Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » DBB IOV balanced gameplay xml rework for 1.13 and stomp
DBB IOV balanced gameplay xml rework for 1.13 and stomp[message #249873]
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Thu, 22 April 2010 12:20
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Frog |
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Messages:24
Registered:January 2010 Location: the country of frog eater |
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First rework xml: dbb instrument of violence balanced gameplay
the first xml rework :
[color:#990000] DBB IOV balanced rework last update [/color]
just past it into your ja2 folder, for those who made some modification in their folder into the mother ja2 folder, copy and past the tabledata folder in this archive into your renamed "data-1.13" folder
this file need DBB IOV 915 to work -> [color:#990000]Go to this thread for IOV[/color]
it's work with all the mix of mod which is possible to make with DBB IOV 915, it's just some XML modification (and some traduction probleme i have found when i make my hand in this big unbalanced garbage)
!!! IMP ITEM REWORK FOR STOMP USER !!!
[color:#990000] IMP item rework for stomp [/color]
just extract this archive file in your mother ja2 folder. it's a rework of imp item for stomp user, without amaizing completly unbalancing stuff imp have (for exemple sniper scope lol the better scope at the beginning wtf :nono: ). overneeded to keep stomp mod player the game balance
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Complette rework dbb instrument of violence xml aim for the first to keep the game balanced during all the game, in fact the next to do list is necessery:
-remade completely all coolness value of armor, gun, launcher, ammo, grenade, some misc and attachement
-remade completely enemi item choice
-remade completely enemi gun choice
-remade completely all shopkeeper and bobbyray item
-remade completely enemi ammo choice
-remade IMP equipement
-remade aim merc equipement
-remade some Merc equipement and some ingame caracter equipement
-give setting needed to keep the game balanced during time
this first xml rework have a normal ja2 vannilla style gameplay for the choice of gun grenade ect enemi can choice, they have m16, and ak, chinese armement europeen armement ect..... the enemi armement choice is not specifique to one type of army
the second aim is to keep the encounter near a real army, they have long range, assault range, heavy weapon during all the game, expecting that if a new ai looking to made combat and use of the different men like the armement they have one day exist and keep this xml rework working well , i remove completely useless gun to enemis gun choice
the third aim was to remove item the enemi don't know to use (smoke grenade for exemple) i remade this item if a new ai is made and use this type of item like they have to be used
in fact i need some tester to tell me some mistake i can made.
finish:
-remade completely enemi gun choice
-remade completely enemi ammo choice
-give setting needed to keep the game balanced during time
-remade completely coolness value of gun, ammo, all attachement, misc, mortar ,knife , grenade, armor (and their attachement)
-remade IMP item
-remade shopkeeper: tony, herve, peter they only have the same gun as you can encounter in the first encounter in the game, the other was like ja 1.13 basic inventorie item
-remade enemi item choice
-remade aim merc equipement
in rework
-ingame caracter equipement (10% made)
to make:
-premake ini file with different setting
need some tester and feedback:
-some shopkeeper adjustement
-adjustement in Bobbyray
-merc equipement adjustement
should be finish this day for the more important rework, i will upload it.
SETTING NEEDED TO KEEP THIS XML WORKING CORRECTLY:
File
-dbbcos 915 is used, just copy past the diffrent file from the archive
in the ini file:
-slow progress for enemy item choice = true
-game progress modifier = -10
-Alternate progress calculation = false (because if someone travel to find the no cost carracter the game progress will progress)
-min enemy group size expert (or experienced)= 8 or 10 (the enemy gun choice is statistiquely made to this minimum groupe size)
in the new game panel:
-difficulty: expert is the must, experienced can be used (remove the -10 progress modifier change in ini file), you can use insane, but the first type of encounter will rapidly switch to the next type of encounter
-drop all or not, it's nearly the same just readjust militia upkeep or income mine to keep the game balanced for the economic strategie
-realistic gameplay
-bobbyray setting, normal or great.
-ton of gun
ALTERNATE TYPE OF GAMEPLAY WITH SLOW PROGRESS OF ENEMYS GUN CHOICE SET TO FALSE
:smilingsoldier: [color:#990000]it's for real good player of JA2[/color], need great use of stuff (mine, explosives, smoke grenade ect, i think drop all should be used need a try) and lots of time on roaming to pick up mine and weapon (with the use of mine, it's easy in night game ;D and clearly fun ) so if it's very hard i know and i prefer to keep your head in your body not in your monitor ;D :computer2:
change in the ini file:
-game progress modifier = -10
-Alternate progress calculation = false (because if someone travel to find the no cost carracter the game progress will progress)
-min enemy group size expert (or experienced)= 8 or 10 (the enemy gun choice is statistiquely made to this minimum groupe size)
-PERCENT_EXTRA_ELITES_*difficulty of the game you want* : 100 (yes, it's a only elite troop combat but it's needed to keep the game balanced)
new game panel:
-difficulty: expert is the must, experienced can be used (remove the -10 progress modifier change in ini file), you can use insane, but the first type of encounter will rapidly switch to the next type of encounter
-drop all or not, it's nearly the same just readjust militia upkeep or income mine to keep the game balanced for the economic strategie
-realistique gameplay
-bobbyray setting, normal or great.
-ton of gun
ALTERNATE TYPE OF GAMEPLAY : MODERNE WEAPON WARFARE ONLY (In work)
For those who like moderne warfare combat, with directly rifle and assault rifle type gun (you don't play the first time smg game i made in enemy weapon choice)
in the ini file:
-slow progress for enemy item choice = true
-game progress modifier = 10 (<----- the change is here)
-Alternate progress calculation = false (because if someone travel to find the no cost carracter the game progress will progress)
-min enemy group size expert (or experienced)= 8 or 10 (the enemy gun choice is statistiquely made to this minimum groupe size)
new game panel:
-difficulty: expert is the must, experienced can be used (with a +20 progress modifier <----- an other change is here) you can use insane, but the first type of encounter will rapidly switch to the next type of encounter
-drop all or not, it's nearly the same just readjust militia upkeep or income mine to keep the game balanced for the economic strategie
-realistique gameplay
-bobbyray setting, normal or great.
-ton of gun
(this type of gameplay need a great rework of MERC and IMP gun and item which is not available currently, but should be easy to made but can be tested without this)
FOR ALL THE TYPE OF GAMEPLAY SETTING
in game things that i don't or can't change, just keep your hand in your pocket when you encounter that
-some enemi have premade equipement, i can made anything to this, just don't use it when they loot them (wildfire map have some enemy with coolnesslevel equipement of 8 t 10 are place on the map
-some weapon cache is to powerfull, (acog in drassen in wildfire map, 7x combat scope in chitzena in wildfire map..., and some overpowerfull gun for a 0 to 20 game progress in this two town for exemple) just don't use it, or keep them and use them when encounter enemis with this type of gun/misc/attachement
[Updated on: Fri, 30 April 2010 19:34] by Moderator Report message to a moderator
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Private 1st Class
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DBB IOV balanced gameplay xml rework for 1.13 and stomp
By: Frog on Thu, 22 April 2010 12:20
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Re: DBBcos xml complette rework beta :
By: Frog on Thu, 22 April 2010 12:24
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Re: DBB IOV balanced gameplay xml complete rework first release
By: Frog on Fri, 23 April 2010 16:59
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Re: DBB IOV balanced gameplay xml complete rework first release
By: Mauser on Fri, 23 April 2010 17:54
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Re: DBB IOV balanced gameplay xml complete rework first release
By: Frog on Fri, 23 April 2010 20:10
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Re: DBB IOV balanced gameplay xml complete rework first release
By: cdudau on Fri, 23 April 2010 22:45
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Re: DBB IOV balanced gameplay xml complete rework first release
By: Frog on Sat, 24 April 2010 02:39
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Re: DBB IOV balanced gameplay xml complete rework first release
By: Frog on Sun, 25 April 2010 14:34
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Re: DBB IOV balanced gameplay xml complete rework first release
By: Grasyl on Tue, 27 April 2010 14:33
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Re: DBB IOV balanced gameplay xml complete rework first release
By: Frog on Tue, 27 April 2010 19:44
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Re: DBB IOV balanced gameplay xml complete rework first release
By: Frog on Wed, 28 April 2010 02:21
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Re: DBB IOV balanced gameplay xml complete rework first release
By: Serthorn on Thu, 29 April 2010 00:00
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Re: DBB IOV balanced gameplay xml complete rework first release
By: Frog on Thu, 29 April 2010 00:49
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Re: DBB IOV balanced gameplay xml complete rework first release
By: Frog on Fri, 30 April 2010 14:59
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Re: DBB IOV balanced gameplay xml complete rework first release
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Re: DBB IOV balanced gameplay xml rework for 1.13 and stomp
By: Frog on Fri, 30 April 2010 19:32
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Re: DBB IOV balanced gameplay xml rework for 1.13 and stomp
By: RRT_877 on Sat, 01 May 2010 12:42
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Re: DBB IOV balanced gameplay xml rework for 1.13 and stomp
By: usrbid on Sat, 01 May 2010 14:04
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Re: DBB IOV balanced gameplay xml rework for 1.13 and stomp
By: Frog on Sat, 01 May 2010 18:07
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