Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » repairing items (can't seem to do it very well)
repairing items[message #342373] Thu, 10 September 2015 03:15 Go to next message
DonQ is currently offline DonQ

 
Messages:6
Registered:July 2010
So I upgraded to the most recent 1.13 release recently, and spent hours making my personal changes to the xmls (mostly range adjustments - not a fan of pistols with a range of 10 paces... which is pretty much the same distance you can throw a dagger at someone with nearly 100% effectiveness)

So it takes a long time for me to adjust xmls to a new version. I haven't done so in a while, as a result.

Now that I have, I've noticed I can't seem to repair things to 100%. Some things get repaired, others don't. I can't figure it out at all. Was there some new change to the repair mechanics that I didn't see? I only modified the weapons.xml, the skill settings slightly, and of course the options.ini. But I didn't change anything related to repairs...

(PS: I freaking love all the work done with the 1.13 improvements, please don't read this post as disapproving)

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Private
Re: repairing items[message #342375 is a reply to message #342373] Thu, 10 September 2015 03:23 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Check
Quote:
; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths.
ADVANCED_REPAIR = TRUE

; the only items we can repair are guns and armour
ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE

; if set to true mercs with technician/engineer trait (New trait system) can repair item treshold much like local weaponsmiths can
MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE

in ja2_options.ini

Also this thread

You can also change ranges of guns by class in item_settings.ini
Quote:
RANGE_PISTOL_MODIFIER = 1.0
RANGE_MP_MODIFIER = 1.0
RANGE_SMG_MODIFIER = 1.0
RANGE_RIFLE_MODIFIER = 1.0
RANGE_SNIPER_MODIFIER = 1.0
RANGE_AR_MODIFIER = 1.0
RANGE_LMG_MODIFIER = 1.0
RANGE_SHOTGUN_MODIFIER = 1.0
RANGE_LAUNCHER_MODIFIER = 1.0
RANGE_GRENADE_MODIFIER = 1.0




Left this community.

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Lieutenant

Re: repairing items[message #342444 is a reply to message #342375] Tue, 15 September 2015 11:11 Go to previous messageGo to next message
DonQ is currently offline DonQ

 
Messages:6
Registered:July 2010
Thanks for the INI advice on repairs. happy I'll look into that. Was driving me nuts.

I've known I can use broad stroke changes to alter ranges with the ini's as well, but I'm sort of OCD about making guns realistic. Even the 1.13 mods, while completely awesome, didn't really address the stupid ranges and damages, IMHO.

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Private
Re: repairing items[message #354710 is a reply to message #342373] Thu, 06 September 2018 17:56 Go to previous messageGo to next message
murcGuru is currently offline murcGuru
Messages:2
Registered:July 2018
Location: Finland
Can the settings be changed mid campain? Also does the replacable barrels work cant seem to change them on the guns Im using. Or do they just work for certain guns.

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Civilian
Re: repairing items[message #354739 is a reply to message #354710] Fri, 07 September 2018 11:48 Go to previous message
Gopan is currently offline Gopan

 
Messages:380
Registered:June 2016
Location: Norway
It is recommended not to change settings mid campaign. Some of them can be altered, depending on their impact in the game, for example the number of extra action points for the mercs. The in-game options can be changed but it's best not to change the INI options that have an impact on many game variants. You'll have to experiment to find the correct balance for your game. The choice is up to every individual really.

Concerning the barrel replacements, they do fit on light machineguns (LMG's). I tried them on assault rifles and it didn't work. LMG's are typically used on full auto fire modes, mostly for suppression purposes, therefore their barrels can overheat much faster than other weapons.



Nipson anomimata mi monan opsin

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