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Re: "1.13" Mod - Main Thread[message #10417]
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Mon, 22 August 2005 00:32
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flybyu |
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Messages:44
Registered:August 2005 Location: Indiana U.S.A |
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Quote:Originally posted by Khor1255:
I can't use Proedit with this new version. I have a strong feeling that I just need an updated Prof.dat, Itemsdesc.edt, and Braydesc.edt but where do I get these?
I was also wondering if you updated the source download at you're site.
Thanx. Same here MM
Hay Great work everything is running great.
When will Bear Pit post this mod on the mod page?
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Corporal
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Re: "1.13" Mod - Main Thread[message #10419]
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Mon, 22 August 2005 02:58
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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Hi muggsy
finally got around to install and play it on insane level
had a look into files as well. hope we can edit most weapon data because the UB weapon additions (apart from AS Val and PSG-1) were a bit unfortunate in my taste
btw what editor should we use to change the weapons and cities.dat tabledata?
if i notice something about the gameplay during testing i`ll post it here
*edit*
insane difficulty: i think this should be combined with a serious workover of maps and in particuliar, enemy behaviour scripts. other than that, the result will be that the enemy`s turn take very long, the battles bacoma a bit static and end up as UC style carnages --> goodbye tactics
but this is just the impression from battle at drassen airport so maybe i`ll get more patience once i`m used to waiting
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10420]
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Mon, 22 August 2005 03:02
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flybyu |
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Messages:44
Registered:August 2005 Location: Indiana U.S.A |
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itemdesc.edt and braydesc.edt files dated 8/20/05
it shows in the mercdump text file the changes but its not doing anything in the game.
Prof file 8/21/05
It says its done when I hit export button
it says cannot open mercimport.csv when I hit the import button. which is it?
Before I hit export and it worked but nothing in the new D/L
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Corporal
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Re: "1.13" Mod - Main Thread[message #10422]
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Mon, 22 August 2005 04:13
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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on a default ja2 map, most enemies are set to very general scripts like "on guard" or "on call"
once a high number of buildings and/ or soldiers are present, this frequently causes long (actual time) enemy turns and a static battle.
I guess a mapmaker should help you with setting more enemies to "stationary" and other simple and defined scripts so enemy turn won`t last as long and the battle will cover more of the area of an actual map
obviously, i`m not thinking of changing the scripts themselves, but for INSANE difficulty, it might make the battles more tactical to adjust enemies.
i guess i will play more and see how it turns out. i just fear i need long for each map playing on insane difficulty.
so, no further premature comments from me (apart from the fact that i like the full auto feature)
can`t wait to see the new attachments to guns. will the enemy automatically equip with those or can i buy them at BR`s?
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10426]
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Mon, 22 August 2005 06:08
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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so, finished drassen airport on insane level
BR now available, i had a look at it: i think you used a picture for ak-100 something but it says Mp5a2 there
i`m not yet familiar with full auto feature but will go on trying it out.
and then having a look at the guns, their stats and their pictures ingame
btw find the 25 tiles range at bit high for the FN 5-7. off course 5.7mm is not a pistol round, but the 5.7 still is a pistol. I guess that range should be reduced
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10428]
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Mon, 22 August 2005 06:52
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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Okay
it seems i don`t use the most recent version then
i just had an attempt at the second sector of drassen. i was outnumbered like hell. i guess INSANE difficulty is not the best setting to try out stuff...
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10431]
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Mon, 22 August 2005 07:26
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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what do i need to do to make my changes in weapons.dat and prof.dat work?
or, which prof.dat do i need to alter to change the mercenaires inventory in what difficulty setting?
you got it to work Khor?
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10432]
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Mon, 22 August 2005 07:44
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Checkmaty |
Messages:3
Registered:July 2005 |
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I don't think enemy behaviour improvements should be restricted to one difficulty level. Sometimes you just want smarter enemies on the tactical battlefield without all the extra Map/difficulty changes.
Some behaviour changes if possible:
1.Have the enemy fire from behind hard cover and if possible, alternate between Prone/crouch/stand to pop off shots then duck back behind cover.
2.Should never have enemies out in the open unless there is no cover available. They should allways try to find and fire from suitable cover when in any kind of danger. They should be able to tell the difference between hard and soft cover. I always see enemy take cover behind tall grass or some kind of useless soft cover...they should only do this when there is no available hard cover.
3.Enemies should try to move from cover to cover when in combat.
4.Suppressing fire. Have enemies with high rate-of-fire weapons supress your squad. If they can't see you, they should fire in the general direction of your squad. This could also be used to improve Mortar behaviour.
5.Some kind of ambush behaviour? Enemies will wait behind cover and ambush your mercs when they get close.
6.Maybe some kind of advance group behaviour and maneuvers? Like having a group split into two with one laying down covering fire and the other assaulting/flanking. Probably too much to code though...
7.Give the AI the ability to heal eachother if they have medical supplies. This may effect the balance of the game?
8.Fallback/retreat behaviour could be improved. The death rate in JA2 IMO is way too high. Maybe have the enemies retreat and fallback more often when outgunned/outnumbered. Not sure how others feel about this though.
9.Better militia behaviour. The banzai charge tactic that the militia use is the biggest problem I have with the AI in JA2!!! Would be nice if the militia were atleast as tacticaly able as your enemies. Militia medics would be nice aswell, so I don't have to manually heal them with my merc after battle.
Other features that would be cool if possible:
10.The ability to use militia to attack towns(Up training cost) or add a super expensive/long training option to train regular soldiers that you can maneuver on the map. They will be controlled by the AI in any tactical battles. Leadership will be more important now. Upping the difficulty and amounts of enemy on the map would probably be needed for balance, insane difficulty looks good though...
11.Friendly NPC rebels or other parties that wander around on the map? Would be cool to run into battles where you can watch them duke it out instead of just Bloodcat vs enemy battles. I want to feel that there are other active things on the map besides just my mercs and enemy patrol/attack squads.
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Civilian
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Re: "1.13" Mod - Main Thread[message #10434]
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Mon, 22 August 2005 09:38
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Scorpion,
To get the weapons.dat changes to work, just save the file and start ja2.exe.
To get the prof1-4.dat files to work, you must start a new game. The 1-4 indicate the difficulty level (easy=1, insane=4).
Checkmaty,
1-3 are already being done by enemies.
4. Supressing fire is basically the same as the sniper code I've got in there already, and I did have it in there, but people were complaining they were being shot at and didn't know where from. Now just enemies with sniper scopes can shoot from out of range (hmmm... should I include the new ACOG scopes in this check?) Enemies also fire bursts more frequently, esp. in insane mode, where if they get within 10 tiles, autofire/burst is almost guaranteed.
5. I changed the ambush code so ambushes should happen more often in Insane. These are basically like the bloodcat ambushes though. It'd be hard to code in tactical ambushes, as every map has different good ambush spots.
6. I wish. Ideally, the enemies would form small fire teams of whoever's nearby and then stick together, covering each other and flanking the mercs (think Full Spectrum Warrior). The way the code is structured, it'd be hard to do this... Not impossible, however. I'll look into it some more...
7. There is some stuff in the code pertaining to medical attention. I think the devs either took it out because it was unbalancing the game (probably made it too easy, as you could just sneak around and shoot the medic & patient while they're busy bandaging), or they couldn't get it to work. Either way, it's not a high priority. Could be a good idea for militia though...
8. When they retreat, the enemies just run as far as they can from the mercs, not necessarily looking for the edge of the map. This is annoying as it means you need to hunt them down while they keep running further away everytime you get close. I'll see if I can increase the distance they try to run, and then make them run more often.
9. The militia actually use the same AI code as the enemies. (I think green militia = yellow shirt enemy, blue = red, and dark blue = black) They should be doing all the same new things that the enemies can do.
10. This would significantly change the way the game works, I think, as your mercs would be leading a small army around the map. I think it would probably unbalance the game too much.
11. Maybe...
Fume,
This would greatly increase the amount of micro-management in the game, as you'd need more mule-mercs to haul around stuff to sell somewhere else. A pain in the ass, if you ask me. I personally rely more on the mines' income and don't bother with running around selling things locally, unless it's convenient or very profitable.
I'd be more inclined just to increase the mercs' salaries in the prof.dat files; that way everyone can play the game the way they want to.
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Re: "1.13" Mod - Main Thread[message #10437]
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Mon, 22 August 2005 10:23
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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okay, thank you guys
i was able to change weapons stats but not their name and handed-ness (1 handed or two)
how can i do that? (is there something about SZweaponname that i should know?)
btw is there a way i can add 75 shot wp drum magazines to that exe?
cuz i still wanna add RPK and RPD
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10439]
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Mon, 22 August 2005 17:09
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flybyu |
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Messages:44
Registered:August 2005 Location: Indiana U.S.A |
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Khor1255 I did what you said and it works for me also, so that means that Proedit is not recognizing Prof1-4. So it would need to be added to Proedit to know that there are 4 more Prof Files. Now is that possible?
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Corporal
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Re: "1.13" Mod - Main Thread[message #10442]
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Mon, 22 August 2005 21:35
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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oh right! itemdesc.edt and braydesc.edt. szweaponname is to know which gun it is i guess...
i really seem to have an older version. are planning to upload a new version soon? otherwise i`ll get myself the current version
that`s what i`m trying to do. BTW i can edit the progresslevel manually (assuming it is still the same table as it is in original ja2)
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Sergeant Major
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