Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » 1.13 Stock Data Overhaul
1.13 Stock Data Overhaul[message #314623]
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Tue, 22 January 2013 23:20
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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1.13 Stock Data Overhaul (SDO)
What is it?
This project originally started as an attempt to improve the NCTH performance in the base 1.13 mod by re-balancing the items and adding a couple of new items/features. However integration into stock 1.13 without interfering with OCTH/different balancing approaches proved too difficult, so it grew into a own separate mod instead.
By now other aspects like maps and pre-placed loot were extensively modified, so it can be seen as a further development of the stock 1.13 mod, which mainly serves "just" as a new feature dump today.
However if you are looking for an extensive item mod with hundreds of new items you won't likely get happy with it, as only a relatively small number of genuinely new items was added. The general policy is to add more only in small doses, if they help improving the game balance or to flesh out new features.
It's mainly based on "unstable" SVN revisions (sub mods for the Stable Release 2014 also are available, but not the focus). Because of the nature of these revisions you will trade bugs or other annoyances with access to brand new features, you are basically signing up as a beta tester (however these are in general quite playable contrary to what the term unstable otherwise might suggest).
Download/Installation
Direct Method
Toggle Spoiler
- clean installation of JA2 Gold
- download and extract the single-click-installer (SCI) SCI_SDO_RequiredCoreMod_Unstable_Revision_xxxx_on_GameDir_xx xx in the game directory
With that you are good to go. However if you want to play with other maps, SDO supports Arulco Revisited and Wildfire 6.07 as map mods. So you have to additionally download and extract either one or both
AR1.4+SDO_Unstable_Revision_xxxx_on_GameDir_xxxx
WF6.07+SDO_Unstable_Revision_xxxx_on_GameDir_xxxx
in the game directory. These packages contain the map mod (AR/WF maps and files) and adaptations made within the frame of SDO. All these files are available here:
Unstable Revisions
Sub-mods for the Stable Release 2014 are available here.
You don't need to download the SCI from DepressivesBrot unless you want to play with Unfinished Business, the necessary data is already included in my SCI.
You don't need to download Arulco Revisited or Wildfire 6.07 separately, these also are included in the above mod compatibility packs.
Of course Revision and Gamedir of the required core mod files and map sub-mod have to be the same.
SVN Method
Toggle Spoiler
- at first you need a SVN client, i use tortoise
- now bring the stock 1.13 files up to date: create a new empty folder somewhere (desktop etc.), right-click and select SVN Checkout...
- specify URL of repository with https://ja2svn.mooo.com/source/ja2_v1.13_data/GameDir
- with the button Choose items... you can exclude parts of the the data, for example if you don't want to download the Unfinished Business-parts don't select anything containing UB
- after the download is finished copy the contents of the newly created folder in the game directory where you installed JA2 Gold
- now you need the newest version of SDO. So create a new folder again and repeat the above steps with the url https://ja2svn.mooo.com/source/ja2/branches/Strohmann/Unstab le_Revisions/
- with Choose items... you can exclude the two map mod modifications. Anything with AR stands for Arulco Revisited, WF6.07 for Wildfire (duh)
- at last you need a fitting exe from *here*. It should not be lower than the revision specified in the svn log message (NOT the revision of the main trunk/all branches!) you can read after downloading from branches/Strohmann
With that you are good to go. However if you want to play with the other maps, you have to download these map mods, too, as SDO from SVN just contains their modifications, not the whole mod.
So for Wildfire the above steps (new folder, other repository etc.) need to be repeated. The new url is https://ja2svn.no-ip.org/source/ja2/branches/Wanne/JA2%201.1 3%20Wildfire%206.06%20-%20Maps%20MOD/. Click Choose items... and only select:
Data-WildFire6.07
Profiles
JA2 1.13-Wildfire6.07 Maps ReadMe.txt
vfs_config.JA2113Wildfire607.ini
Arulco Revisited offers no SVN download. So get it from here.
Important: Don't use the mod from the official thread, it's vastly outdated.
Sub-mods compatible with the Stable Release 2014 are available with SVN download from https://ja2svn.mooo.com/source/ja2/branches/Strohmann/Stable _Revision_7435/. You need the Stable Release and Update first from here.
To play open the INI Editor and Select INI-File: Data-SDO\Ja2_Options.INI (or open the file directly with Notepad++ and co.) (and modify the options to your wishes. What options you shouldn't likely change is specified further below). All options are centrally controlled here, even for the SDO map sub-mods. Then you have to choose the map sub-mod
vfs_config.Modname+SDO_Default_Maps.ini
or
vfs_config.Modname+SDO_Scaling_Map_Loot.ini
Scaling loot means the pre-placed items on the maps will change over the course of the game, mainly dependent on progress, instead of staying static,. This means if you visit a sector late in the game it will contain "better" items with higher coolness than if you would enter the sector early in the game for the first time.
Future Updates
Toggle SpoilerBecause of my shitty internet connection, the size/frequency of changes or [insert other excuse] i won't frequently create SCIs. Instead updates mainly will be handled by SVN. So
- download and install the tortoise client
- now bring the stock 1.13 files up to date: create a new empty folder somewhere (desktop etc.), right-click and select SVN Update. If you don't have this option you are downloading for the first time. In this case select SVN Checkout...
- specify URL of repository with https://ja2svn.mooo.com/source/ja2_v1.13_data/GameDir
- with the button Choose items... you can exclude parts of the the data, for example if you don't want to download the Unfinished Business-parts don't select anything containing UB
- after the download is finished copy the contents of the newly created folder in the game directory where you installed JA2 Gold
- create a new empty folder somewhere (desktop etc.), right-click, select SVN Checkout/SVN Update and specify URL of repository with https://ja2svn.mooo.com/source/ja2/branches/Strohmann/Unstab le_Revisions/
- with Choose items... you can exclude the two map mod modifications. Anything with AR stands for Arulco Revisited, WF6.07 for Wildfire (duh)
- after the download is finished copy the contents of the newly created folder in the game directory
- at last you need a fitting exe from *here*. It should not be lower than the revision specified in the svn log message (NOT the revision of the main trunk/all branches!) you can read after downloading from branches/Strohmann
- use these methods to check for new updates whenever you feel like. You don't have to create a new folder each time, but instead can use the old one in which you first downloaded. But it's important that you don't directly download into the game directory
FAQ
Toggle SpoilerCan i use your mod with a newer exe or gamedir as specified in the svn log message/the download package name?
Yes, that is "safe" as there aren't any SDO files directly in the "base" mods, meaning Stock 1.13, Arulco Revisited, Wildfire etc..
However in my mod files are copies from most files from the base mods, meaning if you want any changes to the base mods taking effect in SDO you have transfer every change made to its copy in the SDO files. For example if a new stock 1.13 revision added item xyz for awesum feature # over nine-thousand from Flugente you have to edit Data-SDO/TableData/Items.xml, too.
What difficulty can i expect?
SDO definitely is harder than the default game, thanks to changed item characteristics, general lowered hit chance with NCTH, new features like enemy tanks during the whole game and similar.
Credits/Thanks
wil473 - for some xml-data and images from Urban Chaos.
smeagol - for some images from Aimnas.
Cyborg - for more realistic recoil values.
[Updated on: Sun, 25 January 2015 06:09]
WiP: SDO, a rebalance mod for the base 1.13 map, Arulco Revisited and Wildfire 6.07.Report message to a moderator
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Master Sergeant
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Re: 1.13 Stock Data Overhaul[message #314624]
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Tue, 22 January 2013 23:20
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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Features
General Weapon RebalanceToggle SpoilerNearly every aspect from accuracy, recoil to dirt value, ap-cost etc. was modified, in fact too much to list it here. Most weapon classes were rebalanced using the following general guideline:
Regular Pistols: 3 Aim Level, Draw Cost 4, Handling 9
Machine Pistols: 4 Aim Level, Draw Cost 6, Handling 11
Submachine Guns: 4 Aim Level, Draw Cost 8, Handling 8
Carbine Assault R.: 4 Aim Level, Draw Cost 12, Handling 9
Assault Rifles: 4 Aim Level, Draw Cost 15, Handling 11
Battle Rifles: 4 Aim Level, Draw Cost 18, Handling 12
Sniper Rifles: 5 Aim Level, Draw Cost 18, Handling 12
The remaining (up to Aim Level have been externalized to the Scopes:
Magnification <6.0: +1 Aim Level
Magnification >6.0: +2 Aim Level
Magnification >8.0: +3 Aim Level Weapon Attachment Overhaul
Toggle SpoilerAdded new Iron Sights as default attachment for all weapons:
- Bad/Regular/Good Pistol Sights: for most pistols, revolver, oversized pistols, machine pistols and shotguns.
- Open Sights: for AKs, SVDs and some machine guns.
- Aperture Sights: for the majority of the two-handed weapons.
- Backup Iron Sights: slightly better transformable sights for most guns with preinstalled rail interface system
Their main purpose is to make hitting targets with unscoped weapons easier.
- All Scopes got a couple of penalties, increasing proportionally with Scope Magnification Factor.
- Many new applications for Item Transformations; for example most machine pistols can toggle between one-handed usage and two-handed usage with unfolded stock.
- Most assault rifles lost the ability to mount small 2x scopes and 7x battle scopes. No more *Jack-of-all-Trades*.
- Added some scopes specially designed for night operations.
Item ProgressionToggle Spoiler
- Available Arsenal Option changed. Reduced now gives you access to most gear and is the new default option. Tons of Guns unlocks the rest, like the gazillion "superfluous" pistols. See below for more details.
- EnemyGunChoices was heavily modified: All 50 entries of each progress level will be used and the general destribution of weapon classes is ~15% pistols/shotguns/machine pistols, ~15% smg's/carbine assault rifles, ~35% battle and assault rifles, ~15% machine guns,
~15% sniper/marksman rifles and the rest some special weapons like silenced smg's etc. No more "invade-a-country-with-only-pistols" style. - Appearance of most weapons was spread out over more progress level. The earliest machine guns appear at 10%, the first sniper rifles and AKs with 20%. For more details read All Enemy Gun Choices.xlsx in the Docs folder .
- Similar was done with other items like scopes. A new 3x Rifle Scope is available at 0%, for example.
- IMPItemChoices (starting gear) heavily altered.
- CoolnessBySector changed to use an uniform value of 10 for all sectors. Effectively this means the enemies have access to the same item pool regardless of the distance to the palace. Exceptions are Meduna and Orta Lab with 20.
Scaling Map LootToggle SpoilerUntil now the loot found on maps was completly static, contrary to what enemies could drop upon death.
Random items were originally created with the purpose of enabling cross-mod map compatibility. However SDO has as one of its core features an own scheme of random items for a different purpose, the ability of the pre-placed loot on the maps to scale with game progress!
An example: in sector xyz the item Random Mid-Range Assault Rifle, Medium Cartridge is placed. If you visit this sector at 0% progress, that item spawns a coolness 1 submachine gun. But if you would visit the same sector later you have the chance for higher coolness items to spawn, fitting to the current progress. For example, if visiting the same sector at 30% progress for the first time, the following percentage distribution will be used (roughly):
18,75 % chance to spawn a coolness 1 gun, for example a SA-24
18,75 % chance to spawn a coolness 2 gun, for example a OTs 39
25 % chance to spawn a coolness 3 gun, for example a SA vz.58
37,5 % chance to spawn a coolness 4 gun, for example a AMD-65M
If you would visit the sector at 100% progress:
1,5 % chance to spawn a coolness 1 gun, for example a Type 85
1,5 % chance to spawn a coolness 2 gun, for example a OTs 39
2 % chance to spawn a coolness 3 gun, for example a AK-47
3 % chance to spawn a coolness 4 gun, for example a AKM
4,5 % chance to spawn a coolness 5 gun, for example a Groza OC-14
7,5 % chance to spawn a coolness 6 gun, for example a Valmet M76
10 % chance to spawn a coolness 7 gun, for example a AK-103
15% chance to spawn a coolness 8 gun, for example a AEK-973
22,5 % chance to spawn a coolness 9 gun, for example a Robarms XCR-1
32,5 % chance to spawn a coolness 10 gun, for example a Barrett M468
The same was done with other types of arms, lbe gear, armour etc. So what are some of the results? For example taking southern parts of arulco early won't result in aquiring way too cool/good items at this stage of the game. Conversely, taking for example drassen or chitzena late in the game won't yield outdated and mostly useless gear.
The system is a little configurable. Most random items exists in 4 versions, with the <randomitemcoolnessmodificator> 0, 1, 3 and 5. Those with 1 are in sectors with fixed garnisions, with 3 in SAM-Sites etc., 5 in high-priority sectors like meduna/orta etc. So if you want to increase maximum possible coolness of these spawned items above what the current progress otherwise would allow, change the <randomitemcoolnessmodificator> of these items within the limits 0 (no mod, duh) til 9 (instantly coolness 10 stuff allowed to spawn).
Random items in Items.xml in the index range 2700-2767/2770-2796/2900-3679 are found on the Arulco Revisited Maps.
Random items in the index range 5001-6432 are found on the Wildfire 6.07 Maps.
And no, there's no easier way to change that. Stock 1.13 maps aren't supported for this feature (yet). New Ammo TypesToggle Spoiler
- Mostly for pistol caliber weapons. The other weapons got have their damage modified (increased in most cases).
- OICW and XM-25 are now regular weapons with a conventional "bullet" trajectory instead of traditional grenade launchers.
Armour/CamouflageToggle Spoiler
- Their stats have been lowered and their appearance is more spread even between the coolness levels.
- Most (to hit) penalties have been erased.
- The camouflage has been lowered across the board and COVER_SYSTEM_TREE_EFFECTIVENESS increased to compensate to favour positioning and cover over raw stats.
- The default sight range has been increased to separate spotting and immediate engagement for most weapons (initially).
Attachment PointsToggle SpoilerMost items are now adjusted to this new system. You can typically choose the attachments for your weapon following a module principle:
1 contains optics
2 contains laser/muzzle attachments
3 contains underbarrel attachments
4 contains miscellaneous like internal, stocks etc.
If you can't find a matching combo/attachment, look into the remaining unnamed entries.
0 contains some templates like regular pistol, sniper rifle, FN SCAR etc. Load Bearing EquipmentToggle Spoiler
- Overhauled existing lbe gear and added some modular pouches, that can be attached to high coolness MOLLE lbe vests and thigh carrier rig.
- Added new pocket types, used item sizes increased from 34 to 135.
[Updated on: Sun, 25 January 2015 06:13] Report message to a moderator
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Master Sergeant
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Re: 1.13 Stock Data Overhaul[message #314625]
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Tue, 22 January 2013 23:21
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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New Game Settings
Toggle SpoilerThese are the settings that deviate from stock 1.13 . There some you likely shouldn't change, as they are required or at least important for the game experience, so only adjusted in small steps if ever.
Ja2_sp.ini
DIFFICULTY_LEVEL = 2
BOBBY_RAY_QUALITY = 1
MAX_IMP_CHARACTERS = 10
PROGRESS_SPEED_OF_ITEM_CHOICES = 1
AVAILABLE_ARSENAL = 0
SQUAD_SIZE = 10
INVENTORY_USE_AP = 1
IMPROVED_INTERRUPT_SYSTEM = 1
USE_NCTH = 1
Food System is supported with xml adjustments like in the starting gear
APBPConstants.ini
AP_MODIFIER_RUN = -7
AP_MODIFIER_WALK = -3
AP_MODIFIER_SWAT = -2
AP_GET_WOUNDED_DIVISOR = 2
AP_CAMOFLAGE = 10
AP_OPEN_ZIPPER = 14
AP_CLOSE_ZIPPER = 18
AP_INV_TO_FACE = 35
AP_INV_MAX_COST = 40
CTHConstants.ini
IRON_SIGHT_PERFORMANCE_BONUS = -3.0
LASER_PERFORMANCE_BONUS_IRON = 10.0
LASER_PERFORMANCE_BONUS_SCOPE = 5.0
IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT = TRUE
IRON_SIGHTS_MAX_APERTURE_MODIFIER = 2.0
RANGE_COEFFICIENT = 1.0
GRAVITY_COEFFICIENT = 4.5
SCOPE_EFFECTIVENESS_MULTIPLIER = 1.0
SCOPE_EFFECTIVENESS_MINIMUM_RANGER = 65
SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN = 80
SCOPE_EFFECTIVENESS_MINIMUM_SNIPER = 90
SIDE_FACING_DIVISOR = 1.0
AIM_TOO_CLOSE_THRESHOLD = 1.0
AIM_TARGET_INVISIBLE = -200.0
BASE_CROUCHING_STANCE = 2.5
AIM_DRAW_COST = 1.0
AIM_STANDING_STANCE = 2.0
AIM_CROUCHING_STANCE = 1.5
AIM_PRONE_STANCE = 0.75
MOVEMENT_PENALTY_PER_TILE = 3.0
RECOIL_MAX_COUNTER_FORCE = 12.0
RECOIL_COUNTER_ACCURACY_MIN_ERROR = 0.3
MAX_BULLET_DEV = 8.0
MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.75
MAX_EFFECTIVE_RANGE_REDUCTION = 0.85
Ja2_Options.INI
MAX_NUMBER_PLAYER_MERCS = 32
MAX_NUMBER_PLAYER_VEHICLES = 6
MAX_ITEM_SIZE = 135
MAX_WEAPON_SIZE = 59
USE_XML_TILESETS = TRUE
NUM_P_ITEMS = 7
IMP_MIN_ATTRIBUTE = 5
IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 5
IMP_MAX_ATTRIBUTE = 95
MERC_WEBSITE_IMMEDIATELY_AVAILABLE = TRUE
EARLY_REBELS_RECRUITMENT = 2
SHOW_SKILLS_IN_HIRING_PAGE = TRUE
MERCS_RANDOM_GEAR_KITS = FALSE
SHOW_ENEMY_HEALTH = 4
SHOW_HEALTHBARSOVERHEAD = 4
SHOW_COVER_INDICATOR = 2
ENEMY_HIT_COUNT = 4
ADDITIONAL_NCTH_CURSOR_INFO = 2
IMPROVED_NCTH_CURSOR = 1
SHOW_SUPPRESSION_COUNT = 2
SHOW_SUPPRESSION_USE_ASTERISK = TRUE
SHOW_SUPPRESSION_SCALE_ASTERISK = TRUE
SHOW_SUPPRESSION_COUNT_ALT = TRUE
ADMIN_EQUIPMENT_QUALITY_MODIFIER = 1
REGULAR_EQUIPMENT_QUALITY_MODIFIER = 0
ELITE_EQUIPMENT_QUALITY_MODIFIER = -1
BASE_SIGHT_RANGE = 17
RAISE_TO_ALTWEAPHOLD_READY_APS_PERC = 35
RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE = 65
FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 0
AIMING_PENALY_FROM_ALTWEAPHOLD = 50
AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 15
USE_SCOPE_MODES = TRUE
MAX_BACKPACK_WEIGHT_TO_CLIMB = 50
SHOW_ENEMY_AWARENESS = TRUE
INDIVIDUAL_ENEMY_NAMES = TRUE
INDIVIDUAL_ENEMY_RANK = FALSE
SHOW_ENEMY_RANK_ICON = 1
SOLDIER_PROFILES_ENEMY = FALSE
ENEMY_TANKS_CAN_MOVE_IN_TACTICAL = TRUE
ENEMIES_BLOW_OBSTACLES_UP = TRUE
ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 85
ENEMY_GENERALS = TRUE
COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 100
COVER_SYSTEM_TREE_EFFECTIVENESS = 35
COVER_SYSTEM_ALTERNATE_MULTI_TERRAIN_CAMO_CALCULATION = FALSE
SUPPRESSION_EFFECTIVENESS = 125
SUPPRESSION_TOLERANCE_MIN = 4
MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 0
MAX_CTH_PENALTY_FROM_SHOCK = 0
AI_SUPPRESS_MIN_MAG_SIZE = 25
AI_SUPPRESS_MIN_AMMO_REMAINING = 8
EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 150
OVERHEATING = TRUE
DYNAMIC_DIALOGUE = TRUE
ENABLE_CREPITUS = FALSE
ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = TRUE
ARMY_USES_TANKS_IN_ATTACKS = TRUE
ARMY_USES_TANKS_IN_PATROLS = TRUE
TANK_MINIMUM_PROGRESS = 20
DIRT_GLOBAL_MODIFIER = 1.0
STRENGTH_TO_LIFT_HALF_KILO = 1.35
ATTACHMENT_DROP_RATE = 35
MILITIA_TRAINING_CARRYOVER_PROGRESS = TRUE
VETERAN_MILITIA_APS_BONUS = 20
GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 1
REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = -1
CLOCK_SPEED_PERCENT = 125
ENEMY_CLOCK_SPEED_PERCENT = 125
AUTO_FAST_FORWARD_ENEMIES = 2
AUTO_FAST_FORWARD_MILITIA = 1
AUTO_FAST_FORWARD_CIVS = 1
AUTO_FAST_FORWARD_CREATURES = 1
DifficultySettings.xml
<EnemyAPBonus> -/-/-/20
<MaxMercDeaths> 4/6/8/10
<CthConstantsAimDifficulty> -15.0/0.0/15.0/30.0
<CthConstantsBaseDifficulty> -15.0/0.0/15.0/30.0
Skills_Settings.INI
SET_MINIMUM_ATTRIBUTES_FOR_TRAITS = FALSE
ASSAULT_RIFLES_CTH_MODIFIER = 0
DUAL_SHOT_CTH_PENALTY = 50
BONUS_CTH_ASSAULT_RIFLES = 2
BONUS_CTH_GRENADE_LAUNCHERS = 15
BONUS_CTH_ROCKET_LAUNCHERS = 15
BONUS_CTH_RIFLES = 3
BONUS_CTH_SNIPER_RIFLES = 5
GUN_DAMAGE_BONUS_PER_CLICK = 5
GUN_DAMAGE_BONUS_FROM_NUM_CLICKS = 5
FIRING_SPEED_BONUS_SHOTGUNS = 5
POSSIBLE_AIM_CLICK_ADDED_SHOTGUNS = 0
CAMO_WORNOUT_SPEED_REDUCTION = 45
BONUS_CTH_PISTOLS = 5
CTH_MP_EXCLUDE_AUTOFIRE = FALSE
FIRING_SPEED_BONUS_PISTOLS = 10
POSSIBLE_AIM_CLICK_ADDED_HANDGUNS = 0
PENALTY_TO_SHOOT_DOUBLE_GUNS_REDUCTION = 70
SIGHT_RANGE_BONUS_IN_DARK = 3
ONTOP_HEARING_RANGE_BONUS_IN_DARK = 3
SIGHT_RANGE_INCREASED_WITH_SCOPES = 0
ALLOW_DETECTION_IN_DIAGONAL_SECTORS = TRUE
COVERT_DETECTEDIFBLEEDING = TRUE
RADIO_OPERATOR_ENEMY_JAMMINGSETSOFFRADIOBOMBS = FALSE
Known Issues
Toggle SpoilerIron Sights
They all use a varying PercentCap-value to increase your odds of hitting a target.
I would prefer other means, like a dedicated xml-tag for iron sights, that acts as multiplier to the NORMAL_SHOOTING_DISTANCE, or a scope scaling factor etc., but at the moment we have to live with what we got.
Dedicated Armours for Night Operations
The reduction of sight range at day is obviously very game-y, but there exists no exclusive camouflage tag for night time, so this was the means to make their usage during day unattractive.
Obsolete AR Maps
The Arulco Revisited Maps still contain items from the old, now obsolete random item scheme, which is "inferior" compared to the new one. I won't bother to replace them yet, as a new stable 1.13 release is on its way and with that most likely a new AR version, too. I will work on these instead of doing twice the work just to update them for a few weeks/months(?) now.
For general questions about NCTH these 2 threads are the place to go:
New CTH system - Presentation
New CTH System - The Formula
They are outdated in some parts, but still useful. If you still have questions about it, feel free to ask here.
Available Arsenal OptionsToggle SpoilerTons of Guns now "only" unlocks the following weapons; the rest already is available with Reduced Arsenal:
SIG P226R
FN Browning HP-35
Beretta 92FS
Beretta 96FS Brigadier
CZ-75B
FN Browning HP-35 .40
FN BDA 9
HK G11 PDW
MK23 SOCOM
MP-445 Varjag
Sig Pro
PSM
SIG P210
SIG P226R .40
SIG P229R
Sphinx 3000
VIS-35
LAR Grizzly .50 AE
MAB PA-15
Thompson Contender Encore
Walther P99
SIG P226 SAS
FN FNP-45
M29 SATAN
Manurhin MR-73
Kimber Eclipse Pro II
SIG P239 SAS
HK UCP
CMMG 7.3
OA-93
AK-102
AK-107
Beretta AR-70/90
KAC SR-47
HK G36 RAS
HK G36K RAS
XM-8 Baseline Carbine
XM-8 Compact Carbine
XM-8 Sharpshooter
Steyr ACR
FR Ordnance MC51
HK 416 BLK 10"
HK 416 BLK 14"
HK 416 BLK 16"
HK 416 BLK 20"
XM-8 Automatic
HK MG36 RAS
HK SL8 RAS
M21 EBR
IMP Starting Gear:
Toggle SpoilerDefault
MLBE Backpack
LBE Gear
Wood Camo Leggings
MLBE - Utility Pouch
1st Aid Kit
Hydration Bladder
Random (1)
Smoke Grenade
Flash Suppressor
Sun Goggles
Folding Stock
Retracting Stock
Ballistic Goggles
Wisdom
0-19 Porno Magazine
20-29 Gameboy
40-59 Pack of Gum
60-79 Sleeping Bag
80+ Gun Cleaning Kit
Dexterity
20-39 Steak Knife
40-59 Light Knife
60-79 Combat Knife
80+ Seal 2000 Knife
Agility
0-19 Wood Camo Uniform
20-39 Flak Jacket
40-69 Field Uniform
70+ Kevlar Vest
Strength
0-29 Foregrip
90+ 5x Sandbag
Health
0-19 Hamburger
20-39 Spam
40-59 Canned Vegetables
60-79 Spam in a Can
80-89 EPA
90+ MRE Toggle SpoilerLeadership
0-19 Walkman
60+ Extended Ear
Marksmanship
0-29 Beretta 92F
30-59 Glock 17
60+ Steyr TMP
Explosives
20-39 Mini Grenade
40-59 Detonator
60-79 Remote Detonator
80+ Remote Combo
Mechanical
10-29 Duct Tape
30-49 Copper Wire
50-69 Spring
70+ Locksmith Kit
Medical
20-39 Rag
40-79 1st Aid Kit
80+ Regen Boost Toggle SpoilerAuto Weapons
Patrol Belt - AR Mags
Black Cap
Carl Gustaf M/45B
9mm Box 100
Machine Gunner
Patrol Belt - LMG Mags
Black Cap
Spectre M4
9mm Ammo Box 100
Muzzle Brake
MLBE - MG Belt Pouch
Marksman
Patrol Belt - Rifle Mags
Woodland Hat
Beretta Cx4 Storm
2x .45 ACP Mag 14 Match
Rifle Scope 3x
Sniper
Patrol Belt - Rifle Mags
Woodland Hat
SKS
7.62mm Mag 10 FMJ
4x 7.62mm Mag 10 Match
WW-II Rifle Scope 4x
MLBE - Rifle Mag Pouches
Hunter
Patrol Belt - Rifle Mags
Woodland Hat
Ithaca Model 37
Buckshot Box 25
Duckbill
Wood Camo Kit
Ranger
Patrol Belt - Rifle Mags
Woodland Hat
Camo Shirt
Benelli M3 Convertible
Buckshot Box 25
Wood Camo Kit
MLBE - Loose Ammo Pouch
Heavy Weapons
Patrol Belt - Cylind. Grenades
Black Cap
M1 Carbine
.30 car FMJ Mag
Rifle Grenade Device
40mm HE Grenade
RPG-26 "Aglen"
Bombardier
Patrol Belt - Cylind. Grenades
Black Cap
9mm Box 100
M79 Standalone Grenade Launcher
40mm HE Grenade
40mm Smoke Grenade
2x M72A4 LAW
MLBE - Cylindric Grenade Pouch
Gunslinger
Patrol Belt - Revolvers
Black Cap
9mm Box 100
Match Sights
Gunfighter
Patrol Belt - Lrg Pistols
Black Cap
9mm Box 100
9mm HP Box 100
Match Sights
MLBE - Pistol Mag Pouch
Deputy
Patrol Belt - SMG Mags
Camo Steel Helmet
9mm Box 100
Medal
Squadleader
Patrol Belt - SMG Mags
Kevlar Helmet
9mm Box 100
MLBE - Hand Grenade Pouch
MLBE - Flashbang Grenade Pouch
Hand-to-Hand
Patrol Belt - Hand Grenades
Black Cap
Knuckle Husters
Energy Boost
Martial Arts
Patrol Belt - Hand Grenades
Black Cap
Knuckle Husters
2x Energy Boost
Marbles
MLBE - Syringe Pouch
Paramedic
Patrol Belt - SMG Mags
Black Cap
Med Kit
Surgical Gloves
Doctor
Patrol Belt - SMG Mags
Black Cap
Med Kit
Regen Boost
2x Energy Boost
MLBE - First Aid Pouch
MLBE - Syringe Pouch
Surgical Gloves
Technician
Patrol Belt - Hand Grenades
Black Cap
Small Tool Kit
Wire Cutter
Engineer
Patrol Belt - Hand Grenades
Black Cap
Tool Kit
Wire Cutter
Match Trigger
MLBE - Explosives Pouch
Covert Ops
Patrol Belt - SMG Mags
Black Cap
Civilian Clothes
Utility Knife
Pepper Spray
Spy
Patrol Belt - SMG Mags
Black Cap
Civilian Clothes
Utility Knife
Garotte
MLBE - Knife Sheath Toggle SpoilerNight Ops(2 randomly chosen): Night Vision Goggles I, Emergency Flare, Flashlight
Stealthy: Pistol Supp.
Athletics: MLBE - Canteen Pouch, Leg Protectors
Bodybuilding (1 randomly chosen): Crowbar, Shovel
Demolitions (2 randomly chosen): Shaped Charge, Remote Trigger, Remote Defuse
Teaching: Rag, PK-A
Scouting: Compact Binoculars
Ambidextrous: MLBE - Pistol Pouch, MLBE - Pistol Mag Pouch, Glock 19
Melee (1 randomly chosen): Handcuffs, Stun Gun, Stack of Binders
Throwing: MLBE - Throwing Knife Pouch, 2x Heavy Throwing Knife
Vox Operator: Radio Set
[Updated on: Sun, 25 January 2015 06:32] Report message to a moderator
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Master Sergeant
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Re: 1.13 Stock Data Overhaul[message #314789]
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Sat, 26 January 2013 14:15
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Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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This looks interesting, and a good way to try out AR, as you pointed out.
It's been ages since I played with bog standard 1.13, so I don't really know/remember how screwed up the balance actually is. But if you ask me, it's about time someone decided to do something to correct that issue.
I'll be (or at least trying to be) posting some thoughts on how this compares with wil473's work.
Edit: Not sure what's causing this. When switching Scully's firemode to underbarrel GL, I can't switch back to single or auto fire, unless I remove the grenade.
[Updated on: Sat, 26 January 2013 16:15] by Moderator Report message to a moderator
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Master Sergeant
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Re: 1.13 Stock Data Overhaul[message #315006]
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Thu, 31 January 2013 19:27
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krux |
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Messages:62
Registered:June 2011 |
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This is a very good and needed initiative. Unfortunately I won't have time to test it in awhile, but as far as I can see it seems very promising.
I like the penalties on scopes and more even handling values across weapons, as this attribute has a very dominant effect on aiming.
Do scopes give a penalty to recoil control and Ready Time? That would seem like very reasonable penalties for using scopes to me.
Edit: Default attachments as actual attachments is very nice! Makes it easier to mod too.
Overall it surprises me that this hasn't generated more interest.
[Updated on: Thu, 31 January 2013 19:37] by Moderator Report message to a moderator
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Corporal
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Re: 1.13 Stock Data Overhaul[message #315008]
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Thu, 31 January 2013 20:04
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jaredh |
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Messages:8
Registered:June 2006 Location: Dallas Tx |
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I've read your changelist 5-6 times now, and while most of it sounds good (anything I don't specifically mention below falls into the good category, which you'll find is most of your list), a few pieces make me not want it in my game.
It seems like this is going to water down the weapons even more and make them more indistinguishable from each other (beyond their picture). 1.13 is bad enough for this already. Moving all the weapons in a class together is going the wrong way IMHO. For instance:
- There are plenty of pistols that have terrible default aim, and others with great. Your default stats suggest a pistol is a pistol and there isn't any significant difference. I can say the same thing for all the other categories...
- The general ability to aim accurately between a pistol and an SMG is reversed IMHO. SMGs don't have the accuracy of a pistol in my experience....at least not bare bones ones.
- It gets even worse with Rifles over SMGs/Pistols. Rifles are much more accurate bare bones.
I'm assuming you are including certain sights in with you scopes, otherwise you should be...plenty of advanced sights increase aim noticeably.
As for your aiming levels on the scopes, I don't agree with that entirely either. You are leaving out the x4 level it appears completely, and lumping its accuracy in with x2 scopes. It entirely eliminates any desire to pay extra for a x4 scope, or even add the weight, since it isn't going to give any advantage.
[*]Most former "internal" attachments are now actual ones; this is especially important for the new folding stocks.
- What does this mean?
[*]Most assault rifles lost the ability to mount small 2x scopes and 7x battle scopes. No more *Jack-of-all-Trades*.
- This is probably the thing that bothers me the most. I see no justification for it. There is plenty of real-world justification for a guy with a 2x scope on his AR and a the guy next to him with a 7x with the same gun, and the next guy ridding the middle with a 4x.
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Private
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Re: 1.13 Stock Data Overhaul[message #315064]
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Fri, 01 February 2013 21:58
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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@ krux
Scopes have the penalties to the following properties:
PercentReadyTimeAPReduction
PercentAPReduction
PercentTunnelVision
PercentCounterForceAccuracy
Scopes with Magnification over 4x additionally have:
PercentHandling
PercentTargetTrackingSpeed
........
jaredhThere are plenty of pistols that have terrible default aim, and others with great. Your default stats suggest a pistol is a pistol and there isn't any significant difference. I can say the same thing for all the other categories... As it was just a presentation, the info given is limited. For example actually there are 3 "main groups" for pistols:
Toggle SpoilerSmall
examples: .38 Special, P-08 Parabellum
ReadyTime 4-5
Handling 5-6
2 AimLevel
Iron Sights with -15 PercentCap
Regular
examples: the large mass of the 9mm/.40 S&W variants
ReadyTime 4-6
Handling 6-9
3 AimLevel
Iron Sights with -5 PercentCap
Oversized
examples: Colt Python, Desert Eagle .50 AE
ReadyTime 7
Handling 9-14
4 AimLevel
Iron Sights with no PercentCap-Penalty
most can mount Scope 2x You are right, within a group the differences are small, the biggest one are the caliber properties. Unfortunatly i don't see much room for changes, that's why i excluded many from Reduced Arsenal.
jaredhAs for your aiming levels on the scopes, I don't agree with that entirely either. You are leaving out the x4 level it appears completely, and lumping its accuracy in with x2 scopes. It entirely eliminates any desire to pay extra for a x4 scope, or even add the weight, since it isn't going to give any advantage. Where did you get these informations?
jaredhMost former "internal" attachments are now actual ones; this is especially important for the new folding stocks.
- What does this mean? For example in the "old" 1.13 data the stats of the stocks were directly on the item/weapon; the designer assumed they were folded/retracted most or all of the time. This had the disadvantage that all these weapons were far worse from the start than all the others with fixed stock of each weapon category.
With the changes the stock is a separate item, attached to a weapon. In the default state it gives no penalties and can be folded only if required, with an item transformation. This also makes modding easier as you only have to edit a handfull items instead of a large mass of individual weapons.
jaredhMost assault rifles lost the ability to mount small 2x scopes and 7x battle scopes. No more *Jack-of-all-Trades*.
- This is probably the thing that bothers me the most. I see no justification for it. There is plenty of real-world justification for a guy with a 2x scope on his AR and a the guy next to him with a 7x with the same gun, and the next guy ridding the middle with a 4x. As with most attachments this is based onto gameplay/balancing reasons, not real life. If you absolutly can't stand it, you can change the Attachment Points in your Items.xml.
[Updated on: Fri, 01 February 2013 22:09] by Moderator Report message to a moderator
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Master Sergeant
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Re: 1.13 Stock Data Overhaul[message #315339]
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Tue, 12 February 2013 01:35
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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new update: *link*
- overhauled EnemyItemchoices, created separate lists for elites, regulars and admins. Militia draw their gear from the same pool (admin -> green etc.)
- overhauled IMPItemchoices again: items based on attributes/physical stats, LBE-Gear based on major trait, in general many new additions to traits
- reordered the itemsizes of the weapons, so there is more room for size changes by attachments like folding stocks.
- size 7-10 fit in combat pack, gun sling and general large slots
- size 11 fits in gun sling and general large slots
- size 12 fits only in general large slots now
- suppressors/barrel extender +1 size, retracted stocks -1 size, folded stocks -2 size
- carbine ARs, SMGs size 9
- regular sized weapons size 10
- size 11 for large weapons like sniper or battle rifles
- oversized weapons like lmgs or anti-material rifles belong in 12
In general the result should be that you have to rely onto (attaching and) transforming the stocks more if you want to transport big weapons in other places as your backpack or hands.
- Splitted FMJ ammo type into 4 subgroups with different penetration values
old - was 0.75 for everything
Weak Penetration (0. - pistol catridges
Medium Penetration (0.7) - 5.56x45mm
Good Penetration (0.65) - 7.62x39mm, 6.8x43mm
Excellent Penetration (0.6) - 7.62x51mm+
- Enabled rod & spring for most weapons again, but excluded it from access to the enemy army, so it's penalty doesn't fuck them over. Also added match and tracer ammo variants for 6.8x43mm. With new own c-mag adapter, more ammo types* and increased penetration it should be finally competitive with 5.56x45mm, so i lifted the battle scope restriction for some high coolness 5.56x45mm weapons.
The Assault Rifle balancing pattern is now:
- Steyr Aug variants: scope magnification 2x
- G36 Non-RAS variants: integral reflex scope 2-3x
- Mass of the regular ARs: ACOG/Reflex Scope/PSO-1 3-4x
- XM-8 Sharpshooter, FN SCAR-L SV, SIG SG550, Diemaco C7A2, HK 416 20", HK G11: ACOG/Reflex Scope 3-4x, battle scope 5-7x
- 6.8x43mm/7.62x51mm caliber AR: ACOG/Reflex Scope 3-4x, battle scope 5-7x (exceptions: FR Ordnance MC51, FN SCAR-H CQC, FN SCAR-68 CQC)
*reordering could cause save game compatibility issues for this ammo type (?)
Report message to a moderator
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Master Sergeant
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Re: 1.13 Stock Data Overhaul[message #315375]
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Wed, 13 February 2013 12:37
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Andris |
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Messages:80
Registered:October 2006 Location: Budapest, Hungary |
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Hi,
What exactly do I have to download to play this with Arulco Revisited mod 1.4?
I was reading this and other Xml modification related topics and something caught my eye. Im no expert in internals, but Im very familiar with most AK (47 to 103 versions) assault rifles externally and have seen or used most of the available external rail and optics mounts to speak from experience. All AK based rifles can be mounted with a a so called "Infra mount"/"Side mount base"/"AK mount". The real life weight of this item is between 150-250 gramms. Its a small steel rail for Soviet only optics.
For this reason the player should have the option to mount all standard Soviet optics (including PSO-1 from the SVD) to even old AK-47 rifles. All AK-74 and later models have this mount factory attached.
The game should also have a side mounted Optics rail item that connects to the soviet rail, so players can mount every possible attachment that fits a standard milspec 20 mm rail. Real life item weight is 200-300 gramms. Its normally made of Aircraft grade aluminum.
The possibilty to mount such items should be present for historical reasons. On the other hand penalties should apply too to reflect real life use (Size, weight, balance etc):
-AK-47 and AKM rifles with PSO-1 scope is an overkill (in real life) but Russian forces used it for great effect in 1982 in Afghanistan in moonlit night fights at close 100-250 meter range.
-Ak-47 with PSO-1 in full auto is useless (in real life). Russian soldiers confirm its stupid.
Im huge AK fan, and Im sad that we have these fantastic mods and balancing going on, but nobody cares to implement the modernisation and the possible external (quick detach) attachments for AK type rifles in the game. If anybody would do the coding, I would gladly do the research and come up with the data, that needs to be fed into the XML's.
Here is what I would love to see ingame:
1)Infra mount item added to the game (so we can pimp AK-47(S), AKM(S) with old russian and modern optics from present day including western optics)
2)side mounted Optics rail that sits between the russian infra mount and the western optic you wish to add.
3)Western rail handguard systems(Ultimak, TDI, CAA) with different stats example:
-Ultimak rail + CompM2 or Micro T1 red dot (very accurate Co-witness effect. No close range penalty)
-TDI or CAA front handguard rail so AK's can take a vertical foregrip and mount red dot sights too. This should have a slight accuracy penalty at close range and prone position, because the red dots on these handguards sit too high up to be usefull in close range fights. Soldiers shooting prone with these high mounted red dots tend to hit the ground in front of them if prone.
Cheers
Andy
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Corporal 1st Class
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Re: 1.13 Stock Data Overhaul[message #315643]
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Sat, 23 February 2013 07:53
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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new update: *Link*
If you don't play with Arulco Revisited, delete the folder Data-AR.- altered most A.I.M. and M.E.R.C. starting gear: more automatic weapons, pistol usage reduced, some scoped weapons for expensive mercs, more warsaw pact weapons. Deadly Games Mercs are not included; i could take a look at their gear in the future, but that's pretty low on my priority list.
- weapon prices overhauled; coolness is the main factor for price differences now
- global accuracy buff for assault rifles, some fixes
- after experimenting with the HeavyGun-Tag, it seems indeed to work only in standing stance as likely intended, despite the eye-icon not changing if crouching or prone; but it prevents any scope toggle behaviour. In this state it would only have use for maybe 2-3 weapons on my list, so i have decided to add some of the penalties firing-from-the-hip would normally apply to the integral and heavy bipod instead.
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Master Sergeant
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