Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Not enough Action Points?
Not enough Action Points?[message #348952] Wed, 22 February 2017 11:26 Go to next message
seaurchinhead

 
Messages:6
Registered:March 2016
Hello! I'm a newbie to the whole Jagged Alliance, not just UC/DL/AFS so please do understand I may lack many basic knowledge of the game.

I have played 1.13 without any mods for some time and I really enjoyed it! But then I found out about AFS and I love it even more! I especially love about using stocks and AR combinations!


But there's one thing I'm still not getting very used to...and it's about AP in AFS. I can see that many of AP usage for AFS is rather higher than vanilla 1.13.

I'm very used to making my mercs mobile so I usually lack APs enough to shoot back at my enemies after I move them from covers to covers.

I guess I just need to change my style of playing AFS? I was wondering how others play this with increased AP use.
Re: Not enough Action Points?[message #348955 is a reply to message #348952] Wed, 22 February 2017 14:55 Go to previous messageGo to next message
omegakill

 
Messages:14
Registered:April 2015
Nice to see new people picking up the game after so many years. You'll learn as you go along so don't worry so much about making mistakes etc, I generally tend to use a buddy system where merc A will go to a particular point while merc B is covering him/her in case of enemy, that way you can get pretty much full movement while only using two people.
Re: Not enough Action Points?[message #348965 is a reply to message #348952] Thu, 23 February 2017 11:55 Go to previous messageGo to next message
LatZee

 
Messages:80
Registered:December 2015
Also, if you can't get used to it, you can change your ini settings, changing:

INCREASE_AIMING_COSTS = TRUE
FIRST_AIM_READY_COST_DIVISOR = 5

to vanilla 1.13 settings:

INCREASE_AIMING_COSTS = FALSE
FIRST_AIM_READY_COST_DIVISOR = 0

will help with AP costs.




Re: Not enough Action Points?[message #348966 is a reply to message #348965] Thu, 23 February 2017 13:39 Go to previous messageGo to next message
seaurchinhead

 
Messages:6
Registered:March 2016
That's actually really good to know! Thank you very much.
Re: Not enough Action Points?[message #348972 is a reply to message #348966] Fri, 24 February 2017 00:22 Go to previous messageGo to next message
seaurchinhead

 
Messages:6
Registered:March 2016
Oh, and I was wondering are increased AP costs for readying weapons hard-coded or is it changeable like aiming costs?
Re: Not enough Action Points?[message #348975 is a reply to message #348972] Fri, 24 February 2017 10:17 Go to previous messageGo to next message
LatZee

 
Messages:80
Registered:December 2015
seaurchinhead wrote on Thu, 23 February 2017 23:22
Oh, and I was wondering are increased AP costs for readying weapons hard-coded or is it changeable like aiming costs?


Hmm, they are certainly changeable, but I'm not sure whether there is a single place where you could find a modifier like this one for aiming costs. It would probably require editing every single weapon's <ubReadyTime> in Weapons.xml in TableData/Items (and there are thousands of them). I don't think there is an easier way to do that.
Re: Not enough Action Points?[message #348976 is a reply to message #348975] Fri, 24 February 2017 11:08 Go to previous messageGo to next message
seaurchinhead

 
Messages:6
Registered:March 2016
Ah, I see. I understand clearly now that AFS indeed is meant to be played differently if modders went all the trouble of changing it for every weapons.
Thank you very much again for all the answers and also thank you modders for the amazing mod. Keep up the good work!

[Updated on: Fri, 24 February 2017 11:09]

Re: Not enough Action Points?[message #348977 is a reply to message #348976] Fri, 24 February 2017 13:29 Go to previous message
LatZee

 
Messages:80
Registered:December 2015
In a way, compared to either stock 1.13, or some other weapon/rebalance mods, AFS has a relatively "relaxed" NCTH implementation, meaning that it is a bit easier to score hits. Making firing weapons a bit slower is probably meant as a way to balance that. But, of course, the beauty of an easily modable game is that you can decide for yourself how you want to play big grin
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