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Re: AIMNAS WF2012 Part 11[message #334089] Tue, 08 July 2014 20:20 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Uhm...

actually... I already run it in 1680 x 1050.

Check the ja2.ini in your ja2 root folder. You should find something like this:

Toggle Spoiler


Change screen_resolution to 18 and you got yourself some nice widescreen ja2. Smile


Edit:

Screw that... now I get what you meant...

yes, improved interface for that resoltion would indeed be nice at some point.

[Updated on: Tue, 08 July 2014 20:22] by Moderator



Re: AIMNAS WF2012 Part 11[message #334232] Mon, 14 July 2014 22:50 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
AIMNAS Summer Release 2014 available now!!!


Get it exclusively from here: link follows as soon as my slow i-net connection has uploaded the 7zip file.



What's new?

Few more maps (atm 97 + a few underground maps playable).

Few bugfixes (the usual stuff... if you find more, report them, I'll try to get the stuff fixed for next release).

Few new items (guns and stuff... check out the FAQ for the complete gun list).

This release is optimized for the 7307.exe.



Re: AIMNAS WF2012 Part 11[message #334233] Mon, 14 July 2014 23:15 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
And here we go...

AIMNAS SUMMER RELEASE 2014


Re: AIMNAS WF2012 Part 11[message #334234] Mon, 14 July 2014 23:57 Go to previous messageGo to next message
lockie

 
Messages:3899
Registered:February 2006
Location: Scotland
This'll do for a wee while , thanks Smeagol ... :rulez:


Re: AIMNAS WF2012 Part 11[message #334237] Tue, 15 July 2014 03:12 Go to previous messageGo to next message
Griffinhart

 
Messages:12
Registered:June 2014
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

Re: AIMNAS WF2012 Part 11[message #334239] Tue, 15 July 2014 05:37 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
smeagol
AIMNAS Summer Release 2014 available now!!!


Ah, that's great! I've been waiting for this moment! Very Happy
Re: AIMNAS WF2012 Part 11[message #334241] Tue, 15 July 2014 08:03 Go to previous messageGo to next message
elSapo

 
Messages:6
Registered:November 2012
Location: Russia
Smeagol, you make me happy!!
Thanks for you hard work!
Re: AIMNAS WF2012 Part 11[message #334244] Tue, 15 July 2014 11:13 Go to previous messageGo to next message
waSchtl

 
Messages:92
Registered:February 2007
Location: Bavaria, Germany
smeagol
And here we go...

AIMNAS SUMMER RELEASE 2014


Thanks for your work. The mod works fine with the latest SCI. :super:
Re: AIMNAS WF2012 Part 11[message #334245] Tue, 15 July 2014 11:44 Go to previous messageGo to next message
wolf00

 
Messages:1165
Registered:September 2006
Location: Czech Republic

health loosing feature.having this one build inside ? asking before going to dowload
Re: AIMNAS WF2012 Part 11[message #334246] Tue, 15 July 2014 12:53 Go to previous messageGo to next message
buuface

 
Messages:165
Registered:October 2011
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

Re: AIMNAS WF2012 Part 11[message #334248] Tue, 15 July 2014 14:49 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
I think I got rid of health loss facilities, not 100% sure, though.

If not, it can be fixed in the appropriate xml file.


I will eventually add random items, but adding a table with 1k item entries will take time (and quite a lot of it as you can imagine...). There are currently only a few items placed in some of the maps (mostly first aid and med kits, tool kits, gas tanks). I think I did not specifically hide them in crates, so don't start searching each and every container in the maps (look into buildings/sheds/barns/storage rooms/etc... should be enough to find most stuff in the maps).



Re: AIMNAS WF2012 Part 11[message #334249] Tue, 15 July 2014 15:01 Go to previous messageGo to next message
sevenfm

 
Messages:1935
Registered:December 2012
Location: Soviet Russia
Once I had an idea of making tile based random items, for example, make simple table so that for every crate tile (locker, etc) is a limited set of item that can appear.
This could also depend on the sector type - city, farm, road block etc.

With this feature (when and if implemented) it will be much easier to fill empty maps with useful items - first aid kits, small amounts of ammo, some random junk...

And the base for it is already implemented - I mean extended tile properties from anv.


Re: AIMNAS WF2012 Part 11[message #334251] Tue, 15 July 2014 16:07 Go to previous messageGo to next message
buuface

 
Messages:165
Registered:October 2011
Sevenfm
Once I had an idea of making tile based random items, for example, make simple table so that for every crate tile (locker, etc) is a limited set of item that can appear.
This could also depend on the sector type - city, farm, road block etc.

With this feature (when and if implemented) it will be much easier to fill empty maps with useful items - first aid kits, small amounts of ammo, some random junk...

And the base for it is already implemented - I mean extended tile properties from anv.


Sounds like it could save a lot of time overall.
Re: AIMNAS WF2012 Part 11[message #334663] Sun, 27 July 2014 21:23 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
smeagol
And here we go...

AIMNAS SUMMER RELEASE 2014



good news !
Re: AIMNAS WF2012 Part 11[message #334685] Tue, 29 July 2014 07:35 Go to previous messageGo to next message
buuface

 
Messages:165
Registered:October 2011
Hi Smeagol.

Really enjoying your mod. Will find it difficult now to go back to playing normal maps!

I have a couple of a questions.

I just discovered the very heavily garrisoned boarder bases near Drassen and was wondering will they serve a particular purpose in terms of the game play or story? Or simply be a for flavour and a potentially large amount of loot if a player was crazy enough to try to attack one of them?

Seondly, have you added any additional merchants to the mod as yet? It seems like with such large city and town sectors adding some extra sellers of guns/clothing/equipment etc would make exploring them very interesting/rewarding.

Finally, and i know this should probably go in the weapons request thread, but do you intend to add any bullpup variations or conversion kits of the AK rifles?


Cant wait for the next update!

Many thanks
Re: AIMNAS WF2012 Part 11[message #334686] Tue, 29 July 2014 10:13 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
The border maps might get additional quests (don't know if you discovered the secret mountain base yet Wink ). I do plan on adding another border checkpoint on the east border as well... but those are still quite far away in my current mapping. I began with Cambria yesterday and that will take a LOT of time to get finished.


Additional merchants are indeed planned, but adding NPCs is quite a lot of work and I probably will do that last (and then very likely without speech, just written text... but that will have to do until someone adds speech files).

Bullpup AKs might be added at some point as well (but not sure why anyone would want them... those things are ugly as hell).


Re: AIMNAS WF2012 Part 11[message #334695] Wed, 30 July 2014 07:22 Go to previous messageGo to next message
buuface

 
Messages:165
Registered:October 2011
Are you doing all the mapping on your own at the moment?
Re: AIMNAS WF2012 Part 11[message #334698] Wed, 30 July 2014 10:33 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Yes.


Re: AIMNAS WF2012 Part 11[message #334781] Mon, 04 August 2014 04:47 Go to previous messageGo to next message
Reno

 
Messages:5
Registered:October 2007
Thank you very much for the excellent mod!

With BR Quality x1, BR Quantity x10, Slow Progress, and Big Maps, the fights are longer and the ammo scarcer. After capturing the Drassen Airport, I literally cannot go back to playing either "vanilla" 1.13 or any other mod (I honestly tried).

Simply superb.
Re: AIMNAS WF2012 Part 11[message #335095] Wed, 20 August 2014 20:39 Go to previous messageGo to next message
pyg

 
Messages:44
Registered:August 2007
I'm going to give this a whirl as soon as it finishes downloading, but I'm quite excited and happy to see this project isn't dead. I will suggest (freely ignore) that you give the release a little more advertisement. After a several month hiatus from the game I did not see anything new in DepressivesBrot's SCIs and only after catching up on most of the AIMNAS threads did I notice a new release announced op page 8 of a thread titled 'WF2012 Part 11'. IIRC this project is not actively seeking more players, especially the newbie sort that ask lots of stupid questions and repeat the same irritating suggestions over and over. This is sort of a shame because AIMNAS+bigmaps is as much of a leap from 1.13 as 1.13 was from vanilla ja2. So few people will ever play this it's sad.
Re: AIMNAS WF2012 Part 11[message #335097] Wed, 20 August 2014 21:03 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
We tried that, the general inability to understand concepts like 'beta', 'work in progress' and 'unfinished' makes it more of a hassle than it's worth.
Though maybe crowdfunding and early access has made more people familiar with those by now.


Re: AIMNAS WF2012 Part 11[message #335102] Wed, 20 August 2014 23:32 Go to previous messageGo to next message
Shanga

 
Messages:3529
Registered:January 2000
Location: Danubia
Well, the Portal page is there for a reason, but only Flugente and anv make proper use of it. Whenever a bit of news gets posted, I spend my time and make it known on all the channels.


Re: AIMNAS WF2012 Part 11[message #335624] Sun, 07 September 2014 23:44 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Currently uploading a special AIMNAS update that will require the new 7492.exe

This AIMNAS build makes use of the new extended fortification feature.

You can now build wooden barricades in all playable maps. Together with a new "box of nails" item the wooden planks can even be merged into wooden walls.

The nails are probably not available yet (as I made them buyable from shopkeepers that are not yet on existing maps...).

But maybe you want to play around with that and add the boxes to BR / Tony just for fun.

One fortification feature not available in vanilla are earthworks. With a shovel/spade you can dig up piles of earth nearly everywhere. One of the 5 possible earth mounts can be walked through, so you might want to experiment with that a bit, as well.


The file is still uploading, will post the link asap.


File will be available here, once the upload is done.

[Updated on: Sun, 07 September 2014 23:59] by Moderator



Re: AIMNAS WF2012 Part 11[message #335632] Mon, 08 September 2014 10:12 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
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.

http://oi57.tinypic.com/110k304.jpg


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



Re: AIMNAS WF2012 Part 11[message #335633] Mon, 08 September 2014 11:35 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
When I die, I come back as big worm. Crawling around, picking at fortifications. This be good life, no?

Re: AIMNAS WF2012 Part 11[message #335649] Tue, 09 September 2014 01:00 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Began adding food opinion values.

Stock up on cat food... you might find someone who's willing to eat it. Wink

http://oi58.tinypic.com/2dipvte.jpg

[Updated on: Tue, 09 September 2014 01:12] by Moderator



Re: AIMNAS WF2012 Part 11[message #335664] Tue, 09 September 2014 17:17 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Adding more options to shipping destinations.

Standard delivery to Chitzena harbour takes a bit longer (always 7 days), but is also rather cost efficient (2$ per kg compared to the 200$ for Drassen overnight service). Especially useful if you're playing with food and want to import the rather heavy food boxes but are unwilling to pay shiploads of dollars for the airfreight (pun intended).

There is only standard delivery possible, a.k.a all three options take the same time and cost the same.

I wish it was possible to simply add a new kind of delivery and make the other three options blank, but that seems not be possible with current Bobby Ray interface. It's a cheap workaround the way I set it up, looks kinda meh, but works. If anyone knows how, drop me a line.

Probably going to add land delivery to border checkpoints as well at some point (and of course the other harbours when those maps will finally be done sometime).


Re: AIMNAS WF2012 Part 11[message #335668] Tue, 09 September 2014 20:06 Go to previous messageGo to next message
delta_six

 
Messages:22
Registered:October 2011
Quote:
Adding more options to shipping destinations.

http://media.giphy.com/media/FjeGBljESVAzu/giphy.gif
Re: AIMNAS WF2012 Part 11[message #335761] Sat, 13 September 2014 23:24 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Sorry for the bad quality... my connection is rather slow and even this short 12 MB vid took like 15 mins to upload. Also I'm using a very cheapo streaming prog. So yeah... complaints about quality are taken for granted. What counts is the content.

https://www.youtube.com/watch?v=CVulXcXrhgU&feature=youtu.be[/video]


Re: AIMNAS WF2012 Part 11[message #335791] Mon, 15 September 2014 03:48 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
Video quality's just fine. Says and shows what it AIMs to do.
Well well, this dandy feature opens up a lot of room for kill zones out in the boonies. Step right up, redshirts. Try your luck out in the clean cut, no-cover wilderness. :maskedsniper:

Re: AIMNAS WF2012 Part 11[message #335797] Mon, 15 September 2014 16:32 Go to previous messageGo to next message
veedotja2

 
Messages:88
Registered:April 2012
Location: New York
smeagol
Currently 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 Smile

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

Re: AIMNAS WF2012 Part 11[message #335833] Tue, 16 September 2014 22:30 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Great to see the summer release!
Great to see that steadiness!

Question:
I am playing with 7516 exe. What do the new couloured numbers mean, when someone is hit? Please point me to the right thread, I did not found it.

Thank you for the mod, smeagol. I'am playing since years 2 times a year. It never gets boring Smile
Re: AIMNAS WF2012 Part 11[message #335835] Tue, 16 September 2014 22:41 Go to previous messageGo to next message
sevenfm

 
Messages:1935
Registered:December 2012
Location: Soviet Russia
Dyson

Code Snippets thread

This feature was supposed mostly for "debug" use (for better understanding of how suppression works and for balancing values) and not for regular playing.
Currently there is a better way to see suppression effects if you turn on improved enemy health bar
SHOW_ENEMY_HEALTH = 4


Re: AIMNAS WF2012 Part 11[message #335837] Tue, 16 September 2014 23:33 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Sevenfm

thank you for your quick respones.

That's an interesting thing.
Re: AIMNAS WF2012 Part 11[message #335913] Thu, 18 September 2014 21:23 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Next question:
In strategic view, the enemy indicators have a new shape. Diagonally divided into a red and yellow part. That means 10 enemies per new shaped block?

Where can I find that?
Re: AIMNAS WF2012 Part 11[message #335914] Thu, 18 September 2014 21:29 Go to previous messageGo to next message
sevenfm

 
Messages:1935
Registered:December 2012
Location: Soviet Russia
Dyson
here


Re: AIMNAS WF2012 Part 11[message #335915] Thu, 18 September 2014 21:35 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Thank you again, Sir!
Re: AIMNAS WF2012 Part 11[message #338085] Thu, 04 December 2014 22:58 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
20 days until XMAS... you know what that means. Wink

Santa Smeag is readying his reindeers.


Re: AIMNAS WF2012 Part 11[message #338086] Thu, 04 December 2014 23:11 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
[font:Comic Sans MS][color:#FF0000]Yeeeeeeehaaaaa!!!![/color] [/font]

:party: :super: :cheerleader:
Re: AIMNAS WF2012 Part 11[message #338265] Sun, 14 December 2014 13:00 Go to previous messageGo to previous message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Check out the updated weapon list in the AIMNAS FAQThread for the upcoming XMAS release.

[Updated on: Sun, 14 December 2014 13:03] by Moderator



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