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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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Re: DBBcos xml complette rework beta :[message #249875]
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Thu, 22 April 2010 12:24
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Frog |
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Messages:24
Registered:January 2010 Location: the country of frog eater |
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:dontlike: SPOILER post here :crossbones:
this post has been made for someone who had some time to continue to work on balanced gameplay, i don't really know the time i have in long term , and xml reworking took a lot ( more than 30 hours just for remade coolness value of item ). in fact if for some event in my life i don't have the time to continue this xml rework think that it is for you and you can continue this without my permission.
this post is here to explain how and for what type of game i have made this xml rework, in fact if you read him you will what the enemy will have in their hand and when ;P, make the game more predictable
-storiline i follow
you arrive at arulco, a country where cops and army is clearly the same in fact the first enounter you meet have army weapon type, suficient tu destroy riot but not for a real war, no small gun in fact, only smg, shotgun, small range rifle
after taken one town the queen send you few force, she don't think that you are a very big threat, you just have spread some gard in town not their normale army, in fact launch to you lots of men of his reserved army (the same weapon but more enemi)
after defending this town you will certainly switch to the second phase of combat during the next town you conquer or if you want to conquer town with less ditance to meduna. you enter in the small rifle, ww era rifle, combat shotgun, and ww LMG. it's a normale army for i think this type of countru, earn cheap old weapon from ancient war or ancient era
after some combat and new town conquered you will swith to normale era combat (ak, m4, hunting war rifle (sks mini14 ect) lmg) the queen is not completly narrow minded and sent better troups to defend the town they keep, but don't think that her life is in danger
when the game is near the end, the queen pray for her lives and spend all she have to their troups which have a great loyalty to her (and to her money ), it's completly a modern combat type, gun, ammo, are ultra moderne and well equipied in different attachement.
scope game arrive very lately, you will have long range weapon but no scope before late game
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-how i made and think coolness value
coolness value represent the power of a thing in comparison of item in the same categorie and to ALL other item (clearly forget in DBB IOV you can find atimaterial rifle in drassen and the 2nd best protection armor ). in fact handgun wathever their power have coolness value 1 to 2/3 you can afford lots of them in BR with normal setting, another exemple all rifle have better coolness than handgun, you can shot at sight range it's a big advantage vs handgun enemi just some have been keep to lower coolness value to become available early in BR)
coolness value depend of attachement : a gun with a powerfull attachement have the coolness value of the attachement, made impossible to find 7x combat scope to some crapy rifle exist in this big garbage of item
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-how i made enemy item choice
IA don't use some item correctly, and in fact as been removed from their equipement (binocular, smoke grenade, mine, tnt ect .....)
armor their carry follow the coolness value
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-how i made and think what is a balanced gameplay and how i keep the thirty for gun
enemy have to have better item before you in fact coolness value is 1 more than the item appear in enemy hand. (and don't be affordable by BR)
uber attachement/ammo/weapon have to appear in very late game
enemy have to be full combat scope when player have a full team with scope rifle, the next line after the first where appear scope is only weapon with scope, balanced meens no easy target and balanced meens expert is a very difficult game to win.
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things to make when
-release of NAS -> need to rework completly attachement and gun
-release of new CTH system -> trying to make a more large coolness value to scope (seems very difficult because if scope give better sight range = easy interrupt = easy game if enemy don't have it, in fact i think the only balanced gameplay with scope is to make appear very lately or to completly remove it but a bit radical)
[Updated on: Thu, 29 April 2010 18:43] by Moderator Report message to a moderator
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Private 1st Class
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Re: DBB IOV balanced gameplay xml complete rework first release[message #250031]
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Fri, 23 April 2010 16:59
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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 XML of DBB IOV 915 is release, don't forget the value to change into the ini file to keep this working correctly
hum big bug with tony his xml is blank, take a look at that think that my last save of ml editor doesnt have work, need to remade tony item correctly
edit: seems good reworked rapidly tony item , new file is uploaded
[Updated on: Fri, 23 April 2010 17:36] by Moderator Report message to a moderator
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Private 1st Class
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Re: DBB IOV balanced gameplay xml complete rework first release[message #250044]
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Fri, 23 April 2010 20:10
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Frog |
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Messages:24
Registered:January 2010 Location: the country of frog eater |
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next to do list :
Make this more compatible with stomp,
-keep an eyes on the new trait, analysis how it works for the IA (some are really really powerfull)
-manage to create xml which use and made stomp give usefull trait for the IA ( for exemple capable to carry more weight is completely useless for the IA)
-rework IMP and AIM merc item to be more like stomp want.
_______________________________________________________________
I greatly need stomp player for that, i can't play JA2 to much time after this holiday, the more rapidly i can have sugestion by stomp tester the more rapidly i can make my hand in this big garbage of item
the thing i need:
-what the IA don't use with the currently IA and is in skill trait (for exemple the more seeing range with binocular, IA don't use it correctly, the game balance is break)
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here the things i know:
-first: remove assault rifle from IMP creation, sniper trait give more aim clic for rifle "type" gun (and i think he meens by "type" all the gun with rifle = rifle, assault rifle, sniper rifle), should be to powerfull in early game
-scout trait made binocular more powerfull, and i don't see IA use it correctly to keep balance coolness value of this item increase greatly. And If with this modification binocular made the game ,when they arrive, completely unbalance before a new IA is made and use it correctly they would be withdraw from the game
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Private 1st Class
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Re: DBB IOV balanced gameplay xml complete rework first release[message #250479]
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Tue, 27 April 2010 19:44
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Frog |
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Messages:24
Registered:January 2010 Location: the country of frog eater |
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Grasyl_GarantMh .. sound great I take a look and I'll give feed back ..
.. I worked my shelf on a view little xml files.
http://www.esnips.com/doc/a53a1b70-b3e6-44f1-9a4f-8e0a119a4c37/enemyschoisecollection2
feel free to take a look and use all u probably need, for your work.
/change
The Sig for Stephan is to stroneg, i would take a famae. Buzz Mg is a bit overpowered too. Ivan would be much coller with a furhat. The Sig wich is given to a hight skilld ae is a bit to hight,I would replace it with an ruger or an mp5 pdw.
hum for stephen i will give hem a hk ump45 (range 180 .45 mag), famae have 160 range, a bit too low for a middle aim caracters (and prefer dont give him famae with supressor a bit too powerfull in early night game)
for buzz an mg42 is fine i think, to hit penatly very high (16), nearly impossible to touch smething without prone (-20 to hit),auto only and impossible to find tracer ammo of this type
(yes i think is a bit powered need a try but i want auto weapon master caracter use auto weapon a lot (only full auto man YEARRR spread death!!!!! don't remove your finger until the clip is end !!!! doesn't matter how is your chance to hit!!! (yes i like this type of completly mad caracters ) ) , he/she love hem and use it, )
Yes for ivan is fine
hum mp5 pdw with range 140, weapon type for night only with a suppressor is a bit too low powered, there is no gun game (range 50/130) combat range is near 150/240 in the begining, walther mpl (range 200, 26 damage (1 more than other smg in 9mm ammo), accurancy 5 fit more the fact that imp have a good gun when choose 80 + marksmanship and keep it during the first town assault.
edit 1 :
-hum give a machinegun a little update,i give some machinegun a coolness value a bit to low, and some a bit to high, some with no tracer ammo exist in the game would be 1 or 2 coolness value decrease and replace correctly in enemi item choice, tracer make any good marksmanship caracter with this type of gun a real killer when non auto weapon trait -> in rework
-progress with kill when drassen counter attack "on" is i think to high , i'm in progresse 25 with just 2 sector of chitzena (in fact progress 35 real because -10 in ini file) but drassen defence use lot's of time ( i think i pass near 6/8 hour to defend this town correctly. when MERC arrive with lots of caracters to keep militia production over enemy attack it's win and don't take time, difficult to make a choice)
-have to fix the only .50 softpoint prob with gun in .50 in enemy hand
[Updated on: Tue, 27 April 2010 22:29] by Moderator Report message to a moderator
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Private 1st Class
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Re: DBB IOV balanced gameplay xml complete rework first release[message #250514]
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Wed, 28 April 2010 02:21
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Frog |
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Messages:24
Registered:January 2010 Location: the country of frog eater |
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new update release :
updated:
-coolness value of LMG
-enemy item choice for LMG
-some adjustement in imp gun
-some aim merc adjutement (some are over this post, some other have been made like remove powerfull type of ammo for some AIM merc, and correct some 0% life item )
-give to herve and tony some mine, to make aim merc competent in explosive less useless
-coolness value set to 1 for mine
-fix only hollow point enemy choice for .50 Action express ammo for Desert eagle and automag handgun
-try to fix nightvision appear to early
next big time to do list
complete rework to made :
-coolness value of lbe gear item
-lbe gear of aim merc and some early caracters (ira, dimitri),
should take time, because i don't have lots of time this week, i will just made the different adjustement you found and post.
edit: bug find:
-tony item seems to be blanc,
-.50 only hollow point enemy choice is not correctly fix (find and fix, appear in the next little update when i will found why tony sell nothing)
[Updated on: Wed, 28 April 2010 07:23] by Moderator Report message to a moderator
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Private 1st Class
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Re: DBB IOV balanced gameplay xml complete rework first release[message #250623]
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Thu, 29 April 2010 00:00
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Serthorn |
Messages:1
Registered:April 2010 |
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Thx for the mod
I noticed one bug: every time I try to load 10mm match ammo (from the 150 round case bought from BR) I get an assertion error. It does not happen with original IoV.
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Civilian
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Re: DBB IOV balanced gameplay xml complete rework first release[message #250635]
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Thu, 29 April 2010 00:49
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Frog |
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Messages:24
Registered:January 2010 Location: the country of frog eater |
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hum , yep ammo type is not the same, it's fixed.
i remade normale inventory of tony from DBB IOV, don't know why is inventory is blanc in my game, need to made some try ( i have another bug with normale DBB IOV tony inventory, he sell item for 1$ Oo but the item is here )
-the rework of coolness normaly don't give powerfull item/attachement to early
-.50 only hollow point is completly fixed now
i have upload the update
edit: new update made, rework the xml of tony iventory without remove the different gun and ammo, he just don't sell it and sell the things i want. he sell only early grenade ,early gun and ammo. tony is one shopkeeper who break balanced because the item he sell doesn't fit correctly game progress (it think he have a +10 (normale bobbyray) and +20 (great bobbyray) game progress for coolness value of item he can sell)
[Updated on: Thu, 29 April 2010 15:53] by Moderator Report message to a moderator
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Private 1st Class
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Re: DBB IOV balanced gameplay xml rework for 1.13 and stomp[message #250784]
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Sat, 01 May 2010 12:42
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RRT_877 |
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Messages:59
Registered:May 2010 |
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Good, some one try to bring balance in this mod.
Lets have a look.
Ok, why you bring the german** files in your archive, german version user have to delet them to prevent miss naming items. I'm not en expert in such thinks but if they are not nessesary dont bring them.
Bull got the Bull xD, but the blackhaet is nor realy his style some more police or security one wopukld be better.
Md, the same hat and armor, i think a cap would be coller hes jung.
Igor, the normal knive is a bit booring a ak bayonett would be stylish
Barry, the XD is not fitting in the style, a cz or better a BPS, for one silence tier 1 merc.
Griizly, an entire 870? it think it can be problematic, i would take an ithaca.
Helmut, i thnik camo is not his style, he is more like an security, so he have an powerfull gun but no camo, its fair.
fox, great
buns, the r60 is to camod, you can take her verst.
( the entire tier 1 have no helmes, ok )
( you used the flack vest a bit to often, there are som other low class vests )
Meltown, mac 10's aren't thy to strong waht about micro uzi ore mac11
Steroid, ok the 870 fits here well, but he hates russians why he uses an omon verst
Spider, a such huge revolver for her, hm one of the MR one would fir better or a hight tech one like the littel matheba
Blood, good
Red, buckshot only, this can be very uneffective, i would give him 2 pairs of slug.
Hitman, well
Malice, a chinese handgun or the PB french one ( QSZ92 5.8mm )
Dr.Q, well
Wolf, I would like hin to bring the first automatik Shotgun with him.
Daniel, give hin a dual revolver, this is more my own favor.
Ice, well
Fidel, an sas barrett is stat of the iron helmet.
Nails, a shotgun is a gread choise, but one with wooden furniture would be a lot stylisher, an creature helmet?
Clifford, neostread, sorry this one didn't fit, hm .. what would fit well .. hm the calico rifle.
Stephen, russian armor and lbe? And the UMP fits not so well.
Thor, its gread, and Stephans UMP is now fitting well toghether wich Thors UMP9, they would be a gread team.
Raven, all in swat is kinda cool but why not even the lbe too.
Buzz, MG42 I know u explaint it below, but a small pistol for emergency would be a nice feature.
Raider, no this is to symetric to revan, hm .. i would take ravens helmet away and give raider a .40 MP5 ore the original MP5 for Revan.
Sidney, I dont know, i never played him, i only know he is Australian so I would give him an Aug. No, I just kidding the Aug is Austrian, but it wpuld fit an it would be fun.
Vicoria, wohu greetings from Lara Croft.
Len, were is this weapons from?
Static, is this nor an 2 shot shotgun?
Trevor, Aug-Haber, there are to less mashine guns
Lynx, gread. But only one Magazine?
Scope, he sopuld be a Sniper, the Sniper sersion of the SG550 sould fit.
Ivan, the Ak-104 would be nicerm but his eqipment is nice.
Shadow, istent the Psgt armor not a very bad one?
Reaper, nice
Scully, well
Magic, sorry but he needa a silenced weapon, an silencec vertor or mp7 would be nice but even they dont fit well.
Gus, the m4a1 dont fit to well, he is an veteran and spud use some think like an M14 or M16A1.
Oh, you dont haven woked on the MERC ones yet.
Ok, here my offers for there guys.
Biff, the .38 fit here weller then eyery other gun.
Flo, the dringer 2 shot ohne would fit well but ist so powerless, so i would like a Sig.
Razor, here I dont care a bout the weapon but he needs the claver of hero.
Haywire, the colt M1911 Hightcapacity
Gasket, one of the 2 shot shto uns
Gumpy, the desert egale all upcomming filmstart use it.
Lary, a little mashine pistole like the MP5k ore Scopian
Cougar, Thompson
Numb, midde sized Shotgun like Trenchgun ore Ithaca
Bubba, Akm with drummag
Gaston, Famas with 2x Scope or MAS
Stogie, Stoner MG and LAW
Tex, his original revolvers an an hat
Biggins, this short L86 or Le-enffield No5
[Updated on: Sat, 01 May 2010 13:50] by Moderator Report message to a moderator
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Corporal
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Re: DBB IOV balanced gameplay xml rework for 1.13 and stomp[message #250796]
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Sat, 01 May 2010 18:07
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Frog |
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Messages:24
Registered:January 2010 Location: the country of frog eater |
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i have take a look at this good post thanks a lot. I don't have some time this week end (maybe some sunday).
the LBE gear is not reworked for the moment (coolness value, and rework lbe gear of the different merc), it's the to do list for the next week and need greatly post like that.
for the german item i just use DBB IOV svn version and i only copy past all xml of the initial item mod needed for the item shopkeeper and merc.
do you need to delete german.ammostrings.xml , german.pockets.xml and german.item.xml ?
-i look at this xml and yes there is lots of item but blank description i can remove it from my archive that don't take time (and in fact remove dutch item ect, french item ect ) but prefer to ask before make a mistake . edit : but it would change nothing because these file is in DBB IOV mod and when you install DBB IOV you install in fact this files. post this to the initial DBB iov mod thread and ask for remove this file if it's the problem
yes i'm french but for every game i played i use english version when i want to play mod with it (it's the same with game like civ4 when i played mod i use english version of the game, in fact don't see this mistake)
edit: don't have time during 2 week i think i continue this xml rework near 22/23 of may
[Updated on: Sun, 09 May 2010 22:50] by Moderator Report message to a moderator
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