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IMP Items - Automatic Process[message #339038] Tue, 20 January 2015 17:10 Go to next message
silversurfer

 
Messages:2082
Registered:May 2009
I wanted to start a new game these days and I was wondering about the gear for my IMP characters.

There is Flugente's IMP Gear Selection feature which is really cool. But what about the automatic process? This hasn't been changed in years and I feel it is quite outdated especially with the new traits. So I thought about adjusting it a bit.

What I tried to accomplish is to make equipment trait dependent. To me it makes absolutely no sense that for example a ranger gets a MP5A4 just because he has 75 marksmanship. He should get a shotgun instead.
Also every merc should have a basic sidearm in addition to specialized equipment. What also bothered me is that some default weapons that you get use ammo types that aren't easily available so you have to replace your starter weapons with crappy loot from opponents (sometimes even after the first sector).

In order to fix these issues I made some changes:

  • 1. Added a pistol holster to the list of default items - this holds the standard sidearm
  • 2. Added some items to random items list, for example those removed from merc attributes
  • 3. Removed all items from merc attributes (wisdom, agility etc.) - just because someone is healthy or strong doesn't mean he needs special equipment
  • 4. Changed the marksmanship attribute to random distribution instead of attribute level distribution - this was a code change so it's the tricky part. If others hate this change and want to stick with their KAC PDW at all costs I may decide not to publish this change.
    The reason why I changed marksmanship attribute to random distribution is that this list now holds the standard sidearms. It consists of pistol type weapons of coolness 1 or 2 that use 9x19mm ammo with one exception that uses .45 ACP. I think that these are sidearms suitable for a soldier or merc. So no fancy revolvers that are slow to load.

    This was changed completely. There is a new index 52 in IMPItemChoices.xml that has a list of above mentioned sidearms. All entries in marksmanship attribute have been removed in GameDir 2201!
    The reason why I changed my mind here is to make the code more compatible with mods. Mods can continue to use the marksmanship distribution method and the modder decides if/when to change to the new model.
    Because of this change you should use GameDir 2201 and higher only with exe version 7722 and higher. Only exe 7722+ uses the new sidearm block from IMPItemChoices.xml.
    If you ignore this warning your IMP may end up in Omerta with no weapon (depends on trait selection)!
  • 5. Special equipment now comes from traits:
    - Auto Weapons will get an SMG (mostly older types for standard, more modern ones for experts) up to coolness 3. These mostly use 9x19mm ammo and some use 7.62x25mm ammo.
    - Heavy Weapons get a M79 launcher, expert level also gets a LAW. This was not changed.
    - Marksman get a Beretta Cx4 with 2x scope. Snipers get a Calico M-900 with 4x scope. I felt that other guns have too high coolness and/or use ammo that is hard to get at the start.
    - Hunters get a Baikal MP-133, rangers get a Remington M870. Both also get some additional buckshot ammo plus a shotgun holster to store the ammo.
    - Gunslingers get a Laser Sight, Gunfighters a Laser Sight plus Pistol Suppressor.
    - Ambidextrous mercs get a second pistol plus holster.
  • 6. Other small adjustments to existing lists...
  • 7. Filters have been added to the legal items check in the game code. Food items will not be generated if the food system is off. Cleaning kits will not be generated if the dirt system is off.


In my opinion these changes make much more sense for an automatic item distribution than giving mercs useless items that can't be used or have no relation to their role in the team or weapons that they can't use because there is no ammo for them.

What do you think about that?
Would you agree that this can be used as the default 1.13 IMPItemChoices.xml for people who do not want to create their own?

[Updated on: Sat, 31 January 2015 17:01]




Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13 %20Wildfire%206.06%20-%20Maps%20MOD

Re: IMP Items - Automatic Process[message #339045 is a reply to message #339038] Tue, 20 January 2015 22:28 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
Seems very reasonable to me. Quite a lot of the stuff was nonsense (like getting a huge-ass revolver with 12 shots total for ambidextrous), so improvement is good.

Somewhat related... from my last game I remember that the enemy gun selection was somewhat inconsistent (SKS, AK-47, Mini 14 and G3 very early) and extremely biased towards a certain German manufacturer... almost 50% of the elite gun selection is H&K. Bleh. If you were to correct that, I sure wouldn't mind ;-)



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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: IMP Items - Automatic Process[message #339057 is a reply to message #339045] Wed, 21 January 2015 09:23 Go to previous messageGo to next message
Sargeno

 
Messages:73
Registered:December 2001
Location: Oregon, USA
Your ideas sound sweet as I like to play with my IMP settings at MAX_NUMBER_OF_TRAITS_FOR_IMP = 10 and NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP = 5 which ends up with my IMP's having a lot of stuff to carry to Rebel Hideout or sell. Any timeline as to when after testing and such you might share the files with the community?

Please advise and thanks in advance,

Sargeno
Re: IMP Items - Automatic Process[message #339060 is a reply to message #339045] Wed, 21 January 2015 10:06 Go to previous messageGo to next message
silversurfer

 
Messages:2082
Registered:May 2009
Flugente wrote on Tue, 20 January 2015 21:28

Somewhat related... from my last game I remember that the enemy gun selection was somewhat inconsistent (SKS, AK-47, Mini 14 and G3 very early) and extremely biased towards a certain German manufacturer... almost 50% of the elite gun selection is H&K. Bleh. If you were to correct that, I sure wouldn't mind ;-)

I plan to use the XMLs from Lev Arris' attempt at redesigning weapon progression. I haven't played since the time he released them and unfortunately he hasn't got feedback from others so I'm not sure how well they work but I'll find out.

Sargeno wrote on Wed, 21 January 2015 08:23
Your ideas sound sweet as I like to play with my IMP settings at MAX_NUMBER_OF_TRAITS_FOR_IMP = 10 and NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP = 5 which ends up with my IMP's having a lot of stuff to carry to Rebel Hideout or sell. Any timeline as to when after testing and such you might share the files with the community?

I haven't decided yet. I'm still waiting for feedback on the code change. I may even change the code some more to filter out items that the player has no use for, for example food if he plays with food system disabled or weapon cleaning kits if he plays with dirt system disabled. I think it makes sense to pick a different item instead which is useful to the player.
I may also add some food as default item because from what I heard it is difficult to find food on some maps. They simply were not made with the food system in mind and I don't want our mercs to starve at the beginning. After they made it to the first town they'll have to find a vendor of course.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13 %20Wildfire%206.06%20-%20Maps%20MOD

Re: IMP Items - Automatic Process[message #339078 is a reply to message #339060] Wed, 21 January 2015 23:44 Go to previous messageGo to next message
silversurfer

 
Messages:2082
Registered:May 2009
For now I put back MRE and EPA in the list to get people started when they have activated the food system.

I also applied the filters to the "ItemIsLegal" function. Food will be sorted out if the food system is deactivated. The same applies to items with "cleaning kit" flag when the dirt system is off.
Water is allowed because it will be useful to replenish lost energy even with the food system off.
If someone thinks that this filter could have a negative impact on some mods please tell me.

The filters should also have a positive side effect on merchants and BR. No more cluttering pages with useless items.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13 %20Wildfire%206.06%20-%20Maps%20MOD

Re: IMP Items - Automatic Process[message #339190 is a reply to message #339078] Sat, 31 January 2015 17:00 Go to previous messageGo to next message
silversurfer

 
Messages:2082
Registered:May 2009
Ok, the updated items are in GameDir 2201. This GameDir requires at least exe 7722 to make use of the new sidearm choices in IMPItemChoices.xml. Pay special attention to bullet 4 in my opening post!



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13 %20Wildfire%206.06%20-%20Maps%20MOD

Re: IMP Items - Automatic Process[message #339192 is a reply to message #339190] Sat, 31 January 2015 20:08 Go to previous messageGo to next message
Sargeno

 
Messages:73
Registered:December 2001
Location: Oregon, USA
I keep gamedir up to date with SVN but D. Brot's site hasn't been updated in a month
and I have tried to build one without luck so when might 7722 be available?

silversurfer wrote on Sat, 31 January 2015 07:00
Ok, the updated items are in GameDir 2201. This GameDir requires at least exe 7722 to make use of the new sidearm choices in IMPItemChoices.xml. Pay special attention to bullet 4 in my opening post!

Re: IMP Items - Automatic Process[message #339193 is a reply to message #339192] Sat, 31 January 2015 20:41 Go to previous messageGo to next message
silversurfer

 
Messages:2082
Registered:May 2009
I just uploaded r7722 exe to my folder on SVN for anyone who wants to try out the new functionality.

https://ja2svn.mooo.com/source/ja2/branches/silversurfer/JA2 _7722.exe



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13 %20Wildfire%206.06%20-%20Maps%20MOD

Re: IMP Items - Automatic Process[message #339468 is a reply to message #339193] Mon, 16 February 2015 22:20 Go to previous messageGo to next message
pheloncab

 
Messages:265
Registered:August 2004
Location: So. Cal. or texas
I'm not playing at the moment, (too many games gotten over the holiday) but I try to peek in to check out whats new. This sounds like an excellent start to building a working and more plausible system to what was there originally.

since they weren't specifically mentioned are their any planes for the starting LBE? during my personal games thats what i tended to use the ability slots on, that and armor, not because it made sense but because it worked.
Re: IMP Items - Automatic Process[message #339471 is a reply to message #339468] Tue, 17 February 2015 13:10 Go to previous message
silversurfer

 
Messages:2082
Registered:May 2009
I have no plans to update starter LBE. The items are fine as they are. I just added a pistol holster for the sidearm.
Of course anybody can alter the starting gear as he likes. I just wanted to have a good default for 1.13.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13 %20Wildfire%206.06%20-%20Maps%20MOD

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