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Re: 1.13 Bug reports[message #11465]
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Thu, 15 September 2005 23:27
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Kaiden |
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Messages:504
Registered:September 2003 |
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Snap, Money is definitely a huge balance issue. Especially with the drop everything option. Even to the point where not having the "Sell ALL option" would still be game-breaking, running guns and equipment to Tony with a team of mercs every day would pay for the fuel and cost of those mercs. Especially if you sent the free mercs.
In my Externalization of options, I will be allowing any "controversial" options to be turned on or off, but in THIS case, it won't fix the problem.
Here are some options that I was considering, and feel free to offer your input:
1. Lower the buyback rates even more, for both Arms's Dealers AND for the Alt-LMB option.
2. Make ALL mines run out of Ore eventually.
3. Make the Crepitus show up in EVERY Mine when the time comes.
4. Increase the Cost of Mercenaries for Hire.
5. Increase the Sell price of goods from the Arm's Dealers.
6. Lower the output of Mines.
7. Put a time restriction on the "Sell All" button, OR restrict it to a certain amount of cash per day (like the arm's dealers).
Other than that, How is the game balance with the all the improved weaponry and other goodies vs. the Improved AI of the enemy on Insane Difficulty?
Also:
Quote:
I would hate that. I like the ctrl-LMB feature that lets you get rid of junk, but now I wouldn't be able to use it because of its cheat function.
You do know that the junk all is Ctrl-LMB and the Sell All is Alt-LMB right?
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Re: 1.13 Bug reports[message #11466]
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Thu, 15 September 2005 23:29
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Kaiden |
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Messages:504
Registered:September 2003 |
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Oh yeah also, I looked through the code last night, and ended up empty handed, but I experimented with my game a bit and I am able to reproduce my CTD EVERY TIME!
Start a game, take Drassen airport, set all mercs to practice or train militia and then try to enter the sector from the strategic map. It will crash every time in 9-10-05 or 9-11-05 code.
My next trick tonight, will be to determine if the same thing happens in the original 1.12 code. Either way, I've got a lot more debugging to do on this one.
Also Snap, you're right about the INT32, that's a very good suggestion.
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Re: 1.13 Bug reports[message #11478]
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Fri, 16 September 2005 23:11
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i agree with that. externalized for anybodie`s taste...
(or left as it is)
btw i finally got around to playing latest version...
an unmodified spas-15 with solid slugs has 20 tiles effective range? this strikes me as too much (think that in standard ja2, carbines like Mp53, Commando, AKs-74u have ranges of 20 as well)
20 tiles should stand for 200m. No shotgun ever reaches close to 200m effective range.
what is the current formula for range increase due to ammunition used?
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Sergeant Major
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Re: 1.13 Bug reports[message #11482]
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Sat, 17 September 2005 01:25
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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okay, thx kaiden
the spas 15 shotgun was 2o tiles with slugs and 13 with buckshot... not modyfied wiht a duckbill or anything.
cool that i can change this in the xml files. thx
btw had the bug concerning hitting enemies on the roof in d13 as well. but i think this is a problem with the map as i have a similar bug in other mods
enemy fall-back animation is cool. but they even fall back if there is a wall right behind them...
i had a minor bug using the beretty 93c and the mp5sd3. i was on full auto with the mp5sd3, then put it into the second hand and wanted to use the beretta in the first hand. the beretta, that has no full auto, was on full auto! 15shots for 15 AP!
i think that`s all i`ve noticed so far. early mp5 and mp5sd are cool.
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Sergeant Major
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Re: 1.13 Bug reports[message #11483]
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Sat, 17 September 2005 02:57
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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scorpion,
Quote:
btw i finally got around to playing latest version...
an unmodified spas-15 with solid slugs has 20 tiles effective range? this strikes me as too much (think that in standard ja2, carbines like Mp53, Commando, AKs-74u have ranges of 20 as well)
20 tiles should stand for 200m. No shotgun ever reaches close to 200m effective range.
what is the current formula for range increase due to ammunition used?
This has been in there since the third version or so, along with a 4-tile range bonus for duckbills with buckshot
Anyway, you can change it in items.xml. Just look for the 12 gauge solid slug entry and change its rangebonus attribute. Buckshot/duckbill bonus is in the duckbill entry.
Quote:
enemy fall-back animation is cool. but they even fall back if there is a wall right behind them...
Yeah, this was a hack to enable the animation. For some reason, if we put a check in there for a valid location to fall back into, the animation never works
Cheers,
MM
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Re: 1.13 Bug reports[message #11486]
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Sat, 17 September 2005 08:43
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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this isn`t really a bug, just an observation: i changed my Type 85 to an AK-47 and allowed only full auto on it, no burst fire
gave it to Buzz... well, she won`t turn psycho with the AK because there is no burst fire option
i`m afraid this is against some people`s logic and understanding of the full auto feature. but as long as nobody complains, i`ll just have to see that i have a gun with burst fire feature for my psychos
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Sergeant Major
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