Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » more options to modify difficulty(beta released)
more options to modify difficulty(beta released)[message #101307]
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Wed, 28 April 2004 06:01
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Lanfear |
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Messages:46
Registered:April 2004 Location: The Netherlands |
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instead of the current 3 difficultylevels i'd really, really love to have control over each of the varying factors, enemy numbers, enemy quality, resource yield(be it from mines or from something else), local patience(dontcha hate it when loyalty starts dropping when you're still training militia/fixing stuff, and you have to take a sightseeing tour to keep them happy a little while longer?), and other such factors.
obviously this would require an entirely new screen, and the introduction of a number of a constants that would be used through-out the source to determine various things, but allowing these choices on starting a new game would make the game itself even more accessible for players ranging from green rookies to battle-hardened veterans, and if implemented properly, the actual values attached to the various choices would also be moddable, thereby still giving the modder good control over the difficulty spread of the game.
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Corporal
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Re: more options to modify difficulty(beta released)[message #101312]
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Fri, 30 April 2004 07:12
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Lanfear |
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Messages:46
Registered:April 2004 Location: The Netherlands |
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Quote:Originally posted by PySnake:
Ones that spring to my mind are:
- Militia Quality (same as enemy, but for the militia)
- Militia Agressiveness (I guess on the tactical map fights)
- Militia Costs (how expensive it is to train them)
- A setting for Bloodcats/Wildlife?
Believe it or not, but all these, except militia price, were already modified based on difficulty settings in vanilla JA2. I intend to keep them as part of EnemyQuality. As for Militia Aggressiveness, that's a tactical factor, whereas Enemy Aggressiveness is strictly Strategic, so how often they will send hunting parties after you/attack towns etc. Enemy/militia behaviour in tactical situations is partly determined by how experienced the soldier involved is, but since the AI needs a serious work-over, i won't be including this.
- Merc Fussyness (in personality conflicts and raise requests)
- Merc Costs (global modifier for merc prices)
Fussyness is kinda represented by morale right now, and i'd prefer to keep it that way. Merc costs, and item costs as well are just the other side of the resources medal, so no real need to change that imo.
- Merc Healing Rate, Morale or Stamina modiifiers (realism settings)
Nice point, will give it some thought
- Item Prices (global modifier for item prices, might also be fun to have a random variance setting)
See above
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Corporal
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Re: more options to modify difficulty(beta released)[message #101315]
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Sat, 01 May 2004 05:36
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Ancientgamer |
Messages:3
Registered:April 2004 |
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Id like to see an adjustable spawn rate for enemy forces. Multiple settngs like, 1.5x,2x,3x, etc. I dont know how easy it would be to find the code that controls the spawn though.
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Civilian
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Re: more options to modify difficulty(beta released)[message #101317]
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Sat, 01 May 2004 08:47
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Lanfear |
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Messages:46
Registered:April 2004 Location: The Netherlands |
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Quote:Originally posted by Ancientgamer:
Id like to see an adjustable spawn rate for enemy forces. Multiple settngs like, 1.5x,2x,3x, etc. I dont know how easy it would be to find the code that controls the spawn though. The amount of soldiers the queen has at her disposal is currently regulated by difficulty level. I intend to include this number in my EnemyQuantity setting.
Quote:Originally posted by PsyckoSama:
Quote:Originally posted by Lanfear:
Learning Curve, gotcha. Will put that in. Isn't there already one? Well, yes there is. The higher one's skill, the more difficult it becomes to improve even further. However, it should still be possible to implement 1 fixed number overall, where for example at the lowest difficulty setting mercs will improve twice as fast as they do now, medium level it'll be the way it is now, at expert level it'll take twice as much time, and at extreme level it'd 4 times as much, for those people who prefer a more realistic approach.
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Corporal
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Re: more options to modify difficulty(beta released)[message #101321]
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Mon, 03 May 2004 19:34
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yuant.h |
Messages:2
Registered:April 2004 |
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hi,lanfear.
on learning speed..
Maybe ...
learning Capability.
Can only Advance 10% or 20%.
Instance:
str 35 + 10%= 39
str 85 + 10%= 94
......
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Civilian
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Re: more options to modify difficulty(beta released)[message #101322]
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Mon, 03 May 2004 22:43
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Lanfear |
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Messages:46
Registered:April 2004 Location: The Netherlands |
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Hmmm, don't think that'll really take off, to be honest, and without wanting to go into discussion on whether the learning speed of ja2 is ridiculous as it is, it also wouldn't make too much sense, since there's nothing to stop a healthy individual from training and training until they've reached a certain point of skill/ability.
Due to varying circumstances even my own strength as a living, breathing, person has drastically dropped, say, from 70 to 40, over a relatively short period of time, and now, a couple of years later, i'm pretty much back where i was.
I think it would make more sense to apply limitations like this on individual mercs instead of all around.
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Corporal
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Re: more options to modify difficulty(beta released)[message #204697]
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Tue, 23 December 2008 02:16
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kyrub |
Messages:3
Registered:August 2006 |
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Does anybody have the modified Ja2.exe made by Lanfear, please?
The file on this page was an excellent piece of work... it was THE single mod able to customize the levelling of the characters.
But the link does not work anymore.
Any help would be much appreciated.
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Civilian
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