Home » MODDING HQ 1.13 » v1.13 Feature Requests » What features do YOU want?
What features do YOU want?[message #241843] Thu, 14 January 2010 23:58 Go to next message
Sincleanser is currently offline Sincleanser

 
Messages:60
Registered:November 2009
Location: Houston

Latest Update - 2-10-2010
This post will have just about every request mentioned in the thread with a small discussion following it. Before you post a request, feel free to check out this list first to see if someone else has mentioned it before. Also, instead of a few pop up feature request threads, I thought a dedicated feature request thread might be a better solution.

Ideas that I have come to understand as wanted so far by threads and discussion are:

Stationary Machine Guns
Doable but difficult. I know something representing this was made some where, but I can't seem to find where anymore.

Stronger Tanks
Completed elsewhere, but I don't understand why it has not been implemented into the standard 1.13 svn release.

Smarter AI
VERY time consuming and not available right now. Maybe if the game gets ported to a different engine, but that again, is very time consuming and most likely not going to happen.

Graphical Overhaul
VERY time consuming and not exactly my area, though I know of a few people here that are actually working on this very thing. 2-10-2010

More Than Two Stories Per Map
Not sure if this is even possible... - Low and behold! Maps can be made with apparently as many stories as you like, but people can only be placed on the first story rooftops. 2-10-2010

Even More Item Sorting Micromanagement Ability
Easily plausible and obviously doable, however I know of no one but me that is interested in this. I also thus believe, if it will happen, it will be me doing it. 2-10-2010

More Vehicles
Doable easily, but I cannot/won't make the graphics. - It seems that there is someone in the background also working on making new vehicles along with tile sets. 2-10-2010

More Enemies/Types
Doable easily, but I cannot/won't make the graphics/there are already graphics out - I do not know if these graphics and enemies are compatible with standard 1.13 svn downloads 2-10-2010

More Music
Doable and easy, but getting rights to use some might be a pain. - I have found a website that is all freelance music, but some of it is very very good. It is all free to use, as long as we obtain permission, and credit the creators of the music. If anyone other than me is interested in this addition, please PM me. 2-10-2010

No More Useless NPCs
The ones already in the game are easily removed as long as they do not have a script in some way, but making new NPCs is very hard to do without a real script writer. (which we do not have a good one to use at the moment - 2-10-2010)
***
Big Maps
Obviously doable, but very difficult and not a one man job. - The project is underway and apparently an Alpha is almost completed. - 2-10-2010

Overhaul/New Map Editor
Doable, but very difficult and not a one man job. - I don't know if anyone is working on this, or if it will be completed ever; unless another crack team like the MOD Squad of old decides on another huge and compeltely new Mod to JA2.1.13 is being made. 2-10-2010

Destroyable Lightsources
Most likely doable. - I have actually experimented with this, and with what I have access to, I cannot do it. So, if someone else that has an idea or has been able to do this, PLEASE share. 2-10-2010

New Bodytypes
A few completed elsewhere, but to make them all compatible is something else entirely.

New/More Animations
A few are completed but not implemented, and unsure of how to make these function correctly. Mayhaps if I can get some team on this, it can be done.

Tileset Functionality Rework
I can only imagine the amount of work that would entail... but obviously doable.
***
Better Ballistics Properties
I actually don't know if the engine will understand more properties than it already uses.

Reverse Merging
Obviously possible, though it would require a hell of a lot more additional items to show the different merges with new graphics; and obviously balancing, play testing, and I hate to imagine the amount of bugs this could potentially create... - 2-10-2010

Fantasy/Sci Fi Graphics and Effects
I would say it is possible, though, I'm not sure due to anything that is a ranged attack has to have ammo, and it is capped at 255.

More Destructive Environment
Scorpion is currently working on a burning effect with grenades and grass. It looks like it's coming along nicely. - 1-17-2010

Updated Bios
I'm currently working on this, though having problems saving my progress. Please see my post further down. - 2-10-2010
***
2-10-2010

Extra Hot Keys
I actually don't know how people have added in extra hot keys, so if a mod creator or other such person would care to explain how this is done, it would be definitively appreciated.

Enhanced Grenade Throwing-Realistic
There have been plenty of mini mods such as this, though all of them that I've heard talk of, say that this particular feature looks/acts weird, is bugged, or doesn't actually function. If anyone that has created such a mod to allow throwing grenades from prone, or a better 'bounce/reflect' effect, please feel free to explain how you do it, how it works, and other such questions.

Enhanced Dual-Wield
This is a long wanted and very difficult fix/enhancement to do, and do correctly. The code for dual wielding is very ugly and cluttered, and anybody that has really dug through it has found that it is just a mess to work with. I do know of some people that have taken a swing at this, but the results of such I have heard nothing of. Anyone care to share more information on this?

Body Hiding
I guess this would go along with a more interactive map, but seeing as the game apparently doesn't register a dead body as anything anymore (other than in one of two stages of decomposition), I don't know if we can even interact with it anymore.

Favored Weapons
I think that STOMPs trait system kind of covers this already, though a more unique way would require extra fields for each character, and along with each item in the game if I imagine correctly. Anyone have any ideas on how to possibly implement this feature?

Parachuting
There is a mod with the animation of people parachuting down in the opening drop, but other than that, I've heard of no other instances of this. I do not know what mod this was in though. Anyone have any images or anything to show that it can be done?

More Stories
This is obviously a separate mod request, so, feel free to request specifics and you may be surprised what you will be finding.

More Facilities
It's actually kind of easy to create one as long as you spend a few hours on it. For any instructions on it, feel free to check out the HAM WIKI.

More AP Deducting Actions
All actions in turn based combat should cost APs, generally agreed upon. To add it, I believe all you have to do is go to your AP/BP cost file, and type it in. If I'm wrong, could someone such as Headrock, Scorpion, or Sandro please correct me?

Trenches
They are in the Russian version of the game if I remember correctly. Why have they not been ported to all versions? Who can get the code? Anyone care to answer this that attends the Russian forums as well?

Being Shot Stopping Actions
I am actually really surprised that 'Torso hits should stop any H2H fighting until healed' and ' Leg wounds should stop all running for length of time until healing , and curtail distance for walking for a period' haven't been implemented. Anyone care to explain what this might entail, work wise?

Hostage Taking
This would require a great deal of coding at the current moment; along with at least a handful of additional graphics. Anyone interested in making this happen?

Moving Tanks
I'm ... not sure if the game allows them to move on the strategy map even if we coded it to happen.

Clearing Underground City Sectors to Completely Capture Cities
I think this is actually really freaking cool, and is somewhat already implemented (see Orta and Tixa). Though, make the enemies in the underground levels move up the portal to go to ground level and vice versa I don't know nor do I have a clue how to make that happen.

Overheating Weapons
I've seen this in many games, and Sot says he has a mod with this included. Sot, care to share the code with everyone so that it can be tested with compatibility with other mods and possibly implemented into 1.13?

Side Prone Movement
Would I believe require very little coding (mostly replacing code) and a few different graphics added and it SHOULD (at least I believe so) function just fine.
***
Projects I'm Currently Working On

Snowy Map
Island Hopping Map
Urbanised Map
Island Jungle Warfare Map
Rewriting all Bios of all characters to include more information about each character
Stomp Only
JA2 Norm
Wildfire Stomp
Wildfire Only
Adding more music
Reorganizing the game items in the XML Editor
Making MCP - Modification Compendium Project
Attempting to better organize table layouts and code
Creating a couple more Unique Units

Anyone with any requests for me specifically, feel free to PM me and tell me all about it.


Thanks for your input!

sin

[Updated on: Thu, 11 February 2010 00:09] by Moderator

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Corporal
Re: What features do YOU want?[message #241845] Fri, 15 January 2010 00:04 Go to previous messageGo to next message
cdudau
In other words.....You want a new game?

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Re: What features do YOU want?[message #241866] Fri, 15 January 2010 05:27 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1410
Registered:July 2006
Location: People riding polar bears...
Better mobility (rolling, sliding, stalking, tactical movement etc...) and a reworked attachment/magazine system. It would be fun to see magazines actually playing a bigger role in the game.

An example (English isn't my first language so this may get messy, sorry):
Wolf finds a crate of 5.56 ammo.
Wolf's current 5.56 weapon has one fully loaded 30-round mag loaded and he has three empty spare mags on him.
If he'd fire until his currently loaded magazine is empty he'd receive yet another empty spare mag.
Combining the crate with the magazines fills the magazines. Combining the crate with the weapon chambers one round if no magazine is loaded. Otherwise it would fill the currently loaded magazine.

Cheap low capacity hunting mag = no change to weapon.
Cheap high capacity military mag = "I'm just gonna fire my gun and finish these guys o- WHAT, JAMMED?!"
Expensive high capacity military mag = same as hunting mag, I guess.

Magazines just pop out of nowhere as it is now and that's always been bothering me.
I know of only one game that uses magazines in a realistic way and that makes me sad.

[Updated on: Fri, 15 January 2010 05:32] by Moderator

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Sergeant Major
Re: What features do YOU want?[message #241868] Fri, 15 January 2010 05:42 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
LOL, it would be really sad if that's the only game - it's not a very good one. Wink

But yeah, that would be very cool to have. I'm not sure it's possible though, at least not without reworking a lot of code innards. There've been many debates on this feature in the past. Maybe some day? Confused

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Sergeant Major

Re: What features do YOU want?[message #241872] Fri, 15 January 2010 06:59 Go to previous messageGo to next message
Sincleanser is currently offline Sincleanser

 
Messages:60
Registered:November 2009
Location: Houston

craigmsandy
In other words.....You want a new game?


No, it's mostly, what can I look into creating to throw into a mod. It's an idea generator kind of topic.

And the idea of magazines being items that aren't like tool kits or first aide kits, disappearing when empty is a good one; but like Headrock said, I am quite sure that there would be a lot of inards being mangled to get that to function.

***

A new question:

I see that bios are saved as EDT files, where would I be able to find a program that will let me mess with those directly, instead of through the Biography Editor? Or better yet, do I even NEED a program to do stuff with them, other than the Bio Editor?

***
New Question 2:

Is there any interest in organizing the item IDs in the XML Editor to fit more appropriately?

Such as all the pistols are grouped together, then shotguns, then rifeles, ect?

2: If this is done, will this crash the game in any way? Like, do certain things HAVE to be certain IDs to function? I understand that all item selections for EVERYTHING would need to be changes to reflect the newly signed ID #'s. But, seriously, is there any interest in that at all? If I do it, will anyone actually care?

[Updated on: Fri, 15 January 2010 07:05] by Moderator

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Corporal
Re: What features do YOU want?[message #241877] Fri, 15 January 2010 08:47 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
i primarily want a better, proper AI that actually poses a challenge and then an improved, more diversified gun attachment and modification system like it was in planning from the people that brought us the new inventory system.

HAM and STOMP already added loads of great new features that profoundly influence the way the game can be played.

but most of all i wish for a stable, comfortable to use modding platform with proper tools and editors for JA2 modders, so we can enjoy some really well made and different mods in the future. in short: i want SMP! i want fully functional LUA scripting ability so we finally can startt making easy aand expansive changes to the vanilla campaign and allow for much more complex interactions as well as a better scripted AI.

but what i wish for doesn

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First Sergeant
Re: What features do YOU want?[message #241882] Fri, 15 January 2010 09:49 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
Sincleanser

Is there any interest in organizing the item IDs in the XML Editor to fit more appropriately?

Such as all the pistols are grouped together, then shotguns, then rifeles, ect?

Why would you want to do that? I'll admit that I'm not all that savvy so I don't know exactly what would be possible to accomplish then, that's not already possible now. All that I can see that it'd lead to is that it'd be easier to find stuff in the Map Editor. The XML Edtior can already order things in a variety of ways by simply clicking on the tab you want stuff sorted by. Sorting weapons by Weapon Type would for example only take a simple click on the correct tab.

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Corporal
Re: What features do YOU want?[message #241936] Fri, 15 January 2010 19:29 Go to previous messageGo to next message
cdudau
Sincleanser



***
New Question 2:

Is there any interest in organizing the item IDs in the XML Editor to fit more appropriately?

Such as all the pistols are grouped together, then shotguns, then rifeles, ect?

2: If this is done, will this crash the game in any way? Like, do certain things HAVE to be certain IDs to function? I understand that all item selections for EVERYTHING would need to be changes to reflect the newly signed ID #'s. But, seriously, is there any interest in that at all? If I do it, will anyone actually care?
Smeagol used an identification rework by alphabetical tags in the XML editor. There are loads of stuff that were not reworked because the original items mod was added too through many different modders.

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Re: What features do YOU want?[message #241943] Fri, 15 January 2010 19:49 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
cant hope for something big (like using Crysis engine for ja2, duh) so i'd go with new attachment and detailed magazine system.

this is just what i've been thinkin:
1. weapons are no longer restricted to their magazine, so magazine capacity varies based on the magazine you insert INTO the magwell (a specific area in the new attachment system), in another word the magazine is an attachment as well;

2. detailed magazine's gonna be like keychain, right click, and you find each individual cartridges it contains and switch them around. for example, for linked ammo belt you can set up for tracer, ball x 4 then tracer; for shotgun, you may go for lockbuster then 00 buck x 4, etc etc. you may do this mannually or with certain key combo.

if that's too far fetched, my second choice will be big maps....scale up the current map so each tread is no longer 10 meters.



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Sergeant 1st Class
Re: What features do YOU want?[message #241946] Fri, 15 January 2010 20:15 Go to previous messageGo to next message
Sincleanser is currently offline Sincleanser

 
Messages:60
Registered:November 2009
Location: Houston

Forral
Sincleanser

Is there any interest in organizing the item IDs in the XML Editor to fit more appropriately?

Such as all the pistols are grouped together, then shotguns, then rifeles, ect?

Why would you want to do that? I'll admit that I'm not all that savvy so I don't know exactly what would be possible to accomplish then, that's not already possible now. All that I can see that it'd lead to is that it'd be easier to find stuff in the Map Editor. The XML Edtior can already order things in a variety of ways by simply clicking on the tab you want stuff sorted by. Sorting weapons by Weapon Type would for example only take a simple click on the correct tab.


Well, one reason I would want to do it is just for that, so that the Map Editor kinda has things more organized.

Another is so that someone completely redistributing items to everyone will kind of have a better idea of what ID ranges are what.

For example: ARs would be ID's 50-110, instead of (kind of what they are now) 12-30, then 210-250.

If things were already grouped, then I don't think certain references would need to be constantly made to see what group of items is what ID range.

Also, I think that it would help expediate item balancing, when comparing to other items. (eg. tier 1 ARs vs tier 2 ARs). I know that you can already sort pretty much however you want with the XML editor, but... I'm kind of obsessive with organization. So, it might just be me.

Quote:
Smeagol used an identification rework by alphabetical tags in the XML editor. There are loads of stuff that were not reworked because the original items mod was added too through many different modders.


What does that mean? He ordered the game to resort items based on alphabetical properties when running, but the XML was untouched?

Quote:
cant hope for something big (like using Crysis engine for ja2, duh) so i'd go with new attachment and detailed magazine system.


That would basically be what 1.14 is trying to do, if I remember correctly.

Quote:
this is just what i've been thinkin:
1. weapons are no longer restricted to their magazine, so magazine capacity varies based on the magazine you insert INTO the magwell (a specific area in the new attachment system), in another word the magazine is an attachment as well;

2. detailed magazine's gonna be like keychain, right click, and you find each individual cartridges it contains and switch them around. for example, for linked ammo belt you can set up for tracer, ball x 4 then tracer; for shotgun, you may go for lockbuster then 00 buck x 4, etc etc. you may do this mannually or with certain key combo.


Hmmm.... I actually thought the 100 5.56 tracer belt was already set up like that... but, it's been a while sense I've played and gotten far enough to use something like that.

The multiple different rounds in a shotgun I actually think aren't doable, because there isn't a magazine for them. When you try to auto load with a shotgun, and you don't have enough AP to fully reload it, the game defaults to reloading as many rounds as possible. This makes me think that different rounds in one shotgun at a time isn't possible right now.

However, different munitions in a magazine I see as possible. The only problem though, I believe, will be that that will have to be made into a new kind of ammo; realistically. And so, you'd end up getting something like lock busting AET match ammo, with some random integer 'roll the dice' kind of effect to split it between them. You wouldn't beable to specify which bullets were in which munition slot (if the game even checks that...) and even WHAT 'bullets' would be in each magazine.

That is a good thought though... I'll definitively look into that sometime soon, after I get a few of my other minor projects out of the way.

Quote:
if that's too far fetched, my second choice will be big maps....scale up the current map so each tread is no longer 10 meters.


See http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=152552 for progress on big maps. Unfortunately, it seems to have died down a lot, but that is definitively a project I am most interested in. I believe Rowa is the one currently working on an EXE and Editor for it.

Thanks very much for your imput guys. I really appreciate it.

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Corporal
Re: What features do YOU want?[message #241953] Fri, 15 January 2010 21:20 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
in other words, i just hope 1.14 would come sooner =p

i've been seeing that big map project for a long time and watched it died down. it seemed achievable but just too big of a project i assume.

i "requested" for dualwield + full auto but that's almost impossible;

one of my recent request (i request a lot dont i) i asked for improving the windowed mode. i thought that would be really simple, just lock the mouse within the game window to make it easier to scroll the screen.

hmm last but not least, the 255 mag capacity on every weapon needs to go away...of course if there could be a dynamic magazine feature like i described earlier that's obsolete.

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Sergeant 1st Class
Re: What features do YOU want?[message #241955] Fri, 15 January 2010 21:35 Go to previous messageGo to next message
cdudau
I would like to see a new Jagged Alliance 2 game integrated with the Unreal Engine.

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Re: What features do YOU want?[message #241958] Fri, 15 January 2010 22:17 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
screw unreal engine, i want them graphics from Avatar...and in 3d, nao!

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Sergeant 1st Class
Re: What features do YOU want?[message #241960] Fri, 15 January 2010 22:34 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
I want jagged alliance 2 1.13 to include a paintball mode.

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Sergeant 1st Class
Re: What features do YOU want?[message #241963] Fri, 15 January 2010 23:36 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
well, of the well possible features, bigger maps certainly would be on of the best features for modders and would have a great impact on JA2 mapping and gameplay.

so if i could choose one feature only now, it

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First Sergeant
Re: What features do YOU want?[message #241967] Sat, 16 January 2010 00:00 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
As a rookie mapper, I actually find the current size of the maps to be perfectly adequate. They're just large enough that you can actually fill them up with stuff and make them interesting, without them all ending up the same.

Something that would actually be GREAT though is somekind of rework of the way that the tilesets work, so that you wouldn't even have to use separate tilesets but could toss everything right into the same Tileset and play with all the toys at once. In fact, without that feature or something along those lines, I think bigger maps would simply result in large maps - not better ones.

Also

There's another thing that I've been wanting for some time. I've even harrased a couple of people at random, attempting to make them add it. I'd like having actual AP costs for moving stuff in your inventory. That could also tie together into changes for various LBE objects and items themselves, that lets you have LBEs with various carrying capacities but at the same time also various accessibilities that translate to having different speeds. Various holsters, vests and all that would have various bonuses / penalties to your ability to reach items (AP costs), something along the lines of how weapons can often be distinguished by their raise AP.

Having actual costs for manipulating the inventory while in combat would remove those instances where you can put your rifle away because you don't have enough AP to fire it, but you can still put that away and then draw your pistol and take a shot at the enemy.

I think it'd make combat more interesting and make room for much more varied equipment.

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Corporal
Re: What features do YOU want?[message #241974] Sat, 16 January 2010 00:50 Go to previous messageGo to next message
Sincleanser is currently offline Sincleanser

 
Messages:60
Registered:November 2009
Location: Houston

Quote:
thinking of it, if we could just get all the projects and features done that already have been started and planned out, there probably wouldn

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Corporal
Re: What features do YOU want?[message #241983] Sat, 16 January 2010 01:34 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
ah, i

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First Sergeant
Re: What features do YOU want?[message #241989] Sat, 16 January 2010 02:07 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Sincleanser

Quote:
Smeagol used an identification rework by alphabetical tags in the XML editor. There are loads of stuff that were not reworked because the original items mod was added too through many different modders.


What does that mean? He ordered the game to resort items based on alphabetical properties when running, but the XML was untouched?



No, that means that I was crazy enough to rename a lot of items manually to get them sorted alphabetically in the xml editor and in-game...

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Lieutenant

Re: What features do YOU want?[message #241994] Sat, 16 January 2010 02:45 Go to previous messageGo to next message
Sincleanser is currently offline Sincleanser

 
Messages:60
Registered:November 2009
Location: Houston

Mauser
i know something like this must already be in the code in a rudimentary state, but could use some reworking and expanding. and i know we do have the necessary coding expertise here to do this.


Actually, a ballistics property already exists in the game, but it isn't read exactly right (as far as I can see), and doesn't take in too many factors. Such as calibur isn't factored in, neither is distance. It's actually mostly "Does this blow up?" "Does a bullet pass through this object?" and other such things. Kind of like the 'electronic' or 'sink' flags.

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Corporal
Re: What features do YOU want?[message #241997] Sat, 16 January 2010 05:01 Go to previous messageGo to next message
threewings is currently offline threewings

 
Messages:16
Registered:September 2006
Location: Hong Kong
Hi guys, I would like to suggest a feature called "reversed merge", in which means when you detach a particular attachment from a weapon, the weapon becomes another one.

I suggest so because we have currently "merge" function to transform a weapon into another. E.g attach silencer and laser unit to MK23 and it can become a special warfare pistol complex with a new picture and values (of course we need to add tags in the xml, but this is where funs are found!).

However the outcome, new fully armed MK23 cannot be returned to its original state because the attachments dissapeared and it is a new item. Unless you wriite another command in xml...but it was too troublesome.

Here I suggest if the merge code could be altered as:
- During normal merge, the attached item will NOT be disappear; and the item being merged will change picture and status.
- In the newly merged item, the attachment can be detached freely, however upon so the merged item will go back to its original state.

I am not an expert in codes but I believe this could add much playability to 1.13. So I strongly urge you to look into this.

Thanks

[Updated on: Sat, 16 January 2010 05:02] by Moderator

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Private
Re: What features do YOU want?[message #241999] Sat, 16 January 2010 06:20 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
I want magic spells (like fireball, lightning bolt, and heal) and magic items (like enchanted armor).

The reason is, that lots of things are currently not possible / hard coded, for example:

- projectile flight animations limited to a few choices / effects; can't have laser beams in different colors

- target impact damage effect for custom animations limited to certain types of damage effects like explosion, smoke, light etc.; you can't have a custom animation with a bullet impact, meaning custom anims will blow up walls, grass, trees etc.

- shooting a weapon always consumes ammunition and the maximum number of "bullets" is limited (to 255 or so); you can't have a ranged "weapon" which has 1,000 (or unlimited) shots

- bludgeoning weapons or knives cannot consume ammunition; you can't have a taser baton with limited uses

- armor bonuses and penalties limited to certain aspects of the game; you can't wear items which give e.g. a strength bonus/penalty

While I am personally not that much interested in making a magic mod (others might be though), all the above will help to make a sci-fi mod. Kaerar and I had some plans, but after we started tinkering around with what we currently have, we realized that there are lots of things we can't really do yet.

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Sergeant Major

Re: What features do YOU want?[message #242025] Sat, 16 January 2010 17:19 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
Something that I'd like is more interactivity with the Maps in order to facilitate for more diverse approaches to combat. I hope stuff like the following will be possible when the LUA scripting system is out:

Shooting out Lights to provide concealment
Blowing up generators to disable automated defense systems (Turrets, alarms, etc)
Burning grass and trees to eliminate cover (Perhaps with the fire spreading randomly)
Moving crates/sandbags to make/break or customize cover


Another thing I'd like that might also be possible during the same circumstances, is more interdependance between the Tactical layer and the Strategic Layer. For example, blowing up bridges in Tactical layer to cause difficulties for the enemy in the Strategic layer, and also effecting what sectors are considered roads through your actions. Special facilities are around in HAM, but what about the ability to destroy and damage such facilities in tactical combat in case you're incapable of holding them?

Basically, it'd be cool be able to push deep into enemy lands to conduct sabotage operations, and actually have that ammount to something for the overall war-effort: Blowing up re-fueling stations, harbours, bridges, training installations, barracks (Basically a whole lot of blowing shit up), but also other things I currently can't think of, could possibly provide a whole new level of strategy and flavour to your overall approach to the campaign.

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Corporal
Re: What features do YOU want?[message #242027] Sat, 16 January 2010 17:31 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
Forral


Blowing up generators to disable automated defense systems (Turrets, alarms, etc)
Burning grass and trees to eliminate cover (Perhaps with the fire spreading randomly)




:professor: :doctor: :geek3:


will have to try these ones out on occasion. Along with other more map interactivity stuff i keep postponing since 3 years Sad

*unfolds 20 pages of to-do list*
*adds*
*sighs*

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Sergeant Major
Re: What features do YOU want?[message #242101] Sun, 17 January 2010 16:23 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
*skipping 19 Pages*

draft
go to the full animation, refresh the page for seeing it again

http://img.xrmb2.net/images/921460.gif

don't know if it can be seen from this animation, but i throw a grenade into the high grass, parts of the grass catch fire and the grass is destroyed, other parts continue burning but are not destroyed. In the next turns, the fire would spread. This is now on a small scale, on a large scale, it could be all sorts of awesome.

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Sergeant Major
Re: What features do YOU want?[message #242113] Sun, 17 January 2010 18:38 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
Hey! That's all sorts of awesome!

It would have been nice to be able to replace the grass tiles with somekind of blackened, short straws of grass instead of completely removing them though. Especially since afterwards you'll want to overview the carnage you've caused. Seeing an empty field is not as neat as seeing charred tree stumps and blackened patches of grass. For that to work, however, I'm guessing one would need to add a charred treestump and some burnt grass to pretty much all tile-sets however and that's probably not viable in all cases.

Damned good work though! I didn't think anyone would pick up on the idea this quickly. :ok:

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Corporal
Re: What features do YOU want?[message #242114] Sun, 17 January 2010 19:21 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
please see my thread in the wildfire forum for another illustration

technically, to achieve the effect of "burnt soil" you only have to alter one tile. however, the more objects we want to subject to this burning effect, the more jsd we'll have to alter accordingly.

alternativly we heavily edit the maps and achieve even more versatile effects. But this would be work-intense Smile

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Sergeant Major
Re: What features do YOU want?[message #242122] Sun, 17 January 2010 21:42 Go to previous messageGo to next message
Sincleanser is currently offline Sincleanser

 
Messages:60
Registered:November 2009
Location: Houston

I've actually ran into a problem editing the bios of all the mercs. When I try to save (using the Bio Editor), it gets into a (most likely) never ending loop of trying to convert the file between two different formats. Is it trying to save each and every person's bio, or is it just broken?

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Corporal
Re: What features do YOU want?[message #242123] Sun, 17 January 2010 22:19 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Why not just edit the edts with the edt editor? The only problem with doing it this way is you either have to use less than or the same amount of letters in your description or find the place in the editor where it allows you to change the size of each edt.

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Sergeant Major
Re: What features do YOU want?[message #242332] Fri, 22 January 2010 09:45 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Quote:
don't know if it can be seen from this animation, but i throw a grenade into the high grass, parts of the grass catch fire and the grass is destroyed, other parts continue burning but are not destroyed. In the next turns, the fire would spread. This is now on a small scale, on a large scale, it could be all sorts of awesome.


I looked at it a couple times, does it leave burned grass? For example when I position a team with the intention of defending a sector for a long time period (e.g. Estoni or a SAM site), I do some "landscaping" with grenades and RPGs to remove foilage to reduce aim penalties for long range sniping. The ground looks brown and burned after I get rid of grass, bushes, and small trees.

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Sergeant Major

Re: What features do YOU want?[message #242354] Fri, 22 January 2010 22:08 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
the latest version of the feature does exactly that. Oh, but it not only removes foliage, it also removes anything that lives in there and might also destroy objects that were there so it's a two-sided dagger so to speak.

I did however massivly cut down on the effect because on certain very densly covered maps, the effect would be way too massive and hardly ever stop.

I made a patch with the latest, reduced effectivness- version of the feature for smeagol's wildfire itemmod (AIM). I'm waiting for smeagol's input and probably directons on how to proceed on the feature, e.g. if he were to adopt it for his mod or not. He's pretty busy though, so this may take a while.

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Sergeant Major
Re: What features do YOU want?[message #242362] Fri, 22 January 2010 23:31 Go to previous messageGo to next message
Shadooow is currently offline Shadooow

 
Messages:109
Registered:April 2009
Location: Czech Republic
Hi, got few features I always wanted:

1) shortcuts for "door menu", there is ESC already, but would like at least force open/crowbar Smile

2) better grenade throwing (maybe restricted only to thrower trait), I'll describe this more.
Orta (vanilla version), second room, I stand next to open door and want to throw grenade into corridor, but that wasn't possible from my position (but definitely should be) so i had to make one step into open door which meant that one elite got interrupt and I haven't chance to finish that anymore...
Also should be possible to throw grenade over "roof-wall-barricade" found in WF mod.

3) enhanced dualwield, as said dual-autofire or ability to shoot two targets at once (many movie heroes can do that, should I list them? Very Happy)

4) enhanced blade weapons, these weapons should be able to hurt more than one close enemy

5) jump from roof (distance AGI based) either at ground or to enemy (with melee attack perfomed immediately)

With 4,5, I can imagine play against ninjas or be one of them, silently eliminating single enemies in new way...

6) body hiding (aka in Operace Flashpoint game, maybe restricted to shovel) and learn AI to react on dead bodies(immediately alarm) and blood (become suspicious)

And this idea came from The Fall: Last Days of Gaia game.

7) mercs there have their favored or/and unfavored weapons giving bonuses/penalties. Could be nice feature in ja2 too, don't you think? \:\)

fuuf quite a list

[Updated on: Fri, 22 January 2010 23:46] by Moderator

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Sergeant
Re: What features do YOU want?[message #242370] Sat, 23 January 2010 05:13 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Quote:
learn AI to react on dead bodies


Actually here is an idea, when the AI see a "fresh" dead guy on the ground, one that was shot in the current combat, don't go anywhere near that guy, avoid him like you would avoid a glow stick.

Currently I have the AI walk like lemmings toward a dead body, headshot, next one does the exact same thing, headshot, next one does the exact same thing, jeez... Avoiding dead bodies like glow sticks would already improve the AI by 25% (number not to scale).

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Sergeant Major

Re: What features do YOU want?[message #242380] Sat, 23 January 2010 16:34 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
sorry, but i disagree. If the AI's reaction towards a dead body is universally the same, it will be exploitable. Also on many maps, the AI runs back and fourth into and out of light sources, so they're not really always better off by avoiding the light. A similar issue would be created if they were to always avoid dead bodies (i see you would limit it for a certain number of turns or time, but i'd actually limit it more, making it more random or depending on the enemy's atitude)

defensive and cunning enemies should shy away from dead comrades, brave/ brave aid and aggressive enemies should continue to investigate this. It would then be up to the mapmaker to provide a good mix of both to have a challenging game on the map in question.

Sometimes, item balance is also vital for AI. The Ja2 AI just can't really handle long sight range boni as used by 1.13.

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Sergeant Major
Re: What features do YOU want?[message #242401] Sun, 24 January 2010 02:32 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

i wish see in ja2 1.13 -some sci-fi weapons from doom universe maybe be great,there is some good stuff,some reason for ww2 guns & stuff

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Sergeant Major
Re: What features do YOU want?[message #242412] Sun, 24 January 2010 12:54 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
Quote:
i wish see in ja2 1.13 -some sci-fi weapons from doom universe maybe be great,there is some good stuff


Ummm, why ?
Download Demise of Man mod , it certainly has futuristic weaponry and Strogg , at least !

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Captain

Re: What features do YOU want?[message #242413] Sun, 24 January 2010 13:19 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
To pick up on the lighting wants , I'd like to see..
1 Fixed lighting , as in streetlamps with a cone of radius .
2 Switched lighting , with both player and AI able to turn on/turn off lights when required .
3 Trapped lighting , yes we have flares , but how cool would it be to attack an installation , with a 'short grass killing field' around it only to step on a tripwire and trigger a full 360' lit area.
4 Moveable lighting , having a perhaps timed cone of light following a fixed pattern would emulate a searchlight , perhaps from towers ? (Why does only RR do this {towers} so far ?)

5 Destroyable lighting sources, naturally..... Smile


So modders/coders , can we have any answers as to whether any of these ideas are workable or not ?

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Captain

Re: What features do YOU want?[message #242416] Sun, 24 January 2010 13:42 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:38
Registered:November 2009
hi everyone... i do not know if this is possible but one really nice feature could be getting attacks from parachuting enemies.(read almost everything here, hope not be repeating someone else) i mean when a group of enemies enter a certain block you see from where their coming, so i put all my mercs towards that direction and on the interrupt i usually receive i destroy them with a couple of laws... now imagine deidranna sending her helicopters and enemies starting dropping in from everywhere... imagine what effect would that have on the overall massive attack in drassen as well... oh i really hope someone could take this challenge...

other secondary/small features could be: on the swamp maps we could have areas of moving sand that could be deadly traps for mercs if entered as long as enemies camouflaged climped on trees (that would mean bigger maps and tries required), that way accessing meduna would be even harder, then turrets and all kind of armed military jeeps would be a great addition, as long as observatory towers all over the country well protected and armed making night ops a real challenge to take out for instance. this game has incredible potential and who knows how far it can get.

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Private 1st Class
Re: What features do YOU want?[message #242418] Sun, 24 January 2010 14:58 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
Quote:
i do not know if this is possible but one really nice feature could be getting attacks from parachuting enemies


Night ops has this feature , you don't actually see the paratroops , but you get a warning and only hear the plane . Attack jeeps too , which are a great idea , could be implemented better though !
As stated before , RR has towers , but quicksand , hmm , no warning then death ? Nahhh .

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Captain

Re: What features do YOU want?[message #242419] Sun, 24 January 2010 15:28 Go to previous messageGo to previous message
Shadooow is currently offline Shadooow

 
Messages:109
Registered:April 2009
Location: Czech Republic
oh yes and I would like to see num AP required for changing stance (in big menu as title for change stnce button), so I would be able to determine if I can fire one more time and have time to lay down or not...

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Sergeant
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