Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Discussions and Bug Reporting (2013/03/07 to 2018/11/04)
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #324899]
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Sun, 08 September 2013 19:23
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IoP |
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Messages:17
Registered:March 2012 |
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wil473IoPHello,
Here is bugs from v4.42. I didn't test with never version but I didn't find entries from changelog for those:
Entering into M4 from south triggers runtime error: "Map doesn't has entrypoints without corresponding edgepoints. LC:1" and "Map edgepoint generation failed.AKM : 0 -- send map"
I think I had to replace that map - the island's original airport map could not be saved with the Map Editor without corrupting its entry points. I'll check the log later as v4.42 is quite old.
O6 from west has same problem.
M4 also from east
M16: unable to refualt UAZ after arriving from west
[Updated on: Fri, 13 September 2013 04:00] by Moderator Report message to a moderator
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Private
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #324995]
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Tue, 10 September 2013 22:55
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Gigagames |
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Messages:33
Registered:January 2013 |
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Hello,
first sry for bad english
Fixed (used wrong Revision)
Toggle Spoiler
now my problem, i install
ja uc and ja 1.13
all works fine, then i install UC 1.13 and i became this error :
when i have installed UC 1.13 in the Ini edior it DOINT show me any Exe , what is going wrong ?
now i updatet Revision and install every new, i became a other error :
[Updated on: Wed, 11 September 2013 16:42] by Moderator Report message to a moderator
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Private 1st Class
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #325112]
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Thu, 12 September 2013 20:37
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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I forget what version i was using, but I downloaded a version of UC113 earlier this summer and was having a repeatable problem in Atremo Subway. I was able to recreate this in NW Atremo as well.
How to perform:
1) Punch someone until he faints
2) Suppress fainted enemy (shoot at another enemy, etc)
3) Suppressed, fainted enemy is now glitched
Effects:
Suppressed, fainted enemy can no longer be harmed by friendly mercs or militia. After several turns, game will crash. I noticed on one of these crashes that the glitched enemy in question was standing up without any animation.
1) Are you aware of this
2) Has this been fixed?
[Updated on: Thu, 12 September 2013 20:42] by Moderator Report message to a moderator
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Master Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #325130]
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Fri, 13 September 2013 02:46
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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I do not, this was about a month ago before i DL'd the updated stuff towards the end of August. I know i was using NCTH.
No message pops up, the game just shuts down.
It's ridiculously easy to recreate, though. Just punch someone into unconsciousness and then use autofire to suppress them.
If you can still hit them afterwards, then my glitch is fixed.
[Updated on: Fri, 13 September 2013 02:47] by Moderator Report message to a moderator
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Master Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #325156]
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Fri, 13 September 2013 17:55
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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Try these suppression settings.
Also, it might be easier to suppress if you use single shots rather than autofire; that works a bit more reliably from my experience. I dont know how the coding works, though.
Toggle Spoiler[Tactical Suppression Fire Settings]
;******************************************************************************************************************************
; These settings control the behavior of Suppression Fire, its severity, and its side-effects.
;
; Please note: Activating this system may have a PROFOUND effect on your game - it changes the way battles are fought
; (hopefully making them more realistic). Do not change any setting unless you understand what it does!!
;
; To enable the system, raise the value of "SUPPRESSION_EFFECTIVENESS" above 0.
;******************************************************************************************************************************
;******************************************************************************************************************************
; SUPPRESSION BASICS
;
; Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression.
; He will then lose APs proportionally. The goal is to SUCK OUT THE ENEMY'S APs, so he can't move or fire back.
;
; Characters have a TOLERANCE value that helps them resist suppression fire. A higher value decreases AP loss, Shock,
; and morale loss. This value is based on the character's Experience and Morale, among other things.
;
; In addition to AP loss, Suppression SHOCK can also be accumulated. This makes the character less useful, by reducing
; his Chance-to-Hit considerably. It also makes the character harder to hit himself.
;
; Characters with too much SHOCK are said to be COWERING. They are now even more vulnerable to suppression than normal!
;
; Characters can go into negative APs when under suppression fire. This means they lose APs off their NEXT turn as well.
; A character who has lost all APs off his NEXT turn is said to be PINNED DOWN. This is the best result from suppression
; fire, it means that the character is useless of a whole turn and can be assaulted safely.
;
; Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are
; hiding.
; Note that they will try to do the same thing to you!
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Controls how powerful suppression fire is.
;
; 0 = JA2 Default: Suppression is DISABLED.
; 100 = Suppression is fully activated.
;
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
;------------------------------------------------------------------------------------------------------------------------------
SUPPRESSION_EFFECTIVENESS = 175
;------------------------------------------------------------------------------------------------------------------------------
; Minimum and Maximum amount of Suppression Tolerance a character can have.
;
; NOTE: You'll cause problems if you set MIN to a value greater then MAX
;------------------------------------------------------------------------------------------------------------------------------
SUPPRESSION_TOLERANCE_MAX = 15
SUPPRESSION_TOLERANCE_MIN = 1
; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value.
NEARBY_FRIENDLIES_AFFECT_TOLERANCE = TRUE
; Characters gain 1 bonus tolerance point per each N tiles they move during their turn.
TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5
;------------------------------------------------------------------------------------------------------------------------------
; This controls how much Suppression Shock is taken when under fire.
;
; 100 is the "normal" effect.
; Range is 0 (no suppression shock) to 65535 (65535% effect).
; 200 is a LOT.
;------------------------------------------------------------------------------------------------------------------------------
SUPPRESSION_SHOCK_INTENSITY = 150
; The maximum number of Shock points a character can have.
MAX_SUPPRESSION_SHOCK = 30
;------------------------------------------------------------------------------------------------------------------------------
; Shocked Target CTH Penalty
;
; When Suppression Shock is enabled, targets under fire become harder to hit (they are trying to hide).
; Use these settings to change the CTH penalty for shooting at such targets.
;------------------------------------------------------------------------------------------------------------------------------
; This controls how much CTH you lose when shooting at a Shocked target: X CTH lost per target shock point.
CTH_PENALTY_PER_TARGET_SHOCK = 2
; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit!
MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 40
; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart.
CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
; Minimum range at which you get the full CTH penalty. If you are closer than this, the penalty begins to drop.
MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100
;------------------------------------------------------------------------------------------------------------------------------
; Shock Effects
;
; A Shocked character becomes less useful, primarily losing CTH on all his attacks.
; Use these settings to enable further effects from being shocked.
;------------------------------------------------------------------------------------------------------------------------------
; Maximum amount of CTH we lose when shocked. Each point of shock causes a loss of 5 CTH on any ranged attack.
; 0 = No limit.
MAX_CTH_PENALTY_FROM_SHOCK = 40
; Vision loss due to Suppression Shock.
; 0 = No vision loss.
; 2 = Vision range reduced proportionally to shock.
; 3 = Tunnel Vision increased proportionally to shock.
; 1 = Both options enabled.
SHOCK_REDUCES_SIGHTRANGE = 1
; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes
; the character considerably less resistance to further suppression fire, until the shock can clear away.
COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 4
;------------------------------------------------------------------------------------------------------------------------------
; These settings tell the AI how to behave when Suppress is enabled. The first tells the AI the minimum mag size of the weapon
; before suppression will be considered. And the second tells the AI minimum remaining ammo the weapon must have to be valid
; for suppression. Valid range is 0 to 1000. Setting the mag size to 0 will mean the AI will try to use suppression on every
; weapon which is the result you used to get when setting the AI Suppression flag to FALSE.
;------------------------------------------------------------------------------------------------------------------------------
AI_SUPPRESS_MIN_MAG_SIZE = 30
AI_SUPPRESS_MIN_AMMO_REMAINING = 20
;------------------------------------------------------------------------------------------------------------------------------
; Explosive Suppression
;
; This feature enables suppression effects caused by explosives. All blast-type explosives (Frag, Stun, TNT, etc.) will cause
; suppression based on how far the center of the blast is from the character. Note that suppression works BEYOND the range
; of the explosion itself!
; 0 = disabled.
; 100 = "normal" effect.
;------------------------------------------------------------------------------------------------------------------------------
EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 150
;------------------------------------------------------------------------------------------------------------------------------
; Other settings
;------------------------------------------------------------------------------------------------------------------------------
; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN".
NOTIFY_WHEN_PINNED_DOWN = TRUE
; Minimum distance at which friendly characters become suppressed their own forces.
MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
[Updated on: Fri, 13 September 2013 17:58] by Moderator Report message to a moderator
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Master Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #325160]
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Fri, 13 September 2013 18:46
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Moa |
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Messages:58
Registered:September 2013 |
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can not reproduce, but thanks for the settings.
If soldier has 0 breath and is pinned down he will not stand up, but I can still hit em on close range. Have supressed him for 25 turns, so I guess this was fixed allready (used USE_NEW_CTH_CALCULATION = FALSE and the save is with NCTH).
Toggle Spoiler
after pounching him and suppress till pined down:
after 25 turns:
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #326550]
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Sat, 12 October 2013 20:22
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JayM |
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Messages:83
Registered:May 2013 |
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thanks for the suggestions gambigobilla.
My temp folder was empty anyway (I suppose you mean this one: D:\008 - Games\Jagged Alliance 2 Gold\Profiles\UserProfile_JA2UC113\Temp\)
My Jagged Alliance 2 Gold folder was indeed read-only - no idea if that had always been the case but I unchecked read-only. Unfortunately that didn't solve the problem either.
However, having had a look again, that folder still shows as read-only??
Interestingly, I tried to save the game again in a new slot, the error message comes up but later I found in the save games list a save with the corresponding correct timestamp/money - couldn't load it though...
[Updated on: Sat, 12 October 2013 20:24] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #327394]
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Thu, 31 October 2013 18:15
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Bananarepublic |
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Messages:39
Registered:October 2013 |
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Hello Wil, I am playing 4.47 (full) with a newer gamedir than the one you indicated (1817 instead of 1704 -- do you think this could be the cause?)
The game crashes (hangs with no message displayed) specifically on sector B2 (Sheraton Factory) when:
-my mercs and the enemy spot each other at the same time.
If i turn my mercs around and fire a round (to attract enemies), they run towards me and start combat, avoiding the crash.
This seems to work every time.
Edit - i will try switching to your version and see if the problem persists.
Edit 2 - Yeah, sorry, it was because of that. I'll fix my install with the correct version...
[Updated on: Fri, 01 November 2013 05:40] by Moderator Report message to a moderator
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Private 1st Class
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #327749]
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Thu, 07 November 2013 20:16
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fijau |
Messages:1
Registered:November 2013 |
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Hey,
I've recently started playing 1.13 UC. I believe it's v. 3.65? Or 4870? At least that's what the setup zip is called.
I've encountered an error concerning the jeep from A10 square. For short - I found a way to get multiple jeeps. I used them for travelling and now suddenly game crashes.
How to reproduce the bug:
(Or at least how I did it)
1. Kill all enemies in A10.
2. Get the car keys from the subway building.
3. Get all your squad into the subway...
4. ... and go back to the surface immediately.
5. Voil
[Updated on: Fri, 08 November 2013 01:35] by Moderator Report message to a moderator
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Civilian
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #328343]
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Tue, 19 November 2013 17:53
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Gigagames |
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Messages:33
Registered:January 2013 |
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Hello,
if i start the game i became an error:
(game_log.log)
Toggle Spoiler
[8.82919] : ERROR : File : WorldDat.cpp
Line : 56
Location : InitEngineTilesets
Parser Error in file : Ja2Set.dat.xml
File : F:\SVN\SVN_Source_Official\Utils\XML_auto_parse.h
Line : 193
Location : xml_auto::TGenericXMLParser::parseFile
error in file : Ja2Set.dat.xml
File : f:\svn\svn_source_official\tileengine\XML_TileSet.hpp
Line : 99
Location : CTilesetReader::TilesetFile::enter
tileset file index is too large : 151
how can i fix it ?
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Private 1st Class
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #328489]
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Sun, 24 November 2013 02:56
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Gigagames |
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Messages:33
Registered:January 2013 |
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Hello,
i have found a bug in SCI_Unstable_Revision_6641_on_GameDir_1878
When i will attach somthing to a helm , or an weapon that hase the option "Normalise" the Item that i will attach, get losed, so that i doint have it anymore and its not attached ..
All .logs :
game_log.log :
Toggle Spoiler *** Sun Nov 24 01:31:39 2013 ***
[ B6CME-QEWJY-S1LVR-8VV5Y-DKUWC ]
[34.8112] : ERROR : ========== Sun Nov 24 01:31:39 2013 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile
file "SOUNDS\Ceramic Armour Insert.wav" does not exist
[34.8179] : ERROR : ========== Sun Nov 24 01:31:39 2013 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile
file "SOUNDS\Ceramic Armour Insert.wav" does not exist
sound.log
Toggle Spoiler *** Sun Nov 24 01:31:06 2013 ***
[ B6CME-QEWJY-S1LVR-8VV5Y-DKUWC ]
[2.04196] : Initialising JA2 sound manager
[2.04198] : Using 16 channels
[2.042] : Init hardware...
[2.05435] : Using DirectSound driver: Prim
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Private 1st Class
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #328664]
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Thu, 28 November 2013 10:58
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goc_man |
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Messages:113
Registered:November 2007 Location: Croatia |
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Hey wil473, great stuff you're doing.
I'm playing a Urban Chaos 4.42 campaing with NCTH and I've been taking notes on bugs and some stuff I'd change/recommend.
The list turned out to be a bit longer, so here goes.
Let me start off with some general feedback:
I really like all the new items, specially all the weapons and upgrades (like the AR variants, bullpup conversion kits, stocks, all other attachments...). But I think the .22 calibre guns are redundant. I never needed to use them, since they're outclassed even in the very beginning. I just delete them all. Also, B.Rays and Tony's inventory is cluttered up by a lot of these useless guns.
On the same note, there are few examples of redundant items with identical stats: Mk.II and F1 grenades; STSH-81 and ZSh-1 Helmet; Steel and Titanim Plates. I think you should chose one and remove the other, or make a distinction between them.
Armor. Great choice of different upgradable stuff. I also like the Commando LBE. But I think the Commando and Striker Vests hava a too high coverage value. Specially the upgraded variants. The Squad Leader vest with its 99% seem a bit too much (defeats the purpose of the coverage system al together)
Btw, why are there 2-3 copies of each commando/striker armor item in the XMLs?
The LBE gear additions are good as well. I would just give some of the new vest a few more pockets, and the Modular M-LBE vests are missing camo bonuses.
Shotguns: I like all the new ammo and stuff. I also like how shotguns are really usefull in this mod. But in the hands of a great merc with the Hunter trait (like Ayana or Shadow) the shotgun becomes the uber weapon. For example, I have Ayana with a tricked out Saiga 12 with a Kobra, Korsak, Full Choke, Drum adapter and tons of Flechette ammmo. She is abble to take 3 fully aimed shots and kill 3 enemies per turn if they are in the range of up to 25-30 tiles. A head or torso shot almost always results in a kill. If an enemy happens to be extremly lucky and survives, he will be pinned down and die the next turn. And this is mid-game. I had to restrict myself to not using flechete ammo since it's overkill. . I recommend lowering of flechete ammo armor piercing property, lowering shutgun suppresiion (not sure how though) and also either:
A. Lowering Hunter trait properties and/or B. Tuning down accuracy/damage of shotguns a bit.
While flechete is overpowered, I think slug ammo is a bit weak and should have a bit of armor piercing. I would also rename the ammo itself into "slug" not "shells", since it's the proper name.
Also, I not 100% sure about this, but I've done some research... As I understand, what is Duplex ammo in your mod, should be called Double Slug (LINK - Double Slug ) and there should be be "Dupleks" ammo which IMHO should be something like Slugs but a bit better in terms of bullet tumble, range and armor piercing (LINK - Dupleks ammo)
Some mercs are too cheap for their abilities. I don't know whether it was like this in the original UC...but Razor, Ayana, Numb and Morgan from M.E.R.C. are $300-$1000 per Day. Combat wise, they belong to the top tier of the most expensive mercs. I'd double their price.
I like the idea of giving gasmasks a penalty, but I think you overdid it. We're talking about soldiers trained and used to operate in gasmasks, not civilians who put them on for the first time in their life. I'd make it: Aim Cap -10%, Gun Handling +25% and tunnel vision +40%, that's it.
That guy QM in Port Kip: His inventory should be revised. The moment you meet him, he can sell you a Colt PDW, Ultimax, Heavy 5.56 ammo and some great attachments. I tested this in 4.47. I started a new game and teleported there. That's the stuff he had.
Same goes for Smithy in C4. He doesn't have such high coolness items, but still has a huge amount of stuff you're not supposed to have in the begining of the game. Game braking, unless you restrict yourself to not trade with these two. Maybe Smithy shouldn's sell stuff at all, only repair.
The Menger NPC (can't remember where) and Crusher (K4 underground) have something wrong with their speeches. The former seems to have some wrong speech files, while the latter refuses to talk to you after your conversation with him. The conversation just ends, no matter what you tell him, and just nothing happens.
Facilities: Too much Airports and Shipping Offices in early game towns (Atremo, Calisto & Port Kip). You buy a few cheap mercs that can work here, and you get rich too early. It spoils the balance. Otherwise, great ideas with the police detachments, factories, powerplants... A good imersion into the UC campaign. BTW, you can train militia in factories - is this intended?
Since the original UC readme, documentation is missing (I can't find any), maybe you could add some basic info on story and the different factions in your documentation. Basics would suffice, just to get a new player going.
Here's an idea I had. Maybe you could make suppressors fit only to guns that come factory equipped with a threaded barrel. A few that come to mind are MP5N, MPX, AEK Kahstan, 9A-91, SR-3M Vikhr, Sig 226 Tactical, P 14-45 Tactical, Mk.23, USP Tactical... For other guns you would need a special attachment that would allow suppressors - a barrel replacement/extension (universal items but specific for pistols, smgs, ARs which would be of high coolnes). It would be a realistc feature and this way you would need to make a comprimise for night ops in the early/mid game - making some, otherwise outclassed, guns more interesting.
And some Bugs:
(Please note that these are from version 4.42, so they might be fixed already)
Toggle SpoilerM-LBE Leg Rig with Pistol Mag pouch - can't add ammo by clicking on empty slot in merc inventory
Strizh Spetsnaz - autofire is messed up - the rate of fire is too slow, and the wrong sound is played
CZ 700 Sniper - can fit foregrip
HK53A3 takes ordinary suppressor and TI (but weapon is 5.56 calibre)
Beowolf rifle scope mount - for Battle scope 4.0x is grayed out but you can still attach it by clicking on the slot
The Bizon TacStock can accept a foregrip, this doesn't seem logical
The PPK-12 graphic is not centered, but a bit to the right
L85A2 LSW - integral foregrip on back end of rifle.
I know that such a attachment is possible but I can't see how it's supposed to work. How to hold a bullpup rifle like that, and have better autofire accuracy?
AK Bullpup kit and Tacticool Stock - doesn't highlight compatible weapons in Inventory
Tacticool FN stock - not sure but I think I was abble to attach it on some guns wich weren't FN Minimi
Rate reducer - can attach to some non AR-15 guns (FN F2000 Tactical, L85A2 LSW...)
- is this intended?
9mm Drum adapter doesn't reduce reliability like other drum adapters
MP5/40A3 and some other .40 S&W cal. weapons have a positive lodness modifer. .40 S&W ammo has negative loudnes modifier. Is this intended or a bug?
+P+ 9mm ammo - 6,6,15 and 30 round mags don't display the damage bonus in UDB
(the bonus is applied to the weapon but UDB of ammo item doesn't dislplay in advanced tab)
And some minor suggestions:
Toggle Spoiler
D5 - should have shooting range facility
Drake - too many empty containers (closets, crates etc...)
You could add camo to pants (armored)
I suggest changing the short names of guns with Tacticool stock upgrades.
For example, a regular "Bizon" and a "Tacticool Bizon" with tactical stock will be sorted far apart on the sector inventory screen so they are hard to find. I think that it would be more practical that the naming convention for short name is for example "Bizon" and "Bizon Tac" for the regular and upgraded weapon.
Throwing knives should fit in knife slot, and knife pouches
Tripwire should be smaller size
Titanium plates - shold hava a lower AP penalty and smaller armor rating to distinguish it from the Steel plate
Lasers - This may be personal taste but I don't like Stealth modifier penalties on the lasers. Reducing camo to simulate a merc being more visible due to using a laser, seems ok. But I can't gat past the fact that a laser reduces your chance of being quiet.
Molotovs - can you make them? If yes, OK, if not I would like them to be included in your mod
Berreta Storm MX4 a bit too powerfull for my taste. It is a newer bullup design, but it's accuracy and AP cost are too good in comparison to other SMGs
Styer AUG Para - also too powerfull (a bit too high accuracy)
- also, it should have an integral foregrip not a slot for one
MP5 variants - these seem a bit weak on par with other SMG you can gat at this coolness. I would like to see higher accuracy for these guns (after all they are reffered to as very accurate SMGs in the real world). Maybe you could make them a bit more powerfull, but increase ther coolnes
Desert Eagle .357 - damage is too low
Aimpoint projectror - why does it have Aim Cap penalty -16%? It should have -10% if it were a scope but it's not. It's a reflex and laser combo, but it has no magnification, so why the Aim Cap penalty?
Also:
- too high laser penalty (Korsak has 2.0x laser projection and has penalties of only -5%)
- why does it have nigh vision bonus?
1PN58 and M3 Snooper scope - too high night range vision bonus IMHO. Since enemies can't use them I think this bonus is too high
AR-15 1.5x scope has Aim cap modifier of -17%. Shouldn't it be -10%, as on a regular 1.5x scope?
Dual mode sight - in CQB mode has Aim Cap Mod +10. Is this on purpose? Shouldn't it be -10% as any 1.5x scope
- in 4.0x mode the tunel vision is 25% (for a 4.0x it should be 40%)
- also the AP modifier is -5% but I supposse this is intended, as it's a collominating sight as well, so it's faster to aim
Muzzle breaks - AP reduction is a too powerfull bonus, and doesn't make sense. Why would a muzzle break decrease the time needed to aim?
Also:
- shouldn't fit on pistols
- AK muzzle breaks should fit only on AK rifles
For example AKS-74U can fit both the Muzzle Break and the AK Muzzle Break (should fit only the AK variant)
AEK-971 can only fit the ordinary one, while not the AK variant (should be other way around)
I would remove the ability of pistols to mount a flash hider.
I know it's like this in the original 1.13 but I can't see how it's possible without some kind of special barrel replacement/extension? For game balance reasons as well - I see the pistol as a fast backup weapon, but it can give out your possition unless using a supressor.
Bullpup guns should not be able to take a drum adapter. In real life, it would be very difficult to aim and shot using such a magazine.
AK Bullpup Kit - should disable the use of the same
AK grip fits on Saiga. Not sure if this is possible. Either way, the AK grip is for autofire weapons, so it doesn't seem logical. The grip does reduce AP costs, but I would still not allow it on a Saiga since you can already make the Saiga a fast and very powerfull weapon by using the Kobra-Korsak combo
SVD and some other guns only accept 9x version of 1P Minuta. Same with DM sight. I assume it's this way, since you would have to make a new available attachmet slot for each mode these varying scopes have.
The fact that a multi-mode scope can fit to a weapon only in a certain mode is not a problem once you know how the in-game system works. But it's hard to figure it out for a newcommer. A recommend adding a few lines in the descriptions of the multi-mode scopes which would instruct the player on how to use/attach the sight.
+P+ Ammo description should also include PP-2000 as it has high reliability
Garotte item description - should explain it's a James bond style watch-concealed weapon
HMX - should be more stable then TNT but it's not, both have volitality 2
Bloody Knife - Maybe add a item transformation to clean the knife
Keep up the great work!
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Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #329308]
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Fri, 27 December 2013 19:25
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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Any chance for an update to this with the newer AFS code, or is this still more or less stable?
[Updated on: Fri, 27 December 2013 19:33] by Moderator Report message to a moderator
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Master Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #329328]
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Sat, 28 December 2013 15:06
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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M16AMachinegunAny chance for an update to this with the newer AFS code, or is this still more or less stable?
Finally have time to get some more work done on re-ordering the AFS Release Candidate for UC-1.13 today. I'm however unlikely to have it out before the cutoff for new v1.13 features discussed Here. v4.48 may actually stay a "release candidate" for a "polished" v5.00 to go with the future "Stable" in mid-2014.
goc_manI really like all the new items, specially all the weapons and upgrades (like the AR variants, bullpup conversion kits, stocks, all other attachments...). But I think the .22 calibre guns are redundant. I never needed to use them, since they're outclassed even in the very beginning. I just delete them all. Also, B.Rays and Tony's inventory is cluttered up by a lot of these useless guns.
On the balance, my implementation of .22LR is usually described as too powerful - well it was till I nerfed it. This is probably what you are seeing.
goc_manOn the same note, there are few examples of redundant items with identical stats: Mk.II and F1 grenades; STSH-81 and ZSh-1 Helmet; Steel and Titanim Plates. I think you should chose one and remove the other, or make a distinction between them.
These items are intentionally identical in terms of stats, they are meant to add a "Eastern Europe/Russian" flavour to the mod... then people started wanting to see these items in AFS too.
goc_manArmor. Great choice of different upgradable stuff. I also like the Commando LBE. But I think the Commando and Striker Vests hava a too high coverage value. Specially the upgraded variants. The Squad Leader vest with its 99% seem a bit too much (defeats the purpose of the coverage system al together)
Btw, why are there 2-3 copies of each commando/striker armor item in the XMLs?
I've eliminated most map compatibility items from the current v4.48, though one or two may come back.
goc_manThe LBE gear additions are good as well. I would just give some of the new vest a few more pockets, and the Modular M-LBE vests are missing camo bonuses.
I'll have to check how they compare to the v1.13 versions.
goc_manShotguns: I like all the new ammo and stuff. I also like how shotguns are really usefull in this mod. But in the hands of a great merc with the Hunter trait (like Ayana or Shadow) the shotgun becomes the uber weapon. For example, I have Ayana with a tricked out Saiga 12 with a Kobra, Korsak, Full Choke, Drum adapter and tons of Flechette ammmo. She is abble to take 3 fully aimed shots and kill 3 enemies per turn if they are in the range of up to 25-30 tiles. A head or torso shot almost always results in a kill. If an enemy happens to be extremly lucky and survives, he will be pinned down and die the next turn. And this is mid-game. I had to restrict myself to not using flechete ammo since it's overkill. . I recommend lowering of flechete ammo armor piercing property, lowering shutgun suppresiion (not sure how though) and also either:
A. Lowering Hunter trait properties and/or B. Tuning down accuracy/damage of shotguns a bit.
While flechete is overpowered, I think slug ammo is a bit weak and should have a bit of armor piercing. I would also rename the ammo itself into "slug" not "shells", since it's the proper name.
Also, I not 100% sure about this, but I've done some research... As I understand, what is Duplex ammo in your mod, should be called Double Slug (LINK - Double Slug ) and there should be be "Dupleks" ammo which IMHO should be something like Slugs but a bit better in terms of bullet tumble, range and armor piercing (LINK - Dupleks ammo) Yeah, I've been meaning to get all the slug rounds renamed "slug" in-game.
Duplex simply means two bullets/slugs per cartridge for the purposes of this and related mods.
goc_manSome mercs are too cheap for their abilities. I don't know whether it was like this in the original UC...but Razor, Ayana, Numb and Morgan from M.E.R.C. are $300-$1000 per Day. Combat wise, they belong to the top tier of the most expensive mercs. I'd double their price.
These are historical artifacts from original Urban Chaos.
goc_manI like the idea of giving gasmasks a penalty, but I think you overdid it. We're talking about soldiers trained and used to operate in gasmasks, not civilians who put them on for the first time in their life. I'd make it: Aim Cap -10%, Gun Handling +25% and tunnel vision +40%, that's it.
These wouldn't be the only penalties I've enhanced to make meaningful for mod-balance.
goc_manThat guy QM in Port Kip: His inventory should be revised. The moment you meet him, he can sell you a Colt PDW, Ultimax, Heavy 5.56 ammo and some great attachments. I tested this in 4.47. I started a new game and teleported there. That's the stuff he had.
Same goes for Smithy in C4. He doesn't have such high coolness items, but still has a huge amount of stuff you're not supposed to have in the begining of the game. Game braking, unless you restrict yourself to not trade with these two. Maybe Smithy shouldn's sell stuff at all, only repair.
Smithy's "game breaking" inventory is another "historical artifact" of original Urban Chaos. At the same time he is restricted to "civilian" gear for the most part.
I'm nerfing the Quarter Master's inventory a bit, but bear in mind that his willingness to do business with you is precarious.
goc_manThe Menger NPC (can't remember where) and Crusher (K4 underground) have something wrong with their speeches. The former seems to have some wrong speech files, while the latter refuses to talk to you after your conversation with him. The conversation just ends, no matter what you tell him, and just nothing happens.
I had to swap some NPC's around so some files were probably missed, I'll check in the current build once I get to map stuff.
goc_manFacilities: Too much Airports and Shipping Offices in early game towns (Atremo, Calisto & Port Kip). You buy a few cheap mercs that can work here, and you get rich too early. It spoils the balance. Otherwise, great ideas with the police detachments, factories, powerplants... A good imersion into the UC campaign. BTW, you can train militia in factories - is this intended?
Do we want an option (VFS config) that uses the vanilla shipping destinations?
goc_manSince the original UC readme, documentation is missing (I can't find any), maybe you could add some basic info on story and the different factions in your documentation. Basics would suffice, just to get a new player going.
I don't remember original Urban Chaos having anything more than what was in the in-game fiction.
There is a new Campaign History feature that I suppose could be used to fill in some local colour.
goc_manHere's an idea I had. Maybe you could make suppressors fit only to guns that come factory equipped with a threaded barrel. A few that come to mind are MP5N, MPX, AEK Kahstan, 9A-91, SR-3M Vikhr, Sig 226 Tactical, P 14-45 Tactical, Mk.23, USP Tactical... For other guns you would need a special attachment that would allow suppressors - a barrel replacement/extension (universal items but specific for pistols, smgs, ARs which would be of high coolnes). It would be a realistc feature and this way you would need to make a comprimise for night ops in the early/mid game - making some, otherwise outclassed, guns more interesting. I've run out of (New)Common Attachment System bits, so this type of implementation would have to rely on the old Attachments.XML - impacting game performance. Alternatively I could replace all the suppressors in the (N)CAS scheme with threaded barrels and then just give certain guns the threaded barrel as a default attachment. Right now a lot of guns just cannot take barrel attachments.
Ok, I need a break, I'll try to get back to your other concerns later groc_man
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