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)
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #324297] Sat, 24 August 2013 19:28 Go to previous messageGo to next message
deknegt

 
Messages:140
Registered:June 2007
Location: Doetinchem, Netherlands

Quick question, trying this game out again and haven't done so in a long while. What is the best path to take for starters, where can I get some quick money to be able to be able to rehire my guys and stock up on some stuff?
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #324312] Sun, 25 August 2013 11:01 Go to previous messageGo to next message
acqsen

 
Messages:17
Registered:December 2011
@Gambigobilla, thx for trying but the file crushes game
Errors on:
- load old game with Blair
- load old game without Blair
- create new game.

File: LualnitNPCs.cpp
Line: 2592
Cannot open file: scripts/Overhead.lua

http://imageshack.us/a/img19/885/j440.jpg
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #324341] Mon, 26 August 2013 10:34 Go to previous messageGo to next message
acqsen

 
Messages:17
Registered:December 2011
@deKnegt
Personal preference: Atremo -> Calisto -> Sheraton
- fighting in underground is best avoided at the beginning
- search every town, for some minor cash
- sell to local shops (1500$/daily), Calisto has one
- consider using cheap merc
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #324366] Tue, 27 August 2013 00:46 Go to previous messageGo to next message
deknegt

 
Messages:140
Registered:June 2007
Location: Doetinchem, Netherlands

Acqsen
@deKnegt
Personal preference: Atremo -> Calisto -> Sheraton
- fighting in underground is best avoided at the beginning
- search every town, for some minor cash
- sell to local shops (1500$/daily), Calisto has one
- consider using cheap merc


Thanks for the answer Acqsen. Gonna try that route.
As with cheap mercs, I pretty much always play on Expert and I only get M.E.R.C dudes or 2-week A.I.M. mercs, so I tend to stick with the cheap (but efficient) people.

Just too bad that a guy like Nails is effed in the A when it comes to UC, with so much travel being done underground you can't really use him for the starting fights there.

And thanks for the sell-to-shops idea, gonna make sure to do that for sure Smile
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #324368] Tue, 27 August 2013 02:09 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Acqsen
@Gambigobilla, thx for trying but the file crushes game
Errors on:
- load old game with Blair
- load old game without Blair
- create new game.

File: LualnitNPCs.cpp
Line: 2592
Cannot open file: scripts/Overhead.lua


Have you tried overwriting everything with the latest SCI?

I just tried the working copy of UC-1.13 (v4.48) with today's SCI_Unstable_Revision_6322_on_GameDir_1738 and it worked just fine - new game, 3x A.I.M. Mercs, no cheats used landing militia battle.

EDIT: Note that there really isn't much difference between my working copy of UC-1.13 and v4.47 as I haven't actually incorporated any of the fixes from AFS into it yet.

[Updated on: Tue, 27 August 2013 02:10] by Moderator



Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #324508] Fri, 30 August 2013 17:31 Go to previous messageGo to next message
acqsen

 
Messages:17
Registered:December 2011
@wil473, I was using
Urban Chaos-1.13 v4.47-20130719
Sci Directory 6232_1704.7z

I will try 4.48 with 6322-1738 once someone posts a download link.

------Update
Found 6322-1738. Downloading
Link

=============Update 2
Tested 6322_1738 with v4.47-20130719 (could not find 4.48)
overwriten 6232_1704 with the new version
Game launches with errors
blair does not leave near chopper

with Gambigobilla's new Overhead.lua game lauches with errors,
hangs when entering airport
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #324766] Thu, 05 September 2013 03:21 Go to previous messageGo to next message
IoP

 
Messages:17
Registered:March 2012
Hello,
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"

Stack of binders fit only in hand and in biggest backpack pocket.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #324798] Thu, 05 September 2013 18:27 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
IoP
Hello,
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.


IoP
Stack of binders fit only in hand and in biggest backpack pocket.
Found that this item had not had its size modified for my size scheme. Affects AFS and DL-1.13 as well, I'll be noting it as fixed under AFS issues.


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #324899] Sun, 08 September 2013 19:23 Go to previous messageGo to next message
IoP

 
Messages:17
Registered:March 2012
wil473
IoP
Hello,
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

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #324995] Tue, 10 September 2013 22:55 Go to previous messageGo to next message
Gigagames

 
Messages:33
Registered:January 2013
Hello,
first sry for bad english

Fixed (used wrong Revision)
Toggle Spoiler



now i updatet Revision and install every new, i became a other error :

[Updated on: Wed, 11 September 2013 16:42] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #325095] Thu, 12 September 2013 16:06 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
@gigagames - try a clean install (different folder) with the correct revisions. "Updating" v1.13 by overwriting it with a newer/correct SCI may not correctly overwrite things that need to be overwritten. Depending on the state of your computer, there is a chance even a clean install will not work out so just repeat carefully each step.


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #325112] Thu, 12 September 2013 20:37 Go to previous messageGo to next message
M16AMachinegun

 
Messages:306
Registered:September 2013
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

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #325121] Thu, 12 September 2013 22:11 Go to previous messageGo to next message
Moa

 
Messages:58
Registered:September 2013
suppressed people are supposed to be harder to hit if you use NCTH. Maybe its a bit much, nevertheless it is how it works.
-What is your ini setting for USE_NEW_CTH_CALCULATION (if used in UC at all)?
This is code for the new experimental NCTH. if it set to false there is NCTH used.
-Or have you selected OCTH?
-By anychance do you know the crash message? or even better have a save right were the opponent is waking up?
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #325130] Fri, 13 September 2013 02:46 Go to previous messageGo to next message
M16AMachinegun

 
Messages:306
Registered:September 2013
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

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #325146] Fri, 13 September 2013 14:59 Go to previous messageGo to next message
Moa

 
Messages:58
Registered:September 2013
cant even suppress them, only one shock point and 2 APs for 20 bullets fired. Single shots do nothing to fainted enemies in rev6400. So either it is fixed or suppression is totaly broken.

Toggle Spoiler
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #325156] Fri, 13 September 2013 17:55 Go to previous messageGo to next message
M16AMachinegun

 
Messages:306
Registered:September 2013
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

[Updated on: Fri, 13 September 2013 17:58] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #325157] Fri, 13 September 2013 18:02 Go to previous messageGo to next message
Gigagames

 
Messages:33
Registered:January 2013
Why i cant give my Soldiers an Med Kit why ? no clothes can transport it (have no slot for it)
and in the weapons you have it cant go too (in the weapons slot from the inventory)

Version :
Revision_6371
UC_1.13 V4.47 20130719 Full
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #325160] Fri, 13 September 2013 18:46 Go to previous messageGo to next message
Moa

 
Messages:58
Registered:September 2013
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
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #325268] Tue, 17 September 2013 10:45 Go to previous messageGo to next message
Walker Evans

 
Messages:14
Registered:September 2013
hi everyone,

quick bug report:

there was what i am assuming was an error in Magazines.xml:


515
22
30
16
0


which refers to the 30-round 9x18mm SMG tracer magazines. in-game, it would spawn as tracer ap/fmj, which is fun as opposed to the normal 9x18mm ball tracer BUT: feeding it into a weapon and ejecting would cause it to revert to ball ammo. also noticed that it wouldn't combine with the ammo box.

fixed it in my game to:


515
22
30
15
0


also, nada item in one of the lockers in the central SAM site. i THINK that it was in the eastern-most locker in the vehicle shed. item #9__ (hundred-something) sorry, didn't note the exact item ID.

was having a lot of sporadic CTDs, mostly when soldiers or militia pick stuff up in tactical; but 1.13 rev.6400 seems to be a lot more stable.

quick question though: been getting P90s with an empty attachment box that says "bipod or grip default attachment" which i think might be an integral attachment. also an L85A2 LSW with an empty attachment box that says "L85A2 Bipod." If they are integral attachments, any way to get them fixed to get the integral attachments re-attached in-game?

sorry this turned longer than i had thought it would. first post. a bit giddy. eh heh heh
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #325290] Tue, 17 September 2013 18:05 Go to previous messageGo to next message
Walker Evans

 
Messages:14
Registered:September 2013
flashlight of the RIS LAM/Tac Light wasn't working. when turning the light on, would eject the batteries. fixed by adding the following line:

17179869184

to item 1635.

by the way, don't know if i'm posting to the right thread, or if there are any format conventions i'm breaking. if so, let me know.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #326003] Mon, 30 September 2013 22:28 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Magazine errors should be cleaned out in the course of implementing separating ammo boxes and crates - in progress right now.


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #326542] Sat, 12 October 2013 18:56 Go to previous messageGo to next message
JayM

 
Messages:83
Registered:May 2013
All of a sudden I can't save the game anymore - every time I try it I get an error message, saying "DEBUG: ERROR writing map temp files".

I never had any problems with loading/saving until today, and I conquered most of Danubia already. First, I wasn't able to load my quicksave and my regular save didn't work either. Upon restarting the game, the regular save worked again (the quicksave didn't). I played on for a while, saving numerous times when suddenly I can't save the game anymore - neither to the quicksave or the regular save slot... any ideas anyone? I even restarted my computer in case the RAM needed to be cleared but that didn't help either...

Would hate if I had to stop playing because of this as I think the 1.13/UC hybrid is absolutely brilliant!

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #326543] Sat, 12 October 2013 19:07 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
There is a temp folder in your profiles folder, have you tried to clear the contents? Also check read only status and writing privileges.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #326550] Sat, 12 October 2013 20:22 Go to previous messageGo to next message
JayM

 
Messages:83
Registered:May 2013
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

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #327144] Fri, 25 October 2013 17:11 Go to previous messageGo to next message
Bananarepublic

 
Messages:38
Registered:October 2013
Gambigobilla
@fallschirmjager & Acqsen

Get this file and put it in \Data-UC113\scripts
http://www.mediafire.com/download/ajsuz27g7rlwqu8/Overhead.lua

Probably will solve the problem.


Thanks Gambigobilla, i also had that problem where the dialog wouldn't trigger at the airport (UC 4.47), and your file worked.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #327394] Thu, 31 October 2013 18:15 Go to previous messageGo to next message
Bananarepublic

 
Messages:38
Registered:October 2013
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

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #327601] Mon, 04 November 2013 18:40 Go to previous messageGo to next message
Bananarepublic

 
Messages:38
Registered:October 2013
Hello again, sorry for posting so much!

Is the counter attack, after you liberate some parts of calisto, supposed to only occupy the south sector (E13)?

After a while (game hours) the enemies just give up advancing and sit on E13, even if you remove militia and mercs from the factory sector (D13).

They only attack the other sectors if initially there's little defense in them, then they cease it altogether.

Last game i left them there and went to port kip and sheraton. Is this intended?

http://i43.tinypic.com/5an7s0.jpg

edit - Ah, i guess this explains it (shame, i wanted some big fights!):
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/312656/Re_Massive_enemy_counterattack.html#Post312656

[Updated on: Sun, 17 November 2013 02:18] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #327749] Thu, 07 November 2013 20:16 Go to previous messageGo to next message
fijau
Messages:1
Registered:November 2013
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

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #327765] Fri, 08 November 2013 03:07 Go to previous messageGo to next message
Bananarepublic

 
Messages:38
Registered:October 2013
@fijau, just wondering, why are you using an old version? The newest is v 4.47, which could have that bug fixed already.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #327834] Sun, 10 November 2013 04:02 Go to previous messageGo to next message
Bananarepublic

 
Messages:38
Registered:October 2013
Hello Wil,

Small map bug on D5, you can see through the wall.
Main building north corner.

http://www.ja-galaxy-forum.com/board/gallery/80/full/320.jpg
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #327868] Sun, 10 November 2013 18:45 Go to previous messageGo to next message
Bananarepublic

 
Messages:38
Registered:October 2013
Small bug with attachments, though (maybe) this is related to 1.13 not UC 1.13.

If you unequip/equip again any gun attachment you get different AP costs for firing.

edit - it lowers ap costs but i'm not sure if it's related to the optics (though the # aiming levels property from it disappeared in the weapon sheet) .

Correct - 33 ap to fire.
http://i41.tinypic.com/ibl0np.jpg

Correct - 48(?) ap to fire underbarrel GL (Great function! Very Happy)
http://i41.tinypic.com/66yzvm.jpg

Now, after removing any attachment (in this case i removed the GL ammo) and attaching it again, the weapon costs less to fire.
Note the -1 aiming levels property from the kobra sight has gone missing, but it still costs less AP.

Incorrect - 23 AP to fire (for some reason it costs less ap)
http://i41.tinypic.com/fnqsk6.jpg

Incorrect - 35 AP to fire underbarrel GL
http://i41.tinypic.com/yymox.jpg

[Updated on: Sun, 10 November 2013 18:54] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #328343] Tue, 19 November 2013 17:53 Go to previous messageGo to next message
Gigagames

 
Messages:33
Registered:January 2013
Hello,
if i start the game i became an error:
(game_log.log)
Toggle Spoiler


how can i fix it ?
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #328347] Tue, 19 November 2013 20:58 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Your Ja2Set.dat.xml does not fit the number of tilesets found. This can happen if you, for example, set USE_XML_TILESETS = TRUE and NUM_P_ITEMS to a number not fitting to your items/maps.

I suggest checking wether you have the correct Ja2Set.dat.xml (the one the mod version you installed came with) and that you use the USE_XML_TILESETS and NUM_P_ITEMS settings wil provided.


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #328489] Sun, 24 November 2013 02:56 Go to previous messageGo to next message
Gigagames

 
Messages:33
Registered:January 2013
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


sound.log
Toggle Spoiler
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #328664] Thu, 28 November 2013 10:58 Go to previous messageGo to next message
goc_man

 
Messages:114
Registered:November 2007
Location: Croatia
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 Spoiler


And some minor suggestions:
Toggle Spoiler


Keep up the great work!




Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #329308] Fri, 27 December 2013 19:25 Go to previous messageGo to next message
M16AMachinegun

 
Messages:306
Registered:September 2013
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

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #329328] Sat, 28 December 2013 15:06 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
M16AMachinegun
Any 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_man
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 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_man
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.

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_man
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?

I've eliminated most map compatibility items from the current v4.48, though one or two may come back.

goc_man
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.

I'll have to check how they compare to the v1.13 versions.

goc_man
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)
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_man
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.

These are historical artifacts from original Urban Chaos.


goc_man
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.

These wouldn't be the only penalties I've enhanced to make meaningful for mod-balance.


goc_man
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.

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_man
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.


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_man
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?

Do we want an option (VFS config) that uses the vanilla shipping destinations?


goc_man
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.


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_man
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.
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


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #329659] Thu, 09 January 2014 15:54 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
goc_man
And some Bugs:
(Please note that these are from version 4.42, so they might be fixed already)

M-LBE Leg Rig with Pistol Mag pouch - can't add ammo by clicking on empty slot in merc inventory

Not replicated in v4.48 RC

goc_man
Strizh Spetsnaz - autofire is messed up - the rate of fire is too slow, and the wrong sound is played

Fixed in v4.48 RC
- 1100 BR ROF all 3x Strizh Spetsnaz
- sound for 9mm

goc_man
The Bizon TacStock can accept a foregrip, this doesn't seem logical

Not replicated in v4.48 RC

goc_man
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?

Done intentionally for aesthetics as the real L85A2 LSW has the grip on the back, does not impact function in-game.

[Updated on: Thu, 09 January 2014 16:26] by Moderator



Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #329666] Thu, 09 January 2014 19:29 Go to previous messageGo to next message
Slax

 
Messages:1449
Registered:July 2006
Location: People riding polar bears...
So many fixes, so much polish. Maybe... mmmmaybe I should do a new campaign. Just one! One more, yessssss.
I won't get hooked again. Nope. No no no no no. Just one.

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #329675] Fri, 10 January 2014 03:50 Go to previous messageGo to previous message
M16AMachinegun

 
Messages:306
Registered:September 2013
Better than me, Slax! I got into this game late April and I've yet to complete the campaign once! Too many updates @.@
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