Home » MODDING HQ 1.13 » v1.13 Feature Requests » More clear explanations on traits and backgrounds.
More clear explanations on traits and backgrounds.[message #354193]
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Tue, 31 July 2018 08:35
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Rufert |
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Messages:7
Registered:July 2018 |
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When making my I.M.P I've come across a few things that were very unclear to me, and as a result I've avoided said traits.
For example:
Loner, it says that the merc performs better when no one else is around. What does that mean exactly? When he/she isn't a part of a squad? A certain amount of tiles away from his squadmates? Ect. It's fairly clearly explained in the squadleader and deputy perks how the radius' work in those. I'd like something similar for a few of the traits.
On the backgrounds It'd be nice if there were different text colours for bonus' and malus' just so people don't get confused, and make it easier to skim(since you'll be reading through quite a few) Since a minus to something doesn't always mean it's a bad thing, or a good thing.
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Private
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Re: More clear explanations on traits and backgrounds.[message #354206 is a reply to message #354193]
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Thu, 02 August 2018 22:52
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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There are some traits which could use more info in the game.
I believe that the Backgrounds.xml and the MercProfiles.xml type files will, if you open them up in Notepad, provide much of the info you need here. You can also check the Laptop in game and bring up your Mercs via the Employment Tab (or one of those in area where there is a grey background around them) and mouse over the various traits, this will pop up some very detailed info. Not sure if it does on Loner, however.
I believe that Loner has a range -- at least originally. But it could very well be solo in your own squad. These used to be old attitudes almost. So like the show-off had to be around people to get morale bonuses, Loner means your morale is better when you tend to do things alone. But my memory may be a bit off. The various XMLs usually have a commented out section at the top or above each key section that explain the meaning of certain variables or attributes. So you may find out more there.
There also should be some explanation somewhere on the original v1.13 site at http://ja2v113.pbworks.com/w/page/4218339/FrontPage. You will just have to look around.
You could occasionally check your Merc's Morale, trying him or her in a squad and trying him solo, see how it impacts things. Morale has been modified to some degree recently, where now Merc interactions can have more impact.
But your instincts are basically correct. I believe it used to be something like 5-10 hex (10 meter each) range, but Loner I am not certain on. Sorry.
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Sergeant 1st Class
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Re: More clear explanations on traits and backgrounds.[message #354207 is a reply to message #354206]
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Thu, 02 August 2018 22:54
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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Oh, forgot to say that you can find these XML files by:
Jagged Alliance 2/ Data-1.13/TableData -- then you will see them listed in that folder.
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Sergeant 1st Class
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Re: More clear explanations on traits and backgrounds.[message #354213 is a reply to message #354207]
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Sat, 04 August 2018 19:46
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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To follow-up a bit more, I don't really like how the Backgrounds.xml comments are done on certain values.
For Example, you have the various region AP modifiers. The problem is if you increase them, you have to wonder if you are increasing the COST IN APs per unit move, or increasing the AVAILABLE APs ON THE MERC AT START EACH TURN. It SEEMS like it increases the available POOL OF APs each turn, so it is a BONUS if +
Meanwhile with something like AP_SWIMMING increasing it is probably a malus. So to have more SWIMMING, you need to reduce the COST per unit move.
The disagreement is not clearly stated. In fact, there have been numerous inconsistent errors, at least in the past, in the BACKGROUNDS.XML . Those may be now all corrected. It's not easy to check, since you really have to check them in game, start a new game, then read what it says on the Laptop, and then really test it in the game, with characters having huge bonuses or maluses.
This is simply because the descriptions in the comments are inconsistent from term to term, and as you put it well Rufert, could use a color coding for bonus and malus. Simply adding a (+ = Bonus) or ( = Malus)would help a great deal. I also noticed there is a mistake in the Difficulties.XML, where the description in the comments says that a particular term can be 0 or 1 (a toggle), but the various difficulties currently have numbers ranging from negative integers to positive integers (such as -15 to +30), so the comments are dead wrong, or the values are having no effect. That's not good.
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Sergeant 1st Class
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Re: More clear explanations on traits and backgrounds.[message #354214 is a reply to message #354213]
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Sat, 04 August 2018 19:50
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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I'm starting up a new game, so when I have more time, I will attempt to consolidate a report on all this and post the results. Sometimes such reports like this are a bit ignored or scoffed at by some here, and I did not enjoy being partly blown off the last time I mentioned something akin to what you did, since it would be relatively easy to correct, if only by using the various XML comments and descriptions of the various terms in the header of these XML or INI files.
Although Flugente and others have done a great job developing v113 into something miraculous, it should be pointed out that the editing skills are occasionally lacking in following up the various options and XML files, and that sometimes the explanations in documentation are severely lacking.
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Sergeant 1st Class
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Re: More clear explanations on traits and backgrounds.[message #358424 is a reply to message #354214]
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Sat, 02 November 2019 00:10
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Thor2 |
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Messages:11
Registered:October 2019 |
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Quick question, have been searching around the web what character traits do (currently) and Bear's Pit like crazy and found nothing. Wiki is completely outdated.
I.M.P. Character traits, what do the following do exactly, I mean points/percentage wise?
-Aggressive
-Malicious (only groin shots that decrease enemy stamina immensely?)
I.M.P. Disabilities
Psycho used to give a crazy flat to hit bonus but that has been erased since years I think. (edit: seems it gives a massive AP bonus for autofire everything else being equal? edit2: no it doesnt or only in certain situations? I dont get it)
Do any of the disabilities give bonuses?
How does morale effect performance? I vaguely remember it actually had quite an effect, then again, it's very easy to keep morale up usually, anyway.
edit: just came to mind, do muzzle brakes only work for automatic fire? Quite a few sniper rifles do have it for example.
[Updated on: Sat, 02 November 2019 00:47] Report message to a moderator
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Private
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Re: More clear explanations on traits and backgrounds.[message #365659 is a reply to message #358424]
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Thu, 17 August 2023 02:55
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Bullpup |
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Messages:42
Registered:December 2020 |
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Can someone please post source code on char traits like sociable, aggresive and malicious? I find the descriptions too vague, I want to know the exact numbers.
[Updated on: Thu, 17 August 2023 21:50] Report message to a moderator
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Corporal
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Re: More clear explanations on traits and backgrounds.[message #365663 is a reply to message #365661]
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Thu, 17 August 2023 22:03
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Bullpup |
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Messages:42
Registered:December 2020 |
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Asdow wrote on Thu, 17 August 2023 12:44It's not contained in one neat little file, but the functionality is scattered throughout the code. Here's what rftr wrote down, when he went through them when someone else asked for more exact info on them.
https://thepit.ja-galaxy-forum.com/index.php?t=msg&th=25020&goto=364588&#msg_364588
This is exactly what I was searching for 3 years, big thanks Asdow
I have two more question, does the malicious 8% crit bonus affect heavy weapons or is this only usefull for aimed shots with guns?
What does the Primitive "- 15% less breath consumption" do? Does it reduce all energy costs by 15%?
CHAR_TRAIT_PRIMITIVE
- 10% slower max breath reduction when self training or as a student (HLT/STR/DEX/AGI/MRK)
- 10% slower max breath reduction on assignments that are not doctor, repair, training self, or training militia
- 10% chance to not receive stat gain points for WIS/MED/MEC/EXP/LDR
- 15% less breath consumption
- 10% penalty to intel gained (getintel assignment)
- 15% penalty to administration assignment
EDIT: I just did some testing and primitive definitely reduces energy loss from running and shooting by 15%. I tested shooting energy loss by firing pecheneg machine gun while standing. I think it is big mistake to not show these numbers in the description in IMP character creation. They dont even say anything about reduced energy cost for Primitive, I had played this game for years not knowing Primitive had this powerfull effect.
I always took Aggressive thinking it will boost burst CTH and now I found out the CTH bonus doesnt work for aimed burst which I used. Had I known Aggressive is useless for aimed burst and that Primitive slashes all energy cost in tactical by 15%, I would have took it over the Aggressive everytime. Also, the Social is very good, 5% bonus CTH for every weapon and +5% melee evade + the spotting bonuses are much better than I expected.
[Updated on: Fri, 18 August 2023 02:08] Report message to a moderator
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Corporal
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