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My Attempts at Re-Designing 1.13 Weapon Progression.[message #335768] Sun, 14 September 2014 08:39 Go to previous message
Lev Arris is currently offline Lev Arris

 
Messages:9
Registered:September 2014
Location: Oregon, USA
Hi,

I've created a new version (that is more like a whole redesign) of my weapons progression. This time it also includes a full overhaul of the IMP, MERC, AIM mercenary and in-game NPC starting gear. I am currently playing with it currently and I figured I'd share it along.

You can get the new version here:
dl.dropboxusercontent.com/u/926631/LevProgressionV2p1.zip

Installation instructions:
Unzip into your base Jagged Alliance 2 1.13 folder, overwriting existing files.
This overwrites the files in the following folder (I suggest you back them up ahead of time):
<Base JA2 Folder>/Data-1.13/TableData/Inventory

Overall, it lowers the tech level used by the Arulcan army and focuses it on WW2 surplus weapons, older Warsaw-Pact weapons and hunting weapons re-purposed for military use (fitting the narrative of an embargoed rogue nation). It up-guns the mercs to match by giving them SMGs and old rifles in place of pistols on all but the cheapest of mercs (I did preserve the character of most mercs, however, so the crazies tend to still pack weird crazy things, just often more of them). It also adds more LBE gear and attachments to mercs to make things more interesting, and also provides them with significantly more ammo (since non-WP ammo will be hard to come by in this new Arulco, with the possible exception of 5.56mm...if you get lucky with supply dumps - Or play with them all enabled). The game plays quite differently in this fashion: If you wish to outgun the locals significantly and use the best guns in the world, you may well need to rely more heavily on imports. Nobody will drop 4.7mm or 5.7mm ammo in Arulco, except for rare special encounters, for example.

Enjoy!

***** Original Message Below *****

Hi!

New user here, and for my first post I decided not to show up empty handed. I've been playing JA2 since it was released, and 1.13 for quite a while now, and truth to be told, the weapon progression in 1.13 bothered me a bit.

It just didn't make much sense to me (way too many pistols, for example!), and to celebrate the new stable 1.13 I decided to change the weapons used by the enemy (militia re-balance is coming, too). First, I wanted to just change my own game, but then I decided to share the results in case someone is interested.

For the impatient ones, the download link is here:
<Link redacted due to (silly) forum rules - Contact me via a message to get the older ZIP file>

[color:#FF0000]October 3rd, 2014: Militia Tables Added![/color]

The excel spreadsheet is what I used in the balancing progress. The XML files include comments showing the weapon names (it is hard to remember IDs) as well as the percentage of each weapon's appearance out of all the weapons at the specified progress level. If you don't like spoilers, don't open it and just read the general overview below.

The installation instructions are:
Copy the .xml files from the ZIP archive into the Data-1.13\TableData\Inventory sub-folder in your 1.13 install, overwriting the old ones. For example, I would place them here on my system:
E:\Games\JA2_Stable7435\Data-1.13\TableData\Inventory

Now, for the how and why. The spoiler tags contain the detailed info about the weapons available at the various progress levels. If you want to be surprised, don't read them Smile

I set out to re-balance the weapons with the following rationale, keeping in mind that I prefer to play with "drop all" enabled and arm myself off what I loot.

Admin: Armed with out-dated weapons that the army itself skipped, the Admins aren't as standardized as the Army is. They have quite a selection of weapons shooting all sorts of ammunition. These weapons are revolvers, bolt-action rifles, old shotguns and ancient SMGs. Some old semi-automatic weapons are also issued. You won't find machineguns here, nor sniper rifles. This was balanced for completeness - It seems like Admins are a short-lived phenomenon in the game, which is a shame.

Toggle Spoiler


Redshirt: The standing Arulcan Army is armed mostly with WP weapons. They have no exotic equipment, but none of them are armed with solely pistols. The SMG is the basic weapon of Deidranna's army, with various AKs and derived weapons (mostly in 7.62x39) forming most of their equipment, but some odd-ball choices are also thrown in, especially at lower progress. The weapons are mostly old, but of mostly modern concept (for example, the most common assault rifles are the AKM and some of its derivatives) but in general the equipment is in-line with what you'd expect of a country like Arulco.

Toggle Spoiler


Elite: The elites operating alongside Deidranna's Army are mostly hired mercenaries, with some home-cooked "special forces" thrown in. Equipment commonality is rare, as nearly every single man here is armed according to his own preference. Elites are always armed with modern weapons, both WP and Western. At the lowest progress they are armed with Machinepistols and large-caliber pistols, but they quickly progress to pistol-caliber carbines and modern SMGs, accurate semi-automatic rifles, assault rifles and it gets worse for you from there.

Toggle Spoiler


Whew, that was a long post. I hope you enjoy these! Feedback is welcome!

[Updated on: Thu, 22 September 2016 07:28]

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