Home » MODDING HQ 1.13 » Flugente's Magika Workshop » Expanded Feature: Fortifications revisited
Re: Expanded Feature: Fortifications revisited[message #346477 is a reply to message #342069] Fri, 05 August 2016 03:53 Go to previous messageGo to next message
SchmittLenin

 
Messages:31
Registered:August 2015
Anyone around here knows what's the STI for walls with a window (Half walls, basically)?



Lurking is nice
Re: Expanded Feature: Fortifications revisited[message #346493 is a reply to message #346477] Fri, 05 August 2016 21:35 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
For whatever bizarre reason, I cannot answer directly to the last post in this thread, because viewing any post on page 2 of this thread logs me out (dafuw???).

Anyway,relevant post is very relevant.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Expanded Feature: Fortifications revisited[message #346499 is a reply to message #346493] Sat, 06 August 2016 05:22 Go to previous messageGo to next message
SchmittLenin

 
Messages:31
Registered:August 2015
That'll teach to not keep up with that topic...



Lurking is nice
Re: Expanded Feature: Fortifications revisited[message #350323 is a reply to message #346499] Fri, 14 July 2017 03:22 Go to previous messageGo to next message
MacReady
Messages:1
Registered:July 2017
Hi guys. A new member speaking (but a long time JA2 player).

I'm using the most recent build of 1.13 with Arulco Revisited Mod. The problem I have (and I had it even during my last 1.13 session without the AR mod) is that I can only deconstruct sandbags and barbed wire. Anything else that gets a white hammer icon when I hover the cursor over it cannot be deconstructed - my merc performs an action resembling wire cutting and that's it. The tile does not disappear and no item is left on ground like it's in case of sandbags.

Is it possible to enable deconstructing (and constructing) of the debris, wooden fences, tires and other stuff that you guys have mentioned here (and how?).
Re: Expanded Feature: Fortifications revisited[message #351316 is a reply to message #350323] Sat, 21 October 2017 02:52 Go to previous messageGo to next message
SmokinGun

 
Messages:58
Registered:June 2007
Location: Land of New Rising Sun
Love the idea of building sandbag fortifications...

however one too many times my prone mercs, taking cover behind sandbag wall, get swiss cheesed to death with one burst by a spray and pray attacker as if the sandbags were made of rice paper. Not sure if this is a "feature" or bug, but it seems to defeat the purpose of using sand bags at all if the enemy can shoot clear through them.

Edit-
I'm playing Arulco Vacations build 7609 AIr512 build and
I just found this thread- http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23514&goto=351106&#msg_351106
sevenfm wrote on Sun, 24 September 2017 07:19
fightcancer wrote on Sun, 24 September 2017 04:54
My mercs are in Estoni just outside Jake's House and interrupting, shooting enemies that come into the fenced-in junkyard. The problem is that enemies outside the fence are shooting my mercs through the fence almost every round. The enemies are even shooting them through the walls of Jake's house when my mercs hide inside with the door closed! (My mercs can't see the enemies outside the fencing that are shooting them almost every round.) The enemies are even shooting my mercs through 2-3 walls--the outside wall to Jake's house and the inside bathroom wall! It's amazing!

7609 w/ja2_7609en+AI_r513.exe

1. Please try r520, it should fix the shooting through walls problem.
2. Please post Ja2+AI related bugs/reports in this thread to avoid mixing them with official version.




wondering if this may be related to a borked build AIr513?

[Updated on: Sat, 21 October 2017 04:15]

Re: Expanded Feature: Fortifications revisited[message #355839 is a reply to message #351316] Wed, 14 November 2018 04:02 Go to previous messageGo to next message
Hawkeye

 
Messages:1864
Registered:October 2005
Location: Australia
On a related note, have you ever considered implementing building or repairing existing structures, Flugente?

I was thinking the omission of being able to repair holes in fences for defensive measures is a little surprising, unless of course it's tons of work, and this may even be weakened by Seven's enemies now destroying obstacles. Another factor I was not aware of recently was town loyalty decreasing if property is damaged, so again some repair tasks/features might help. Perhaps this would open a hornets nest though, and could ponder the question why can't enemies use wire cutters against fences.

Just an idea anyhow.


Re: Expanded Feature: Fortifications revisited[message #355846 is a reply to message #355839] Wed, 14 November 2018 08:56 Go to previous messageGo to next message
ZedJA2

 
Messages:144
Registered:January 2018
@ Hawkeye

I have to say, I was thinking about that as well. I like the suggestion. Hopefully it would not be too hard to implement, at least for fences and some fortifications. If you could repair buildings and so on, that would be awesome, a great extension to fortifications.

[Updated on: Wed, 14 November 2018 08:57]

Re: Expanded Feature: Fortifications revisited[message #355851 is a reply to message #355846] Wed, 14 November 2018 12:43 Go to previous message
townltu

 
Messages:306
Registered:December 2017
Location: here
Quote:
"... building or repairing existing structures ..."
sounds that would also cover a big chunk of what my limited expertise allows me to expect as requirement for the suggestion in message 353693 to be implemented,
to dynamically replace the standard wall tiles in towns with graffity walls that have one of the mercs face sprayed on it,
according to local and/or global loyalty, stuff like hurt/killed/bandaged civilian or whatever relevant data we can fetch.

This would probably require to either direct to the new and not yet existing .sti files containing
(number of available mercs)x(number of desired walls)x2 (=walls in N/S and W/E direction) frames,
or to teach JA2 the use of 2x(number of available mercs) tranparent layers on terrain elements.
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