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Re: My Attempts at Re-Designing 1.13 Weapon Progression.[message #357256 is a reply to message #357255]
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Thu, 18 April 2019 00:35
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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Ok, sorry if it sounds that way. Some of this is also exploratory to find out how some things work. It may sound more as complaints. Remember, it takes playtime to know what you are getting into with such a change. It was a revelation. Anyway, I've got enough options now from various replies.
I can adjust, but it presumes a style of play. I won't comment further on it. I now know enough to figure out the situation, thanks.
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Sergeant 1st Class
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Re: My Attempts at Re-Designing 1.13 Weapon Progression.[message #357260 is a reply to message #357256]
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Thu, 18 April 2019 12:42
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LatZee |
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Messages:185
Registered:December 2015 |
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Well, in a way, you have bumped into one of worst kept secrets, 1.13 in its current state is kinda messed up if you just install it and try to play which is completely reasonable, the game has a zillion new features and options, and there is no real focus on making things balanced for less experienced players as there is really no huge influx of new players, considering it's 20 years old game features like reinforcements and counterattacks being on by default are great for me, but completely over the top for someone new.
All experienced players have their preferences how to deal with it. Practically no one is using it in default state. Many people prefer DROP ALL, which is, as you mentioned, a big game changer. Or start with high Bobby Ray. Looking at some of more high profile members of the 1.13 team, and you'll see some pretty "extreme" solutions. If I remember correctly, Flugente plays the "Trump way", starting with a small loan of couple millions of dollars Silversurfer prefers the 9 IMPs and Ira start, and so on...
If you want to use shitty MERC guys at start, you'll just have to find the way to adapt the game to your way of playing either that, or get extremely good nobody can tell you how you should play the game, only you know what is fun level of challenge for you and what you consider fun solutions.
And besides, I can understand the complaints one of the signs that the game is very good is that it has ability to make you frustrated... Of course, the reverse is not necessarily the truth, a game can be frustrating for a million bad reasons... but a good game will make you invested, and will counter you plans, sometimes in horribly bullshit ways which is perfectly fine with me, I don't think anyone ever came back from the war and said, oh it was great, everything was so nice and organized and predictable, everything went exactly how we thought it will and there was absolutely no bullshit at all but there are still moments when I want to bash my head against the wall
So learn to deal with it both in game and in setting up the game to play how you want
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Staff Sergeant
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Re: My Attempts at Re-Designing 1.13 Weapon Progression.[message #357261 is a reply to message #357260]
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Thu, 18 April 2019 16:18
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silversurfer |
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Messages:2793
Registered:May 2009 |
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LatZee wrote on Thu, 18 April 2019 11:42Silversurfer prefers the 9 IMPs and Ira start, and so on...
Hehe, that was one way to play it. But my usual way was to select a small team of promising mercs like Barry, Blood, Grunty, Buns, Meltdown, Wolf or Nails, just to name a few. I think I never hired those super expensive mercs like Shadow, Reaper or Lynx. By the time I could afford them my team was already good enough that I didn't need the expensive ones anymore.
Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MODReport message to a moderator
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Re: My Attempts at Re-Designing 1.13 Weapon Progression.[message #357273 is a reply to message #357261]
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Fri, 19 April 2019 13:13
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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"not drop all" does not only make sense because of combat/progression related balance reasons,
drop all also completely destroys financial balance, at least if players commit the despicable act
of selling non defensive military equipment (guns ammo explosives etc) to civil population.
Besides we are speaking of items usually soaked with blood and other fluids that leave the human body on death,
it requires for e.g. weapons more than a field strip & cleaning kit(not to speak of the person willing to do the job)
and probably also more than the mundane tools listed for the tool kit.
Btw which, according to its degrade rate, is probably only a cheap all in one tool
that covers the functions of the various tools listed in the description, placed in a very heavy box. :p
"9 imps"
That is not even possible, a well equipped imp costs already 7k - 8k,
so you cant really afford another imp at start due to the increase by 3k for the 2nd. ;)
[Updated on: Fri, 19 April 2019 13:17] Report message to a moderator
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Master Sergeant
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Re: My Attempts at Re-Designing 1.13 Weapon Progression.[message #357297 is a reply to message #357280]
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Mon, 22 April 2019 21:46
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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silversurfer wrote on Sat, 20 April 2019 19:48...
Btw. I have half a mind to implement this "mild drop all" option I was talking about earlier...
Thank you very much for making it a new option, I will certainly give it a try, more out of curiosity,
but the mere thought of being forced to manage the loot drops if only "drop all" and "mild drops" were left available
would have been pretty horrific. ;)
Quote:"9 imps"
That is not even possible, a well equipped imp costs already 7k - 8k,
so you cant really afford another imp at start due to the increase by 3k for the 2nd. ;)
Quote: It's not difficult at all. Even on Expert you have 30k Dollars available and each IMP costs 3000$. 9 * 3000$ = 27000$. That's with default game settings. Well it was not really that serious, and I tried to indicate (unsuccessfully) it with the [;)] at the end
and for insiders also the "that is not even possible", the "cant cast that spell right now" message from a wiz8 speechset.
(pretty sure it was imported to JA2 a while ago)
So if I may continue on that path:
Wait, are you seriously suggesting that there are people who play the game at a lower difficulty than insane?
And do not even give some love to D's soldiers in the config files? :D
Seriously, even with dynamic profile costs = true,
30k for the last of the 10 people is imo quite low (300$/day for a 24/7 emergency service in a 100 day campaign)
at least when compared to salaries for aim personnel, etc.
[Updated on: Mon, 22 April 2019 21:46] Report message to a moderator
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Master Sergeant
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Re: My Attempts at Re-Designing 1.13 Weapon Progression.[message #357305 is a reply to message #357298]
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Wed, 24 April 2019 07:49
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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There is an option in one of the various files, I believe, that controls the damage done on an enemy dropping a weapon upon death. It might be in DifficultySettings.xml, or whatever the other ones are called (I never remember the exact name). But I saw the option when I set up my this campaign a while back. I remember that I changed it and it did work. So in some way, the "Mild Drop All" may be partly implemented already.
Found the line in version 8646 DifficultySettings.xml :
LootStatusModifier : When opponents drop their equipment on death it gets damaged by this random amount. Usually the higher the difficulty level the higher the possible damage. : 0 - 100
Not sure if it works with DROP ALL, but I believe it does.
{After posting, I see that SilverSurfer may have already implemented another option in the later directory (8675) builds per the Absurdly Small Changes in Flugente's Magicka Workshop. This post was made prior to my reading the change. I'm not sure how or if they will work together or override each other. }
[Updated on: Wed, 24 April 2019 08:06] Report message to a moderator
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Sergeant 1st Class
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