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Re: AIMNAS WF2012 Part 11[message #312288] Tue, 20 November 2012 15:53 Go to previous messageGo to next message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
Modaholic! Wink
Re: AIMNAS WF2012 Part 11[message #312289] Tue, 20 November 2012 17:34 Go to previous messageGo to next message
lockie

 
Messages:3897
Registered:February 2006
Location: Scotland
I think a rehab , say 2 months coding BIA aimnas mod ..... it'll cure him or kill him ! Very Happy


Re: AIMNAS WF2012 Part 11[message #312290] Tue, 20 November 2012 17:38 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3803
Registered:July 2009
Someone would of course have to write a new attachment system for BiA first Wink


Re: AIMNAS WF2012 Part 11[message #312292] Tue, 20 November 2012 18:57 Go to previous messageGo to next message
lockie

 
Messages:3897
Registered:February 2006
Location: Scotland
No , no , part of the cure ... tough love .. hehehe Very Happy


Re: AIMNAS WF2012 Part 11[message #312643] Fri, 30 November 2012 03:46 Go to previous messageGo to next message
Eso1

 
Messages:20
Registered:January 2012
Smeagol is da freaking man!, can't wait for this mod to be fully available the anticipation is high :computer3:
Re: AIMNAS WF2012 Part 11[message #312843] Fri, 07 December 2012 06:58 Go to previous messageGo to next message
Talisman9
Messages:3
Registered:September 2012
Wow, I get a couple of days of at Christmas...no pressure...none at all...Smile

Seriously though, looks like a great mod - can't wait to play it,

Tals.
Re: AIMNAS WF2012 Part 11[message #312846] Fri, 07 December 2012 10:49 Go to previous messageGo to next message
lockie

 
Messages:3897
Registered:February 2006
Location: Scotland
Ooooooh , there are no d/loads for public use at the moment , I don't think , unless Smeagol has an xmas present for us .... ? Smile


Re: AIMNAS WF2012 Part 11[message #312849] Fri, 07 December 2012 12:08 Go to previous messageGo to next message
smeagol

 
Messages:2740
Registered:June 2008
Location: Bremen, Germany
I'm currently working very hard to actually make a x-mas release with the first 4 rows of bigmaps done.

This release will of course still contain bugs and not be complete (not all desired underground maps available, most quests will not work correctly, no complete support for a lot of recent features in the development trunk... no food, only basic overheating values, no prisoners yet, etc... and before you ask, nope... no NCTH support).

What it will contain is a slew of new items (some new guns, MOLLE LBE items, some new grenades and mines...) and a lot more big maps (yes, this means, this AIMNAS version is also bigmaps exclusive... I changed a lot in regards to item IDs, adapting it to the old small maps will mean serious trouble for everyone trying to do so, so I recommend not even trying...).
Instead of 40 something maps I try to complete the 64 maps in the first 4 rows... the main problem for this will probably be Chitzena, 4 town sectors usually take a lot of time, something like at least 7-10 days per map... if all else fails, I'll make a x-mas release without Chitzena (or with a boiled down version of Chitzena... whatever will be doable in the given time...).

So, that's the news I can provide atm.


And I'm also quite confident, that the other smaller issues with bigmaps (like the roof reappearing after reloading bug...) get handled sooner or later.


Re: AIMNAS WF2012 Part 11[message #312851] Fri, 07 December 2012 12:45 Go to previous messageGo to next message
lockie

 
Messages:3897
Registered:February 2006
Location: Scotland
Yay , Santa Smeagol is our hero !



:wave:


Re: AIMNAS WF2012 Part 11[message #312854] Fri, 07 December 2012 14:15 Go to previous messageGo to next message
elSapo

 
Messages:6
Registered:November 2012
Location: Russia
Thanks for progress info, Smeagol.
Re: AIMNAS WF2012 Part 11[message #312857] Fri, 07 December 2012 15:32 Go to previous messageGo to next message
Slax

 
Messages:1449
Registered:July 2006
Location: People riding polar bears...
An AIMNAS Christmas Prelude. Wink

Re: AIMNAS WF2012 Part 11[message #312858] Fri, 07 December 2012 16:33 Go to previous messageGo to next message
Uriens

 
Messages:333
Registered:July 2006
Thanks for update Smeagol. Smile
Re: AIMNAS WF2012 Part 11[message #312866] Fri, 07 December 2012 19:10 Go to previous messageGo to next message
dinglehopper

 
Messages:134
Registered:January 2008
Quote:
And I'm also quite confident, that the other smaller issues with bigmaps (like the roof reappearing after reloading bug...) get handled sooner or later.


The new surrender system solves one of the biggest problems, that being the hunt for the last guy.

Things are looking better and better for big maps, hopefully there will be a lot less complaining this time. Eventually people will be saying "Wow dad, I can't believe you had to play this game on small maps for so long, that must have sucked."

Keep up the great work.

DH
Re: AIMNAS WF2012 Part 11[message #312871] Sat, 08 December 2012 00:36 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
thank you
Re: AIMNAS WF2012 Part 11[message #312903] Sat, 08 December 2012 23:36 Go to previous messageGo to next message
Taro_M

 
Messages:296
Registered:November 2008
Quote:
and before you ask, nope... no NCTH support


Damn, you just made another cute kitten die a horrible death. However I understand; it is all in the name of !!SCIENCE!!, so it's ok.

I hope that I will be able to to make at least temporary placeholder submod to add NCTH values.

[Updated on: Sat, 08 December 2012 23:38] by Moderator

Re: AIMNAS WF2012 Part 11[message #312906] Sun, 09 December 2012 00:58 Go to previous messageGo to next message
mr_clark

 
Messages:46
Registered:December 2011
Location: Potsdam, Germany
That is indeed great news, Smeagol. Thanks for your patience, and wow that number of maps in such a rather small time since the easter release sound pretty impressive!
Re: AIMNAS WF2012 Part 11[message #313395] Thu, 20 December 2012 20:46 Go to previous messageGo to next message
Marcho

 
Messages:14
Registered:November 2008
Location: Finland
What revision of Stable/Unstable SVN this is going to be based on, I mean what features are going to be included in with the support of AIMNAS XMAS release?
Like the covert Ops, zombies, dirt values, weapon overheating and the scuba diving...
Oh, and is the latest version of HAM now fully-supported with item transformations and shrapnel explosives?

Anyways, I want to say my cheers for you, Smeagol.
Thank you for continuing the work of this awesome project.
I really can't wait to try out the XMAS release after I have plowed some time ahead of me.

Merry Christmas and Happy New Year from Finland! Smile
Re: AIMNAS WF2012 Part 11[message #313396] Thu, 20 December 2012 21:03 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3803
Registered:July 2009
By and large, it will be using the latest SVN revision. The list of supported and unsupported will be finalized on release.
General frame:
Features with a small data footprint (~ up to half a dozen new/affected items, sectors, ...) have a good chance, dirt and heat have rough values done (balancing those will probably take some more releases and lots of feedback), HAM5 is fully supported since early closed beta (except NCTH, not gonna happen anytime soon) and food won't be in either.


Re: AIMNAS WF2012 Part 11[message #313489] Mon, 24 December 2012 14:28 Go to previous messageGo to next message
smeagol

 
Messages:2740
Registered:June 2008
Location: Bremen, Germany
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:

[Updated on: Mon, 24 December 2012 14:34] by Moderator



Re: AIMNAS WF2012 Part 11[message #313491] Mon, 24 December 2012 15:46 Go to previous messageGo to next message
H_412

 
Messages:27
Registered:October 2009
Thanks for all your hard work Smeagol. Been playing your mod for years now and never been disappointed.
Merry Xmas!
Re: AIMNAS WF2012 Part 11[message #313494] Mon, 24 December 2012 16:21 Go to previous messageGo to next message
KonTheDon

 
Messages:6
Registered:October 2012
Thank you so much Smeagol! I love your mod with all this holy stuff. Good Work! I hope for a stable version in future but please keep up the good work.

Greetings from Germanya and merry xmas of course!

[Updated on: Mon, 24 December 2012 16:22] by Moderator

Re: AIMNAS WF2012 Part 11[message #313499] Mon, 24 December 2012 16:58 Go to previous messageGo to next message
Shanga

 
Messages:3531
Registered:January 2000
Location: Danubia
Thank you for the wonderful X-mas present for all JA2 fans!

AIMNAS is now featured on JAG, too Smile

http://www.ja-galaxy-forum.com/board/gallery/80/medium/36.jpg

EDIT: Changed the pic to reflect the WF roots.

[Updated on: Mon, 24 December 2012 17:06] by Moderator



Re: AIMNAS WF2012 Part 11[message #313503] Mon, 24 December 2012 18:09 Go to previous messageGo to next message
smeagol

 
Messages:2740
Registered:June 2008
Location: Bremen, Germany
Ah right, for those complaining that you can't play a full campaign with this... check out the world map and compare that to the total size of the vanilla maps...

(Warning... spoiler alert... if you want to be surprised what the maps look like, you should not click the link Wink )


Worldmap for XMAS release



Re: AIMNAS WF2012 Part 11[message #313508] Mon, 24 December 2012 20:21 Go to previous messageGo to next message
Ramirez

 
Messages:85
Registered:January 2004
Location: M
Hi and Merry xmas all!

Thx for the xmas release, smeagol. Just stumbled upon a change compared to the last easter release: I cannot change weapon values anymore :-/. Everytime a change a value, games doesnt start anymore. Is this on purpose? Would be kinda sad.

Re: AIMNAS WF2012 Part 11[message #313509] Mon, 24 December 2012 20:44 Go to previous messageGo to next message
smeagol

 
Messages:2740
Registered:June 2008
Location: Bremen, Germany
Change what values? Any more information on what you did and what didn't work would be kinda useful...


Re: AIMNAS WF2012 Part 11[message #313511] Mon, 24 December 2012 21:16 Go to previous messageGo to next message
Ramirez

 
Messages:85
Registered:January 2004
Location: M
Any value. I usually changed magsize and accuracy of the HK 417 20". Now this doesn'T work anymore.

edit: in the weapon.xml file

[Updated on: Mon, 24 December 2012 21:48] by Moderator

Re: AIMNAS WF2012 Part 11[message #313512] Mon, 24 December 2012 21:49 Go to previous messageGo to next message
smeagol

 
Messages:2740
Registered:June 2008
Location: Bremen, Germany
Probably depends on the xml editor version you are using. Maybe that one is outdated?


Re: AIMNAS WF2012 Part 11[message #313513] Mon, 24 December 2012 22:05 Go to previous messageGo to next message
Ramirez

 
Messages:85
Registered:January 2004
Location: M
Might be, coz I dl the newest version of oxedit before chaning the .xmls.

Will deisnt and inst an older version.

edit: unbelievable - that did it. Newer ain't always better Wink thx, smeagol

[Updated on: Mon, 24 December 2012 22:10] by Moderator

Re: AIMNAS WF2012 Part 11[message #313514] Mon, 24 December 2012 22:28 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Merry Christmas, Smeagol and Team.
Thank you for the release!
Re: AIMNAS WF2012 Part 11[message #313515] Mon, 24 December 2012 23:12 Go to previous messageGo to next message
Randok

 
Messages:324
Registered:March 2004
Thanks for all your hard work and Merry Xmas! Smile
Re: AIMNAS WF2012 Part 11[message #313522] Tue, 25 December 2012 11:25 Go to previous messageGo to next message
elSapo

 
Messages:6
Registered:November 2012
Location: Russia
Many Thanks!
Re: AIMNAS WF2012 Part 11[message #313531] Tue, 25 December 2012 22:07 Go to previous messageGo to next message
Alex_SPB

 
Messages:170
Registered:February 2008
Location: Russia, St.Petersburg
Smeagol,

First of all thanks for the perfect release and Merry Christmas! I have started my JA journey very long time ago in Metavira and followed all significant JA2 mods since the very beginning. There were a lot of features implemented but along with HAM big maps is something that made JA2 evolution to the next level. Being on sick leave I have spend almost 2 days playing Christmas release almost non-stop. This time it was something special - JA 2 experience that I have never had. I am staring to write a very long post that has nothing to do with any requests, complaint or holy wars around AIMNAS. I suppose that I have met something special and probably I was the first one who noticed this. The next post will follow shortly.

To be continued...

[Updated on: Tue, 25 December 2012 22:49] by Moderator

Re: AIMNAS WF2012 Part 11[message #313532] Tue, 25 December 2012 22:15 Go to previous messageGo to next message
Alex_SPB

 
Messages:170
Registered:February 2008
Location: Russia, St.Petersburg
...

One of the initial ideas behind the big maps was to bring realistic ranges to the game. It took a lot of time (as far as I remember more then 2 years) from the initial discussion to the end result in the trunk, then a lot of time to build perfect AIMNAS big maps, some people left Bears Pit and the idea of realistic ranges was forgotten.

Personally I am not a very big fan of realism, but I decided to revive the old idea and give it a try. It was very hard for me to guess what the result would be but keeping in mind all the old discussions regarding ranges I was really interested in how would it be.

To be continued...

[Updated on: Tue, 25 December 2012 22:16] by Moderator

Re: AIMNAS WF2012 Part 11[message #313533] Tue, 25 December 2012 22:26 Go to previous messageGo to next message
Alex_SPB

 
Messages:170
Registered:February 2008
Location: Russia, St.Petersburg
...

Being one of the beta testers of Headrock's NCTH I decided to give the idea a try this way. Quick study of weapons.xml resulted in a very promising finding: very big part of AR-s have 12. This was a perfect beginning to start messing with NCTH. I have changed about 12 parametrs in CTH_constants.ini tweaking the efficiency of iron sights, aim clicks, optical scopes, muzzle sway, recoil distance and penalties, AI distance to engage target etc. Then I have changed JA2_options.ini increasing visual range up to 100 tiles and weapon ranges by 300% (that was a little bit more then required but was important for proper AI behavior).

I have tuned up NCTH to significantly increase a probability of hit (comparing to the trunk version), with the very good iron sights hit probability up to 50 tiles with an AR (together with 100 tiles vision range).

Then I unequipped all the scopes (as they needed a special care in Items.xml and I decided not to mess with xml files) and started to play.

To be continued...

[Updated on: Tue, 25 December 2012 22:35] by Moderator

Re: AIMNAS WF2012 Part 11[message #313534] Tue, 25 December 2012 22:48 Go to previous messageGo to next message
Alex_SPB

 
Messages:170
Registered:February 2008
Location: Russia, St.Petersburg
The result was beyond all expectations.

All the combat actually takes place on 35-50 tile distances (very close to the real life as 90% all encounters are believed to be within 100 meter range). Further distances are very rare due to the obstacles in the line of sighs. However when some of the enemies obtain a clear LOS 80 tiles away from your position it makes your life much more difficult. Actually you become very scared about what is going on as sometimes the only opportunity to find out enemy location is only after enemy shot is made. Moreover part of the enemies would be unspotted even when firing and you will have to move a lot to discover them. This effect is several times higher then under vanilla 1.13 and actually reminds me of ARMA (FPS war simulator) feel of what combat is.

Increased ranges made combat much more tactical as there always is a need to change positions to obtain a clear line of sight. All the mercs control relatively small area and when the enemy makes a step aside is is most probably hidden by tree or something like that. It is very difficult to explain but the combat becomes much deeper with much more tactics involved. Placing a machine gunner or sniper in a right strategic direction becomes invaluable.

AI:

All the disadvantages of 1.13 AI when playing on small maps suddenly become advantages on big maps. Being able to engage targets on large distances (after some tweaking of CTH constants.ini) the AI does not rush but flank and hide. It is very difficult to fight with up to 10 enemies simultaneously on the greater distance considering obstructed line of sight etc. I had simply the feeling that I was playing different game with new AI. After 2 days of playing I can not say what I would like to improve in AI behavior as everything seems to be OK.

I was not able to pass the first map with the 8 person squad for the first 3 times (playing without save-load).

I really advice to try this as it would take very little time to tweak ini files and does not require to mess with XML-s to obtain the first impression. I am afraid I would not be able to come back to small maps anymore.

Thanks again for the perfect mod. I am going back to play as I have some unfinished business in Drassen Smile

[Updated on: Tue, 25 December 2012 23:28] by Moderator

Re: AIMNAS WF2012 Part 11[message #313535] Tue, 25 December 2012 23:17 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3803
Registered:July 2009
That really sounds like an interesting approach, be sure to share your cth_constants when you're done fiddling around.


Re: AIMNAS WF2012 Part 11[message #313536] Tue, 25 December 2012 23:19 Go to previous messageGo to next message
Alex_SPB

 
Messages:170
Registered:February 2008
Location: Russia, St.Petersburg
DepressivesBrot
That really sounds like an interesting approach, be sure to share your cth_constants when you're done fiddling around.


Thanks. Can do this tomorrow evening.
Re: AIMNAS WF2012 Part 11[message #313539] Tue, 25 December 2012 23:51 Go to previous messageGo to next message
Alex_SPB

 
Messages:170
Registered:February 2008
Location: Russia, St.Petersburg
...

After tweaking sniper scope in items.xml (the story with scopes under NCTH is very long and complicated) I can say that sniper could be extremely useful but you can not win the combat with snipers only. Playing with SUPPRESSION_EFFECTIVENESS = 350 this is also a whole new experience. Being unable to hit the enemy you can suppress him for a 2-3 turns until someone from your squad obtains good shooting position and clear LOS. This worked on small maps also but this quickly becomes your main tactics on big maps. You can not win the fight without changing your position, you can not change your position without suppression auto fire. You need someone able to shoot and run at one turn. Snipers stay in their own niche, useful but not universal at all.

As the enemy also actively uses suppression fire every position that is unsupported at least by another team member sitting somewhere nearby becomes very vulnerable and a tactical advantage quickly becomes a serious loss as you can not shoot accurately for at least another turn or simply can not move. Then the only question is how much turns are you able to survive under fire without any help. And to provide help first of all you need someone to move for the clear LOS and to counter-surpress the enemy giving chances to your first merc to regenerate AP-s.

Due to the greater distances on big maps you have to reconsider the you tactical movements, placing several mercs next to each other is a bad idea (all can be suppressed by one single enemy). Placing them too far will mean that they would be unable to change their position and counter suppress within a reasonable amount of time. By the way AI acts reasonably smart and does not group all the enemies in one place.

Again, big maps make this experience much more bright.

[Updated on: Wed, 26 December 2012 00:07] by Moderator

Re: AIMNAS WF2012 Part 11[message #313547] Wed, 26 December 2012 02:48 Go to previous messageGo to next message
HyperEX

 
Messages:48
Registered:March 2011
I just want to say thank you for this newest X-Mas release. I haven't played AIMNAS in a long while but am looking forward to putting much more time in.

After finally getting things working on Windows 8 and getting my IMPs created, I've noticed that they are using the old-style crappy loadouts that aren't based on which skills they have. The previous version of AIMNAS I was using gives your IMPs loadouts which reflect their skill specializations.

Such as a machinegunner would get an Ares Shrike LMG.

Is there any way to re-implement this? It made the start much more fun, and as I've played the game enough, I'd rather get up to speed faster to where I was on the older version of AIMNAS.
Re: AIMNAS WF2012 Part 11[message #313548] Wed, 26 December 2012 03:03 Go to previous messageGo to previous message
winehouse

 
Messages:92
Registered:October 2012
I noticed that too, particularly the covert ops and spy trait lacking related gear.
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