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Re: IMP Starting Items[message #308706] Mon, 06 August 2012 01:34 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
So, here's my proposition in total:
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Notes:
1. traits not mentioned need to attend to with 2nd thoughts to make them fit in.
2. nothing of this has been playtested yet. I'm not sure, if everything in any combination of skill and traits can be placed in inventory in game.

The ID list of guns:
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Re: IMP Starting Items[message #308714] Mon, 06 August 2012 10:20 Go to previous messageGo to next message
leyon

 
Messages:95
Registered:February 2011
3. In 4870 what does Hong Kong Vest do? I think it's used to keep 40mm grenades so might be more of a specialist LBE, other than that it looks fine.

8. Fair enough!

9. On first glance looks like there may be too many items - my standard IMP is a Sociable Sniper/Scout that cannot swim. Usually, using default settings, I can get 85 in all stats but leadership by setting explosives and mechanical to 0, leadership to 40, and leaving medical at 35. This would give me the following items:

1 random gun / MP,
1 kevlar Vest,
1 SOG Seal Knife,
1 Wire Cutter,
1 TIMS Pack,
1 TT Utility Vest,
1 Gameboy,
1 MP Holster,
1 Canteen,
Winchester 94 Trapper,
10x Scope,
Bipod,
Hat,
Folding Stock,
Compact Binoculars,
Another hat.

And I thought you wanted traits to get the specialist items, so why put locksmith kits back into mechanical? They would double up if they also took technician/engineer Razz Also, why no gunslinger gear Sad
Re: IMP Starting Items[message #308770] Tue, 07 August 2012 15:55 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
3. you recall correctly. Smile I added it to the list as it is a low coolness thing and adds to variety in starting gear. Maybe put it before LBE-gear in the list as it offers less versatile pouches.

9. Did a tiny bit of testing and most combination of LBE-equipment and items (even with 5 traits allowed [3 major + 2 minor]) did work without illegal placement of things. But naturally, one can find combination of traits and skills that result in too many small things for pouches or multiple items. (I do not consider the latter as problem; just pass them to other mercs after the first battle ...)
Removing the specialist's second weapon (rifle-sniper, SMG-AW, revolver-gunslinger, additional guns

10. I consider the toolkit to be specialist item of the tech traits. Razz Perhaps better leave the lockpicks with MECH stats and remove it from the traits (since the util knife compensates completely). Would allow for a good mechanic without the trait to lockpick doors, but not repair worn off guns.

11. as i said, haven't yet considered traits not mentioned in my list. But e.g. gunslinger has already been covered by you and clarke, so we could just take this. But i'd prefer rethinking them as maybe handing out more holsters may result in some trouble IF we have already a first holster for EVERYONE and give second leg rig to some traits. Similar with melee/knifing trait: Not to much sense in giving another knife IF there is a knife for EVERYONE already.
That's why i think these traits need some more consideration to fit in. Or my list needs some changes to fit those left out traits ... Wink
Re: IMP Starting Items[message #308798] Wed, 08 August 2012 02:48 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
ClarkeW
I couldn't get the XML editor to accept 40mm Gren Panel anyway (Maybe I'll get around to doing it manually...)
That's assumingly because the panel is present twice, once as LBE (ID 1080) and another one as misc from OIV (ID 1068 IIRC).
If you manually add ID 1080, it works. Smile

[Updated on: Wed, 08 August 2012 02:49] by Moderator

Re: IMP Starting Items[message #308803] Wed, 08 August 2012 08:23 Go to previous messageGo to next message
Clarkew

 
Messages:80
Registered:May 2011
Location: East Texas, USA
Sam_Hotte
That's assumingly because the panel is present twice, once as LBE (ID 1080) and another one as misc from OIV (ID 1068 IIRC).
If you manually add ID 1080, it works. Smile


Thanks Smile
Re: IMP Starting Items[message #308907] Fri, 10 August 2012 16:36 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
Here we go with a few changes/adaptions - pls comment/criticize/add to/feedback on everything:

1. changed most stat related items to nothing in the 1st column (values 0-9) to prevent player getting an item even tho he disabled the according skill by setting to zero.
2. removed alcohol from med skill selection to have a smaller over all probability for molotovs early on (molotov is a too powerful weapon in early game, IMHO).
3. restricted special weapon and aditional LBE-item to expert skills to avoid multi-traited IMPs getting too many guns and more than 2 leg rig LBE (Exception: HW and ranger single trait kept their launcher/shotgun).
[color:#FF0000]4. Trying to add the yet missing traits - input/feedback needed, pls![/color]

Sam's new traits 1.0 IMP item choices


[color:#FF0000]Ambidextrous(1):
2nd Handgun. But which one?[/color]
a) A certain specific one (which and why)?
b1) or a random one out of a small selection (which selection?)
b2) or out of the complete variety (like first gun [except the two 2-handed ones])?
Re: IMP Starting Items[message #309259] Sat, 18 August 2012 17:26 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Sam_Hotte

[color:#FF0000]Ambidextrous(1):
2nd Handgun. But which one?[/color]
a) A certain specific one (which and why)?
b1) or a random one out of a small selection (which selection?)
b2) or out of the complete variety (like first gun [except the two 2-handed ones])?


You could change the way the weapon is assigned to solve that:

each merc gets a 9mm pistol by random. Advanced weapons are assigend by the traits additionally. This can be a rifle for a sniper, a SMG for an autoweapons guy, a shotgun for the gunsingler - and a second 9mm pistol for ambidex.
Re: IMP Starting Items[message #309299] Sun, 19 August 2012 16:26 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
Buns
Sam_Hotte

[color:#FF0000]Ambidextrous(1):
2nd Handgun. But which one?[/color]
a) A certain specific one (which and why)?
b1) or a random one out of a small selection (which selection?)
b2) or out of the complete variety (like first gun [except the two 2-handed ones])?


You could change the way the weapon is assigned to solve that:

each merc gets a 9mm pistol by random.

This is already done (However, there are more calibers in the random selection than just 9mm).


Quote:
Advanced weapons are assigend by the traits additionally.

Already done.
Quote:
and a second 9mm pistol for ambidex.

So you'd vote for plan b1) "random selection out of 9mm pistols"?

[Updated on: Sun, 19 August 2012 16:27] by Moderator

Re: IMP Starting Items[message #309617] Wed, 29 August 2012 18:42 Go to previous messageGo to next message
sidew

 
Messages:50
Registered:June 2012
I like the new starting item list. The new list reflect more the their stats than the actual starter item list.

I never liked mp5/10 or KAC PWD because ammo issues and for that I customized the xml with normal 9mm mp5 and steyr 9mm para as their replacements....
Re: IMP Starting Items[message #313721] Mon, 31 December 2012 03:33 Go to previous messageGo to next message
Vince7403

 
Messages:146
Registered:February 2012
I've been trying to cook up my own IMP starting gear set for the newest AIMNAS, but it seems to be bugged. Most of the items are being assigned as intended, except that the IMPs don't get any ammo along with their weapons, except for Rangers who wind up with as much buckshot as I intended. I suspect I'm misunderstanding the syntax for how items get given out, but there doesn't seem to be any pattern to which lines work and which don't.

Contrast this line, which appears to work as intended:
Ranger Choices:6 - Items:6 - 12ga Buckshot 6rds, Mossberg 500, Leg Rig (shotshells), 12ga Buckshot 6rds (three times)

With this, which does not:
Gunslinger Choices: 7 - Items:7 - .357 6rds, Leg Rig (Revolver), Colt Python, Match Trigger, .357 6rds (three times)

In the former case, an IMP with Ranger proficiency gets the shotgun and 5 packs of 6 rounds each for it, one more than I expected. Presumably they are getting four from the starting item list and one more from the game's internal logic. In the latter case, Gunslinger IMPs do not get any .357 ammo at all except what's in the weapon. The same thing happens across all other lines in the IMP items file: IMPs start with only the ammunition loaded in their weapon(s) even when ammo is on the list of items they should be receiving.

If I understand properly, a line with the same number of items as choices hands out one of each item on the list. Is that incorrect? If it is correct, has anyone else had a similar problem?

I'm using the JA2 1.13 XML editor version 0.100, which was helpfully packaged along with the newest AIMNAS.

Thank you for your time.

[Updated on: Mon, 31 December 2012 03:37] by Moderator

Re: IMP Starting Items[message #313725] Mon, 31 December 2012 10:25 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008
1. Run XML Editor.
2. Items > Show > By Class > Ammo
3. Find the ammo you have trouble (in this case ".357 Ammo")
4. Double click on it
5. Click ammo tab then check ammo type (in this case "Ball Large")
6. Data > Ammo > Types
7. Find the ammo type you have trouble (in this case "Ball Large")
8. Check the "Standard Issue" flag.
9. Save and exit.
Re: IMP Starting Items[message #313726] Mon, 31 December 2012 10:39 Go to previous messageGo to next message
Vince7403

 
Messages:146
Registered:February 2012
Gambigobilla: Thank you, but it seems I may have misunderstood my own problem. I was testing my IMP gear setup with IMPs who had the maximum number of proficiencies, to test as many lines as possible at once. However, most lines work as intended when I select a more reasonable number of proficiencies, like I would when I was playing normally. I suspect now that something goes wrong when more than a certain number of items are assigned.

Has anyone else encountered such a problem? This is my first attempt at modding so I suppose I may have just broken something.
Re: IMP Starting Items[message #313728] Mon, 31 December 2012 10:54 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3773
Registered:July 2009
If you have too many traits with too much stuff, the game simply can't place all the stuff.


Re: IMP Starting Items[message #313736] Mon, 31 December 2012 14:40 Go to previous messageGo to next message
Vince7403

 
Messages:146
Registered:February 2012
DepressivesBrot: Thank you, that led me on what appears to be the right track. I can now say with fairly high certainty that the starting item limit for IMPs is 26 objects. That includes automatically attached attachments and it also seems to count the Letter from Enrico, annoyingly. If the starting gear kit for an IMP would give more than 26 objects (or 25 for the character holding the Letter) then anything else will be left out. I'm not sure exactly how it chooses which items to place first.

I was getting very enthusiastic with the new truly modular LBE, assigning a base vest to every IMP and extra pouches based on the skills and proficiencies taken. It seemed so much more natural than to arbitrarily assign LBE, but it used up so much inventory budget that some characters wound up spawning with only half the gear I wanted.

I've trimmed down the gear quite a bit from my maximalist starting point and I think I'm getting close to something workable.

Thank you all for your help.

[Updated on: Mon, 31 December 2012 14:42] by Moderator

Re: IMP Starting Items[message #313741] Mon, 31 December 2012 17:27 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
I'd guess that it maybe a problem with LBE items: If there is no storage capacity to add the ammo into IMPs inventory, it gets lost ...
And as the game sometimes is not able to fill the special pouches of the AIMNAS LBE-items (e.g. speedloaders are not put into speedloader-only pouches), this may become an issue with ammo in particular.

Try if giving a test-IMP the TIMS combo (from stock 1.13) as default items and see if the ammo is then put into a big backpack slot or something.

Another point is that sometimes putting the according item-ID manually into the XML file (with a texteditor) does work, whereas doing the same with help of the XML-editor does not (at least with older versions of editor this has been the case). So try handing out the ammo by manually adding it to the XML.
Re: IMP Starting Items[message #313756] Tue, 01 January 2013 01:34 Go to previous messageGo to next message
Vince7403

 
Messages:146
Registered:February 2012
That's not the problem, or at least I don't think it is. IMP starting items, in my experience at least, routinely get assigned to spaces where they shouldn't fit. Sometimes they go into spaces that the character shouldn't have available. Still, it can't hurt to try, I'm cooking up a test setup with backpacks now.
Re: IMP Starting Items[message #313758] Tue, 01 January 2013 05:15 Go to previous messageGo to next message
Vince7403

 
Messages:146
Registered:February 2012
It's definitely an issue of an item limit, not whether there is inventory space enough for starting items. I've abandoned starting IMPs with fully modular LBE - that frees up enough items so that only a handful of proficiency combinations produce overflows. It looks like keeping IMP starting gear under 25 items is the way to go. Most of the reasonable stat/skill combinations are under the limit in my system so far, but making sure every possible combination works - Well, some of those combinations are self-defeating and unlikely to be used anyway.
Re: IMP Starting Items[message #329275] Thu, 26 December 2013 10:32 Go to previous messageGo to next message
AvianSavara

 
Messages:34
Registered:December 2013
Location: Montr
I'm also getting an issue with an "item limit"

Lots of items not appearing despite my inventory having lots of free slots (mostly in the backpacks)

Additionally, the game seems to insist on giving my IMPs a kevlar vest by default despite the fact that I purged all armour items from the IMP Items XML list (to nerf things a bit)

Any thoughts?


Derp. As always, starting a fresh game is always the solution.

Turns out the [IMPprofilename].dat2 files that you can re-use keep the inventory settings of the initial game that spawned it.

[Updated on: Fri, 27 December 2013 00:15] by Moderator

Re: IMP Starting Items[message #338880 is a reply to message #329275] Sat, 10 January 2015 08:39 Go to previous messageGo to next message
Silverflash
Messages:2
Registered:January 2015
Location: Madras, India
Hi everybody

JA2 player from '98 here, installed the game again a few months ago. This time, however, I also downloaded and installed the latest build of the 1.13 mod to see what it was like, and I can't thank all the people who contributed to it enough. Thank you from the bottom of my heart - you've made one of the best games of all time even better.

The purpose of my post - now that I've played through a 1.13 campaign on Experienced, I'm thinking of starting a new campaign on Veteran, but with a lot more role playing. Specifically, I'd like to use the the ability to have several IMP mercs, but I want each to have a distinct flavor that will persist through the game.

The new skills and traits system is great for this, but I'd like to go one further and also customize the IMPs' starting gear, so that they have "signature items". For example, maybe create an ex-Indian army commando who starts with an INSAS, and sticks with it throughout the game, or maybe a Chinese martial artist whose only weapon apart from melee stuff from start to finish is a Type 85.

Problem is, I'm no coder, and have no idea where to begin trying to do this, or what precautions to take to ensure that I don't screw things up so badly that the game doesn't run.

Could someone please help with some instructions on how a total newbie to modding stuff can do something like this? To let you know the extent of my ignorance - I don't even know if I should first create my IMPs and then change stuff in the files, or do it the other way round. I searched this forum for "customizing IMP items" and this is the only thread that came up, so I'm asking for help here. I'm pretty new to the forum, so I apologize in advance if there is already a place where all this is explained that I've missed.

Again, deepest thanks to all involved in keeping JA not just alive and kicking, but at the very forefront of turn based tactical combat games even today.
Re: IMP Starting Items[message #338887 is a reply to message #338880] Sat, 10 January 2015 14:03 Go to previous messageGo to next message
silversurfer

 
Messages:2164
Registered:May 2009
Hey Silverflash,

you want to check Flugentes "IMP gear selection" feature: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=221 82&goto=336070&#msg_336070
With this feature you still need to fill IMPItemChoices.xml with the item IDs that you want to be available but then you can select each item with the new interface. Check his tutorial video to see how the feature is used.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: IMP Starting Items[message #338905 is a reply to message #338887] Sun, 11 January 2015 12:46 Go to previous messageGo to next message
Silverflash
Messages:2
Registered:January 2015
Location: Madras, India
Thanks so much for the heads up on Flugente's thread and video, silversurfer! I'll check it out and report back with results after I try implementing it in my game.

PS: About filling in item IDs into the xml file - where can I find out what item ID corresponds to which item?
Re: IMP Starting Items[message #338918 is a reply to message #338905] Sun, 11 January 2015 18:00 Go to previous messageGo to next message
silversurfer

 
Messages:2164
Registered:May 2009
The easiest way is probably to use the XML Editor and change Inventory -> IMP Items. Make a backup of IMPItemChoices.xml before you do that just to be safe.
Make sure not only to add items to the columns but also adjust #Choices and in some cases maybe #Items so the game can read the correct amount.

If you want to change IMPItemChoices.xml with a text editor you can always find the item ID in TableData\Items\Items.xml. The item ID is its uiIndex.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: IMP Starting Items[message #346279 is a reply to message #338918] Sun, 17 July 2016 01:37 Go to previous message
awatz

 
Messages:36
Registered:August 2002
Location: Philippines
Something weird happened after I edited the IMP Staring Gear. Every IMP created had 2 tool kits even if they have 0 mech skills
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