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Agility, Sniper Rifles[message #302477] Tue, 27 March 2012 10:28 Go to next message
MrShower is currently offline MrShower

 
Messages:6
Registered:March 2012
Hi, I'm pretty new to JA 1.13 and I have two questions.

How do I increase agility in the current version? Sneaking around enemies like in the original game doesn't seem to work.

Are there scopes for sniper rifles which improve shooting at night?

Thanks a lot!

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Private
Re: Agility, Sniper Rifles[message #302480] Tue, 27 March 2012 13:11 Go to previous messageGo to next message
Gambigobilla

 
Messages:690
Registered:July 2008
Welcome to the pit MrShower

1. There are detailed descriptions in Headrock's How Does It Work series but for tl;dr : sneaking (sorry but you are mistaken), attacking with knife, dodging knife attacks, stealing items from enemies hands, punching, throwing grenades, and dodging shots (not the best way for training). Also you can change how fast your stats increase. There is a program called "ini editor" in your JA2 installation folder. Under "Tactical Difficulty Settings" there is a setting "AGILITY_SUBPOINTS_TO_IMPROVE". Default value is 50, lower it for faster increase, raise it for slower increase.

2. I haven't played vanilla 1.13 in ages but if there isn't one, you should consider playing an item mod for 1.13 like Arulco Folding Stock or AIMNAS. Also there is a program called "XML Editor" (oh my, i felt like program salesman) you can change items.

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First Sergeant
Re: Agility, Sniper Rifles[message #302666] Mon, 02 April 2012 02:11 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
I guess my question more or less fits here...

I've noticed, that having a good Agility and thusly high AP can be a disadvantage... in my current team, my AE has a maximum AP of 25 (seems to be the absolute max?) and good ole Dynoma has Agi 58 and only 18 max AP... now I've noticed, that it takes Dynamo only a fraction of the AP to fire his MSG sniper rifle, than my AE (identically equipped guns)... he can fire an unaimed shot for about 5 AP, my AE needs 14 AP for the first shot... this means, that Dynamo can fire two shots, each with +4 aim, while my AE cannot shoot twice... this can impossibly be intended?

Is there any way of applying fixed AP-costs for all actions? I mean... running always costs the same, why is shooting related to your AP-max?

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Master Sergeant
Re: Agility, Sniper Rifles[message #302667] Mon, 02 April 2012 02:23 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
Shot-per-4-Turn as it has been for the last eleven+ years... Nothwithstanding rounding errors the maximum number of shots a merc can get off (ie. un-aimed) per turn is the same for all mercs. If you are using a 25 AP system, then the rounding errors are larger due to the scale.

EDIT: all my projects have Night Vision and FLIR scopes (the former have penalties to daylight use, the later do not). Avoid use with goggles as all NVG gear have penalties.

[Updated on: Mon, 02 April 2012 02:39] by Moderator

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Lieutenant

Re: Agility, Sniper Rifles[message #302671] Mon, 02 April 2012 03:02 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
wil473
Shot-per-4-Turn as it has been for the last eleven+ years... Nothwithstanding rounding errors the maximum number of shots a merc can get off (ie. un-aimed) per turn is the same for all mercs. If you are using a 25 AP system, then the rounding errors are larger due to the scale.

Okay, thanks! I didn't know I could use other systems... but obviously a difference between 5 and 10 AP can hardly be a rounding error, can it?

And to get back to my main issue: Is it possible attribute fix AP costs to all actions? And if so, is it simple enough to do so?

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Master Sergeant
Re: Agility, Sniper Rifles[message #302682] Mon, 02 April 2012 09:40 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
Registered:July 2009
So this is either a really weird bug, or your test doesn't meet scientific criteria.
In particular, check if both mercs start with the same conditions:
-weapon readied or not
-shot at that tile before or not
-facing the right direction
-... anything that adds AP to your shot
With any recent version, the default setting is 100AP btw, so you're probably using a very old version.
As for constant AP cost: Possible? Sure. Simple? Nope, you'd have to go through the code and check every AP calculation.

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Captain

Re: Agility, Sniper Rifles[message #302688] Mon, 02 April 2012 15:01 Go to previous message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
Okay! Thanks for that. Yeah, I checked... the last time I posted here was about 14 months ago, so I probably have the 1.13 release of January 2011 - or before.

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Master Sergeant
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