Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » S&F minimod
S&F minimod[message #328853] Sun, 08 December 2013 15:13 Go to next message
goc_man

 
Messages:114
Registered:November 2007
Location: Croatia
Shipments and Facilities minimod

Overview:
------------

More shiping destinations from Bobby Ray's and Enhanced facilites.
The goal for this mod was game enhancement with player convinence and game balance in mind (I hope). It's nothing huge, just XML and map editing, but I did put a lot of love in this so I hope you'll enjoy.

Here's the story;
Once you reach mid-game, you'll probably have a base located at Cambria, San Mona or Grumm. The extended BR delivery locations make a player's life easier (for a higher delivery price ofcorse).
Facilites are revamped and I added a few new ones. You now have a place to effectively train every stat. With some training you can put some of the new mercs to good use. Also, you now have a few more income options. And most imortantly, I've extended the tooltips of Facility assignmets so now you know exactly what each Facility does ingame. Read below for more details.

DOWNLOAD

Installation:
--------------

1. Install JA2 and the latest 1.13 build (Unstable 1.13 SCI DOWNLOAD HERE )
(You could also use the 4870 release, but you'd be mad to miss out on all the new stuff:)
2. Extract "S&F_minimod" archive into root/Profiles/UserProfile_JA2113
This way, the new files won't overwrite the original 1.13 files, and in case of problems you can easily uninstall this mod (by deleting TableData, Maps and RadarMaps folders form the profiles folder)
3. That's it, start JA2 normaly and enjoy.

Savegame compatibility: The mod should work fine with an already started campaign. I did a few map changes, so worst-case scenario - you could have an item or two missing from the map.


Shipments enhanced:
--------------------------

https://www.mediafire.com/convkey/b41f/dmdpn3lhuhute4e6g.jpg
Shppments from Bobby Ray's extended to San Mona, Cambria and Grumm
- shipments to new locations have higher costs:
Cambria - $250
Drassen - $200 (standard)
Grumm - $270
San Mona - $350
Meduna - $400

Story wise I imagine it like this:
Once you reach and secure a certain town you have acces to vehicles that can handle shipments from Drassen further on. The extra transport and handling makes the deliveries more expensive.
In Cambria you hire a few locals to take care of the shipments. In San Mona you broker a deal with Kingpin to take care of the stuff (but his price is steep). In Grumm, Freddo agrees to take care of your shipments. Meduna price is high since you gotta have the Queens guards on payroll in order to bring in stuff in her own backyard.

Shipments destinations:
Cambria G9 - House marked with Delivery west of Keith's shop
San Mona C5 - House marked with Delivery south of Hans' XXX shop
Grumm H1 - Freddo's workshop now has an extension in the south-east end of the house. The keys to the new shed are on his counter.
http://www.mediafire.com/convkey/8e13/5pndbkt33dqt0km6g.jpg https://www.mediafire.com/convkey/e4a7/dbidtyrochj6ynr6g.jpg

I chose these sectors as they're most suited for a base. Cambria and San Mona have Keith and Tony, so you can sell stuff you don't use right away. Grumm H1 has Freddo and Arnie to repair your electronics and weapons (since you can no longer repair them 100% on your own).

- I also removed other usless locations (New York, Bagdhad...) so you don't need to scroll while finding your desired location.

Map changes:
For the new deliveries I made a few cosmetical changes:
H1 - upgraded Freddo's house to receive shipments
C5, G9 - added crates for deliveries


Facilities enhanced:
------------------------

http://www.mediafire.com/convkey/987b/m4xbqupq5amnhr16g.jpg
I focused on three areas: stat training, enemy detection and income.
Also:
- Added/changed Facility text descriptions where appropriate
- Changed/added Facility locations (see below)
- All facility tooltips show exact effect of facility
The space is limited for the tooltip descriptions so I had to use some abbreviations:
Staff# is the number of mercs allowed for that assignment
HLT = HEALTH, DEX = DEXTERITY...
MEC+ = Increase in MECHANICAL skill
Some costs are stated as "Cost per hour" and some (for PRACTICE assignments for exaple) as "Daily cost" since you'll probably be using them all day or longer

Stat training
---------------
I made some tests ( SEE HERE ) and noticed that attributes were very hard to gain by practicing or being a student.
For example you have a good merc but he can't carry enough. Although it is originaly intended, it was really a pain to wait almost 2 weeks for STR to go from 80 to 81. Not to mention AGI.
So I revamped the facilities to enable faster training of all stats (except for LDR which goes up pretty fast).

Here's my implementation:
- All attributes can be practiced with 300% performance (means 3x faster gain)
- All skills can be practiced at 200% performance
- All facilities for stat gain have costs (pretty expensive for the beginning, but by mid/late game you should be able to afford it)
- Certain facilities heve assignments for TRINER/STUDENT. These are exclusive to MRK, EXP and MED. Performance is 250% for both trainer/student, which is great, but the price is high.

Normally, the growth of stats is not the same for each stat and I gave all the new attribute/skill facilities a performance of 200/300. Now, to preserve the balance I made the price in ratio with the original speed of practicing. So you'll see that I made AGI practicing the most expensive, while EXP/MED training is the cheapest.

Enemy detection
--------------------
I believe that 1.13 default had the A.C.A facility too powerfull while the Alma Mil. Headquarters wasn't good enough to justify it's use.
So I revamped these facilites:.
- A.C.A now only shows enemies in radius of 2 sectors
- Military Headquarters detects exact groups in radius of 5 sectors and detects enemy groups in sectors patrolled by Mobile Militia, but you need a great merc to operate this facility
- ALMA has 2 new facilites: Satellite Access - Limited and Full (both detect enemies globally, but with varying precision. Refer to the tooltips and the list below for details). Their price is extremly high so use them to get a glimpse of the enemy locations then get the merc off the assignment or you'll go bankrupt.
http://www.mediafire.com/convkey/d168/o3zne33se1v613d6g.jpg


Income
---------
I've changed the Drassen Airport facility to help your inital financial situation (HINT: there are 2 new very cheap mercs from M.E.R.C ideal for this).
I've added 2 new Facilites for income (In Alma and Estoni)
The Mine facility now has an assignment to increase the mine's income by 10%.
For balance reasons I've made high requirements in WIS & LDR for these facilities, so to make an extra profit, you'll first have to invest in cheap mercs to make them usefull.


Full list of Facility Changes:
Toggle Spoiler


Full list of new Facilty Types:
Toggle Spoiler


Facility Locations:
Toggle Spoiler


Credits:
--------
Headrock for externalizing Deliveries and Facilities
wil473 - I got the idea of income facilites from his UC mod
All other JA2 modders out there for making the game so great
Re: S&F minimod[message #328855] Sun, 08 December 2013 18:41 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
wow! That is exactly what I wanted in 1.13! I will check it right now.
Re: S&F minimod[message #328856] Sun, 08 December 2013 18:48 Go to previous messageGo to next message
pheloncab

 
Messages:282
Registered:August 2004
Location: So. Cal. or texas
Kudos on the idea and implementation.

I hope once a good balance is found for all this it can join the main trunk, I think it has the potential to be one of those new 'stock' features.
Re: S&F minimod[message #328857] Sun, 08 December 2013 19:01 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Nice ideas. Probably going to steal a few for upcoming AIMNAS XMAS release I haven't come up with myself. Smile


Re: S&F minimod[message #328858] Sun, 08 December 2013 20:30 Go to previous messageGo to next message
anv

 
Messages:232
Registered:March 2013
Cool. I only disagree with decision to remove non-Arulco locations. It was just cosmetic, but added to immersion by showing BR as a service operating around the world and having clients other than player, and after navigating through several pages of equipment, you can sacrifice that 1.5 second to scroll down.


Re: S&F minimod[message #328859] Sun, 08 December 2013 22:56 Go to previous messageGo to next message
Jenilee

 
Messages:15
Registered:May 2011
Then again it makes sense for a website to filter destinations based on your location.

Re: S&F minimod[message #328860] Mon, 09 December 2013 00:30 Go to previous messageGo to next message
goc_man

 
Messages:114
Registered:November 2007
Location: Croatia
smeagol
Nice ideas. Probably going to steal a few for upcoming AIMNAS XMAS release I haven't come up with myself. Smile

Be my guest, smeagol. I've enjoyed your mod from the very begining, so your theft would be an honor:)
I must admit though, I still haven't tried the big maps project, gotta visit your part of the forum to see the new stuff...

As for the non-Arulcan destinations... I thought about that. Removing them does subtract a bit form the original immersion, but then I thought - what's the point since there's no functionality...hmmm
Maybe a comprimise: Arulcan destinations on top of list and then comes the rest. Or would you like all of them in A-Z order?

This going in the trunk? I'd be flattered, yes, but I still need to test and find a good balance.
My stat gains and prices are based on theory and some average calculations. I still need to make a fast play-through to see how it all actually comes together.
All feedback is welcome!

Thanx to all for the support so far, I'm glad I can finally contribute something, since this is an amazing community. Hell, we still got new players coming. Forums full of noob question - it's great really
Re: S&F minimod[message #328861] Mon, 09 December 2013 01:38 Go to previous messageGo to next message
anv

 
Messages:232
Registered:March 2013
Jenilee
Then again it makes sense for a website to filter destinations based on your location.
As far as we know, player character can still sit in cafe in Prague Wink

goc_man
Maybe a comprimise: Arulcan destinations on top of list and then comes the rest. Or would you like all of them in A-Z order?
I think original A-Z would be better. There's even extra prompt when accepting order, so it's not likely to send stuff to wrong place by accident.

Another question: do shipments to new locations can be stolen by Pablo (as they would technically go through Drassen airport first)?


Re: S&F minimod[message #328862] Mon, 09 December 2013 02:47 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
goc_man
As for the non-Arulcan destinations... I thought about that. Removing them does subtract a bit form the original immersion, but then I thought - what's the point since there's no functionality...hmmm
Maybe a comprimise: Arulcan destinations on top of list and then comes the rest. Or would you like all of them in A-Z order?


You don't need to remove "flavour" destinations, new ones for Arulco may be spliced in but getting everything arranged in the right order is a pain. This was done in UC-1.13 a while ago so all I remember is having to do the XML's twice when I figured out I need to manually alphabetize the list.


Re: S&F minimod[message #328864] Mon, 09 December 2013 06:37 Go to previous messageGo to next message
pheloncab

 
Messages:282
Registered:August 2004
Location: So. Cal. or texas
I would vote for a middle ground and remove about half the old 'flavor' locations to keep the list short, or even change the 'flavor' items to be a bit more international. no more than 2 US locations, one for each coast should be plenty.

[Updated on: Mon, 09 December 2013 06:44] by Moderator

Re: S&F minimod[message #328865] Mon, 09 December 2013 06:55 Go to previous messageGo to next message
pheloncab

 
Messages:282
Registered:August 2004
Location: So. Cal. or texas
OLD:
Austin
Baghdad
Drassen
Hong Kong
Beirut
London
Los Angeles
Meduna
Metavira
Miami
Moscow
New York
Ottawa
Paris
Tripoli
Tokyo
Vancouver

Suggested:
Alexander Bay
Baghdad
Cambria
Drassen
Beirut
Grumm
Hong Kong
Los Angeles
Meduna
Metavira
Miami
Moscow
Ottawa
Paris
San Mona
Tripoli


Re: S&F minimod[message #328870] Mon, 09 December 2013 08:05 Go to previous messageGo to next message
axor01

 
Messages:32
Registered:July 2013
Location: RSA
Awesome addition. Trying it out now, with AR and SDO.

Edit: Mine daily income is reset to 0$. Intended? Started old savegame; is new game required?

[Updated on: Mon, 09 December 2013 10:03] by Moderator

Re: S&F minimod[message #328871] Mon, 09 December 2013 09:00 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008
I'm not sure but it may not be compatible with AR for AR has it's own shipment locations.
Re: S&F minimod[message #328872] Mon, 09 December 2013 10:54 Go to previous messageGo to next message
goc_man

 
Messages:114
Registered:November 2007
Location: Croatia
axor01
Awesome addition. Trying it out now, with AR and SDO.

Edit: Mine daily income is reset to 0$. Intended? Started old savegame; is new game required?

This mod is not intended for Arulco Revisited. At least not the Shipments part. If you install it on top of an AR install, you'll have C5, G9 and H1 maps from the original game (+my edits), so theoretically it should work. But AR changes some other stuff like NPC locations, city borders, etc. so you'll probably have some inconsistencies. Your mine income bug could be the first symptom.
Use at your own risk. I gotta first look into all the changes from AR and SDO, so no guarantees on compatibility, but...

Have some patience, because I was already planning to make a version of S&F just for Arulco Revisited - with edits to the AR maps for working new deliveries, more facilities and facility locations tailored for the AR map set.
Re: S&F minimod[message #328873] Mon, 09 December 2013 11:15 Go to previous messageGo to next message
axor01

 
Messages:32
Registered:July 2013
Location: RSA
Oh crap; thanks.
Re: S&F minimod[message #328875] Mon, 09 December 2013 11:27 Go to previous messageGo to next message
Parkan

 
Messages:452
Registered:April 2010
Location: Russia,Sevastopol

[quote=goc_man]axor01


Have some patience, because I was already planning to make a version of S&F just for Arulco Revisited - with edits to the AR maps for working new deliveries, more facilities and facility locations tailored for the AR map set.



it will be very cool if this addition will not conflict with WF maps too =)
Re: S&F minimod[message #328876] Mon, 09 December 2013 11:43 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008
This is all xml modification, it's not that hard to make it work with WF maps.
Re: S&F minimod[message #328881] Mon, 09 December 2013 23:28 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
I have little suggestion:
It will be nice if there would be Nurse/Doctor vacancies for player mercs? not only practice medicine but also small source of income (few dollars per hour maybe?)
Re: S&F minimod[message #328893] Wed, 11 December 2013 07:55 Go to previous messageGo to next message
axor01

 
Messages:32
Registered:July 2013
Location: RSA


Have some patience, because I was already planning to make a version of S&F just for Arulco Revisited - with edits to the AR maps for working new deliveries, more facilities and facility locations tailored for the AR map set.

Come on ! Seriously, great mod now share the joy ...
Re: S&F minimod[message #328909] Wed, 11 December 2013 22:08 Go to previous messageGo to next message
harnas

Messages:3
Registered:July 2013
Location: POLAND
That's a really useful addition, great job!
Re: S&F minimod[message #329052] Tue, 17 December 2013 19:26 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
did somebody test it with AFS mod?
Re: S&F minimod[message #332944] Wed, 21 May 2014 19:36 Go to previous messageGo to next message
Saibot

 
Messages:201
Registered:September 2009
Anyone running this with later unstable builds? How well does it work?
Re: S&F minimod[message #352301 is a reply to message #332944] Tue, 06 February 2018 11:08 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
works perfect to this day. I am still using it on Ja2 1.13 vanilla and AFS mod. I made some changes though. Some changes needed to be done in xml files for Kerberus (PMC) to work(adding entry points).
Re: S&F minimod[message #354001 is a reply to message #328853] Thu, 12 July 2018 14:40 Go to previous message
murcGuru
Messages:2
Registered:July 2018
Location: Finland
Using the "standard" 4870 release but only get a error message at start.
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