Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » Wish List
Re: Wish List[message #101121] Fri, 23 April 2004 01:16 Go to previous messageGo to next message
Boomer is currently offline Boomer

 
Messages:114
Registered:February 2004
Location: In the heart of Transilva...
Quote:
Originally posted by Tyco:
They never run out of ammo. Read the UB editor manual, it says so right there. Thats just stupid! I mean, do you need any more evidance that the AI is cheating?
I saw the enemies running out of ammo in UC. After that they just run around, or they grab some ammo from the ground if there is any ammo matching their gun. After they pick it up you can hear the clicking sound made when they reload their guns. I think I saw some lines about that in the source code too, and there weren't commented out, so are in effect in the JA2 executable-

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Sergeant
Re: Wish List[message #101122] Fri, 23 April 2004 01:22 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Yes. Why do you suppose they run at you with knives or machetes if they still have ammo. It's not a fluke. They definately run out of ammo and have to reload.
On some of the maps I deisgn I give priority existance enemies plenty of ammo especially if they are stationary. The trade off is I mark it as 'droppable' so you get it after the battle.

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Sergeant Major
Re: Wish List[message #101123] Fri, 23 April 2004 18:15 Go to previous messageGo to next message
tuccy is currently offline tuccy

 
Messages:19
Registered:June 2003
Location: Czech Republic
Quote:
Originally posted by Bad Puma:
OK I convinced Real Time is impossible.

@ Tuccy but I want to know how I fix this reload problem. I had never seen that an enemy were out of ammo!

greetz

Puma
I never had to fix it, it just happens...

But unfortunately, since assault rifles have larger clips, the enemy usually ran out of ammo with SKS and mostly with .45s, so it wasn't of much use. And the ones with ARs were usually dead before they can use up a single magasine.

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Private
Re: Wish List[message #101124] Fri, 23 April 2004 20:11 Go to previous messageGo to next message
Tyco is currently offline Tyco

 
Messages:188
Registered:September 2001
Location: Be'er Sheva, Israel
Don't know about that. Never saw an enemy who ran out of ammo in JA2 and UB. Maybe they changed somthing in UC to make it happen.

But i'll check it out in UB.

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Staff Sergeant
Re: Wish List[message #101125] Sat, 24 April 2004 00:49 Go to previous messageGo to next message
CoffeeJunkie is currently offline CoffeeJunkie

 
Messages:12
Registered:April 2004
Location: Suomi Finland PRKL
I wish I could watch the fights afterwards in realtime...

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Private
Re: Wish List[message #101126] Sat, 24 April 2004 01:15 Go to previous messageGo to next message
Boomer is currently offline Boomer

 
Messages:114
Registered:February 2004
Location: In the heart of Transilva...
I did not saw them either running out of ammo in JA2. But then again, as I always play night ops, they don't have the chance to shoot that much.
In UC I usualy see this in the fight between the enemies and the militia in A-9 Atremo. After that, when my mercs get a hold on some weapons with decent range, the enemies don't have the change to empty the clip in their weapons.
But the AI does cheat when it comes to it's chances to hit the target. I just love to see in A-9 Atremo how the soldiers and militias shoot each other in the head from 4-5 squares out of the weapons efficient range. But it's not that funny when an standing elite woman hits one of my mercs in the head 3 times in a row with an Varjag from 23 tiles away and then she scores two more headshots in the next turn. Or when I see how my mercs with 80+ marksmanship are missing shot after shot fired from an CAR-15, and the yellow shirt that is the target scores 3 out of 5 shots with his Makarov from 16-18 tiles away.
Anyway, after 2 turns the chances to hit of both parties seem to come back to normal.

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Sergeant
Re: Wish List[message #101127] Sat, 24 April 2004 02:17 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
They DO run out of ammo. Try experimenting early in a regular Ja2 game. All you have to do is get in an extended firefight.

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Sergeant Major
Re: Wish List[message #101128] Sun, 25 April 2004 06:13 Go to previous messageGo to next message
Bad Puma is currently offline Bad Puma

 
Messages:7
Registered:August 2003
I`ve one more wish. Could somebody write a tutorial how to delete the character-test. I think it`s better to choose your skill by yourself.

greetz

Bad Puma

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Private
Re: Wish List[message #101129] Sun, 25 April 2004 06:21 Go to previous messageGo to next message
Lanfear is currently offline Lanfear

 
Messages:46
Registered:April 2004
Location: The Netherlands

deleting the character test is easy....replacing it by something else is a whole different story, and to be quite honest not the kind of thing a tutorial can teach, i'm afraid.

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Corporal
Re: Wish List[message #101130] Sun, 25 April 2004 07:31 Go to previous messageGo to next message
Tyco is currently offline Tyco

 
Messages:188
Registered:September 2001
Location: Be'er Sheva, Israel
How about importing the UB character creation process to JA2? Its a lot quicker and has better control over the options in UB.

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Staff Sergeant
Re: Wish List[message #101131] Sun, 25 April 2004 10:31 Go to previous messageGo to next message
Bad Puma is currently offline Bad Puma

 
Messages:7
Registered:August 2003
How can I switch the language of Ja2.exe to german?

greets

Bad Puma

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Private
Re: Wish List[message #101132] Sun, 25 April 2004 19:51 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
I'm not sure, but I thing the whole text (dialogues and GUI) is in some seperate file, so you just have to find the corresponding files in german.

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Master Sergeant
Re: Wish List[message #101133] Sun, 25 April 2004 20:57 Go to previous messageGo to next message
Lanfear is currently offline Lanfear

 
Messages:46
Registered:April 2004
Location: The Netherlands

/Build/Language Defines.h allows you to choose which language to use. however, by defining GERMAN i managed to compile, but it crashes on loading

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Corporal
Re: Wish List[message #101134] Sun, 25 April 2004 23:03 Go to previous messageGo to next message
Bad Puma is currently offline Bad Puma

 
Messages:7
Registered:August 2003
I had the same problem!

greetz

Bad Puma

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Private
Re: Wish List[message #101135] Mon, 26 April 2004 06:22 Go to previous messageGo to next message
Azrael is currently offline Azrael

 
Messages:21
Registered:January 2001

The german JA2 (and probably all other language versions too) includes some additional graphics with german texts for the laptop and interface.
So, if you compile the german version you need to use the exe with a german release of JA2.
At least this worked for me, while the german exe crashed with an english ja2.

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Private 1st Class
Re: Wish List[message #101136] Mon, 26 April 2004 06:27 Go to previous messageGo to next message
Lanfear is currently offline Lanfear

 
Messages:46
Registered:April 2004
Location: The Netherlands

makes sense...or just change the filenames to use the english ones instead...

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Corporal
Re: Wish List[message #101137] Mon, 26 April 2004 09:21 Go to previous messageGo to next message
Bad Puma is currently offline Bad Puma

 
Messages:7
Registered:August 2003
Can I use the german Ja2 Files from the old 1.2 version?

greetz

Chris

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Private
Re: Wish List[message #101138] Tue, 27 April 2004 00:36 Go to previous messageGo to next message
Ancientgamer is currently offline Ancientgamer
Messages:3
Registered:April 2004
Id like to see a simple editor that can change the spawn level of enemies from the south. Shouldnt be too hard to find that value now. I think it would be a simple way to augment gameplay and make having many mercs (to hold your ground) more important. I actually suggested this to the ModSquad 2 years ago (maybe 3) but they couldnt do it then as they didnt have the source.

Could have check boxes for what kind of spawn multiplier you would like to apply.

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Civilian
Re: Wish List[message #101139] Tue, 04 May 2004 17:47 Go to previous messageGo to next message
ADG Wraith is currently offline ADG Wraith

 
Messages:22
Registered:September 2000
Location: Canberra, ACT, Australia
Real-time isn't that hard. Anyone played X-com Apocalypse? That has options for either real-time or turn-based battles. The simple thing is that the troopers do a lot on their own initiative (like taking cover, shooting at the enemy or responding when under fire), and you control the squads, not the individuals.

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Private 1st Class
Re: Wish List[message #101140] Tue, 04 May 2004 20:27 Go to previous messageGo to next message
PsyckoSama is currently offline PsyckoSama

 
Messages:9
Registered:April 2004
My Wishlist...

1) the ability to "liberate" San Mona and use its "red light activities" to help fun the revolution (and maybe on demand freebies from the hos Wink )

2) The UB guns, items, and mercs added to the standard game... the UC weapons would be nice too Wink

3) the option (atleast for future modders) to use a much more powerful interaction system, maybe based off a dedicated RPG like Fallout or Arcanum for those who want to add more RPG elements.

4) more and diffrent magazines options for weapons. You really should be able to use drums and belts with the light machineguns.

5) Remove merc limits. You should be able to field more then 18 mercinaries.

There are others, but its late and I need to sleep so I'll write them out later...

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Private
Re: Wish List[message #101141] Wed, 05 May 2004 08:58 Go to previous messageGo to next message
Cribbie is currently offline Cribbie

 
Messages:175
Registered:March 2004
Location: Grand Rapids, Michigan
What about parachute drops?
Maybe they'd work like this:
The Merc's come across a plane and a pilot. The plane can only land at airports and maybe a few *secret* airstrips. In order to parachute from it, your merc's have to, 1. Be qualified parachutists. 2. Have a parachute.
The Plane can fly anywhere, red sectors or not. It's not going to land, too high for the sams to shoot it down. The Plane can hold up to two squads of mercs. It's also faster than the helicopter. Two drawbacks: When doing a parachute drop, your mercs are going to be scattered all over the sector, you have no control over where they end up. They also might be injured when landing. If you drop them too far into a enemy zone, they'll have to fight their way out, no resupply with the chopper. What do you think?

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Staff Sergeant
Re: Wish List[message #101142] Wed, 05 May 2004 10:41 Go to previous messageGo to next message
ADG Wraith is currently offline ADG Wraith

 
Messages:22
Registered:September 2000
Location: Canberra, ACT, Australia
Parachuting wouldn't work like you just described.
1) SAM sites like those in Arulco would be able to shoot down an aircrat at low or moderate altitude.
2) Even if you did find a way to fly higher, it would mean a hell of a lot harder to jump (anyone ever done HAHO/HALO jumps?). Also teh quality of the parachutes and pilot would mean having to make compromises in the field that most mercs wouldn't be willing to engage in for dubious benefits.

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Private 1st Class
Re: Wish List[message #101143] Sat, 17 July 2004 15:03 Go to previous messageGo to next message
plop is currently offline plop

 
Messages:43
Registered:December 2000
Location: Louisiana
Allow me to resurrect this topic since I never got my 2 cents in.

What I want to see:

1. fix the bug that negates a draw cost higher than one if you change direction to fire

2. fix the bug where enemies move one tile out of site, then they pop back out and you cannot interrupt

3. fix the bug where you turn while prone at night and all of a sudden enemies far out of visual range can see you

4. fix dumbass militia running into your gas clouds and turning hostile

5. import the UB character creation system without the stupid personality quiz

6. much heavier counterattacks, possibly involving tanks or other vehicles

7. editor improvements - locks, npc speech, sector objectives like DG, camo-ing enemies, etc.

8. increase max amount of enemies per map

9. improved enemy/militia AI - bandaging themselves, better grenade use (throwing frags at you instead of smoke), moving and attacking as squads/platoons instead of randomly wandering around in all directions, throwing smoke for cover, flanking, seeking cover, crouched and prone movement, climbing on and off rooftops, avoiding gas clouds, avoiding brightly lit areas while under fire at night

10. option to equip militia, not individually like your own mercs, but talk to an arms dealer, choose a sector, have a menu like Tony or Bobby Rays where you can choose a package like "SKS + Kevlar for all for X dollars", then wait a few days and get a message saying that sector has recieved its equipment. Wishful thinking.

11. Some control over milita, maybe dividing them into squads and you can choose behavior for each squad like Aggressive, Defensive, Snipe, Mortar Team, Defend Area, Plant Mines, Anti Tank, Suppression Fire, etc. Or maybe just be able to position them.

12. Camo clothing would make camo kits and camo trait useless. A working Ghillie suit with no armor value would not.

13. usable vehicles like Fallout Tactics

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Corporal
Re: Wish List[message #101144] Tue, 20 July 2004 07:41 Go to previous messageGo to next message
tuccy is currently offline tuccy

 
Messages:19
Registered:June 2003
Location: Czech Republic
Quote:
Originally posted by plop:
8. gun turrets
Gun turrets? What do you mean, something like gun and flame turrets in Command and Conquer? Then the real-world alternative would be crew-served weapons, like 81mm mortar emplacement or anti-tank gun or so, do you mean this?

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Private
Re: Wish List[message #101145] Wed, 21 July 2004 10:10 Go to previous messageGo to next message
plop is currently offline plop

 
Messages:43
Registered:December 2000
Location: Louisiana
I meant stationary guns in general, like .50 BMG's, etc.

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Corporal
Re: Wish List[message #101146] Wed, 21 July 2004 11:32 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Good list plop. I agree with all of that.
I think a variable AI would be even better. That is to say one that uses fully coordinated squads for eliets (or perhaps when eliets are even presesnt), 'mildly' coordinated squads for regular enemies and an AI that acts similar to Ja's existing one for enemy 'recruits'. This would translate into a truly dynamic AI with possibilities for variable AI level for faction forces as well.

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Sergeant Major
Re: Wish List[message #101147] Tue, 03 August 2004 21:21 Go to previous message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Yeah, militia management is IMHO the most annoying thing in the game.

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Master Sergeant
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