 2009
Hi Smeagol,

Long time lurker, just have to thank you for making such a great mod for a game I really enjoy. Keep up the great work, you have made JA2 really fun for me. Thank you!


Regards.

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Private 1st Class
Re: AIMNAS WF2012 Part 11[message #315185] Tue, 05 February 2013 12:55 Go to previous messageGo to next message
analogx is currently offline analogx
Messages:2
Registered:June 2009
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
Re: AIMNAS WF2012 Part 11[message #315186] Tue, 05 February 2013 13:19 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Just take an understrength squad. Ideally, simply go alone.

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Captain

Re: AIMNAS WF2012 Part 11[message #315199] Tue, 05 February 2013 20:29 Go to previous messageGo to next message
PET is currently offline PET

 
Messages:36
Registered:April 2006
Location: Czech Republic
After many exciting battles on north i sadly discovered the half of map on south is such weird converted or old and towns are empty uhuh... Is the work on rest of maps in any progress? Or i again facing some bug?

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Private 1st Class
Re: AIMNAS WF2012 Part 11[message #315200] Tue, 05 February 2013 21:17 Go to previous messageGo to previous message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
smeagol
Here'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. Wink


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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Captain

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