Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » Standard Enemy equipment for a "Drop All" experience.
Re: Standard Enemy equipment for a "Drop All" experience.[message #217962]
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Tue, 26 May 2009 15:22
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gmonk |
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Messages:670
Registered:April 2002 Location: Newfoundland, Canada |
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[new game, fresh SVN update, OT's Standardised Enemy xml mod, Expert, BR normal, default ini]
I've been playing with this xml mod these past few days and I'm enjoying it quie a bit. I haven't ordered anything from BR outside of the "Misc" category. I hired Gasket and he's done a bang-up job of putting a bunch of dropped AKs into decent working order (>75%).
As I said before, if you're low on repair kits and mechanics, some of the AKs have the advantage of reliability and repairability. I've noticed that when they jam even a merc with low MECH can clear them within a couple of attempts. I've been packing the older-style AKs, and 38s loaded with Glaser ammo as backup/NOps weapons. It's been working out pretty fine so far but I can see I'll have to change tactics when snipers start showing up.
One thing I find kind of odd is the number of high-end pistols, often HK UCPs, that the enemy is dropping. Even stranger is that using this drop schema means that the 38 full of Glaser has become my new holdout-put-em-on-their-ass weapon (I'm saving the UCPs til I have to deal with larger numbers of elites.)
I'm really liking the scavenging and running around with beat-up AKs! Very exciting knowing that your primary weapon might crap out at any time. I'm really careful with tactics now, making sure that every merc is covered off.
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First Sergeant
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Re: Standard Enemy equipment for a "Drop All" experience.[message #217964]
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Tue, 26 May 2009 15:42
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Off_Topic |
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Messages:997
Registered:January 2009 |
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Cool, i'm glad you're giving it a shot and enjoying it.
Quote:One thing I find kind of odd is the number of high-end pistols, often HK UCPs, that the enemy is dropping. Even stranger is that using this drop schema means that the 38 full of Glaser has become my new holdout-put-em-on-their-ass weapon (I'm saving the UCPs til I have to deal with larger numbers of elites.)
I might have rushed things a wee bit, i was so busy separating the gun types, i might have introduced too many .45 pistols early on. After reading a post by Cougar i got an idea after the fact, i might edit a hardcore version with less guns for the Arulcans to choose from.
I would like to control their choices more, E.G. In the 0-10% there are 15(?) choices IIRC, i would probably have the .38 appear 3-4 times etc... so there is a better chance the enemy use it more often, leading to a more "Outfitted" feel to the enemies arsenal. I guess that's what i get for not having the time to test it....
Quote:
I'm really liking the scavenging and running around with beat-up AKs! Very exciting knowing that your primary weapon might crap out at any time. I'm really careful with tactics now, making sure that every merc is covered off.
That's great, this is what i had in mind when i started, do you find yourself tight with ammo if you rely on AK's since you can't buy ammo from B.R.'s?
One more thing, did you play with "Drop All" off? I'd be interested to know how the simulated "Drop All" worked out...
Thanks for giving it a go.
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Re: Standard Enemy equipment for a "Drop All" experience.[message #218062]
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Wed, 27 May 2009 09:12
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gmonk |
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Messages:670
Registered:April 2002 Location: Newfoundland, Canada |
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First off, I should state that I need to start a new game from scratch for a real test. For this game I used my usual "cheat" of 6 poor condition AKM/PSO1s, ~150 rds. ammo, 6 first-aid kits, a toolkit, a couple of helmets, a couple of flak jackets, 6 sets of LBE, and 6 malice combat pack/backpack combos. I grab this cache after the initial battle in Omerta has finished. Since I usually only hire mercs from the bottom row, I don't start with anything but 9mms, 38s and patchy body armour.
My rationale for the cache is that I should give the initial team some supplies that at least look like real equipment without being over the top. I'll probably leave the cache but take out the weapons, I've died a few times in the past due to a lack of first aid supplies at the beginning of a campaign and it's probably the only thing in the whole game that makes me crazy. I think the scopes might be overkill (although only one of them was above 75%.)
The amount of 7.62 weapons and ammo I have collected thus far is pretty decent. I've collected more than 12 assault rifles in 5 days (not counting the initial cache.) The drops of non-weapon items are minimal, I've used BRs to buy first aid kits (7 so far) to extend the ones I brought. I also ordered several toolkits as the only one Gasket has is the one I left in the Omerta cache. The only ammo I've ordered is a handful of 9mm pistol clips.
From the battles around Omerta and San Mona I recovered a few AKs: 104s, 107s, 74s, 47s and a couple of AKMs. There have been a few Bizons and UMPs, as well as a metric assload of Baikal 133s. The ammunition drops are frequent enough to keep a conservative shooter supplied.
I'm getting enough 7.62WP from the drops to allow each of 7 or 8 mercs to have 2 mags, with a few hundred rounds in reserve. I've also been picking up 5.45 but haven't started using it yet. 9mm drops are non-existent, I actually ordered some 9mm from BRs so I can use a couple of MP5s (one from IMP loadout, one from San Mona warehouse.) I might use the UMPs more though, since the .45 ammo is piling up since I don't use it often.
I'm currently on day 7. From Omerta I cleaned up the area around San Mona, found Hamous and cleared the road to Drassen. I've been using money from Angel's quest, Tony's gun shop, and Bull's fighting to pay the mercs. After capturing Drassen airport and factory on day 4 I found Skyrider and captured the NE Sam site. Next job is the Drassen mine, which will be kind of like a really deadly supply delivery for my team.
I usually only take aimed shots, saving burst fire for groups that get too close. I haven't turned on H'Rocks HAM suppression system yet. I'm guessing that my ammo supplies will dry up much faster if the enemy is using autofire on me. If I do turn it on I'll likely use the shotguns for suppression until I get a better stock of WP ammo. There isn't much buckshot around though, I'm guessing I'll have to get it from Tony.
Relying on the "crap" weapons as my main arms has also made me rehash my merc assignment habits. Usually I get a primary team with decent weapons and armour that do probably 90% of the fighting. The second-stringers like Flo, Gasket, etc. just mule, tech, repair, etc. (i.e. do their support specialty thing.) In my current game I've been sending them out to fight a bit more often because their equipment is pretty much the same as the primary assault team.
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First Sergeant
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Re: Standard Enemy equipment for a "Drop All" experience.[message #218078]
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Wed, 27 May 2009 11:20
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Off_Topic |
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Messages:997
Registered:January 2009 |
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Hey Gpmg,
Quote:
First off, I should state that I need to start a new game from scratch for a real test. For this game I used my usual "cheat" of 6 poor condition AKM/PSO1s, ~150 rds. ammo,
Quote:From the battles around Omerta and San Mona I recovered a few AKs: 104s, 107s, 74s, 47s and a couple of AKMs. There have been a few Bizons and UMPs,
I agree, i've been tempted to do the same, but it tends to ruin the early game.This will negate a lot of the "Enemy Gun Choices XML", hence the reason you saw HK UCP's and a lot of ARs the first few days. Let's say you have a coolness level 6 gun starting , the enemy will ignore the lower level options and use higher end weapons to match you.
Quote:
I'm getting enough 7.62WP from the drops to allow each of 7 or 8 mercs to have 2 mags, with a few hundred rounds in reserve. I've also been picking up 5.45 but haven't started using it yet. 9mm drops are non-existent, I actually ordered some 9mm from BRs so I can use a couple of MP5s
After reading your results, i'd decrease the Ammo Drop to 33% and up some of the Misc. a bit. You won't find any 9MM unless it's part of a Map, same goes for a lot of Ammo types, .40S&W, .357, etc... If you want to use these weapons you have no choice but to buy from B.Ray's, as a simple rule, if you can buy the gun from BR's, you have to buy the ammo there.
I'd also redistribute some of the guns, like .45 and leave 4.6x30mm to B.Ray's.
Quote:
as well as a metric assload of Baikal 133s.
This was in a way intentional, some of the guns i tried to make the "Enemies" so it would encourage people to buy weapons from B.Ray's. This is part of the "Drop All" experience i guess.
Quote:
I haven't turned on H'Rocks HAM suppression system yet. I'm guessing that my ammo supplies will dry up much faster if the enemy is using autofire on me
Yeah, i have a feeling this Mod would work better with HAM, if you were going through Ammo faster you'd be less likely to depend on enemy drops.
I think i'll look at this as a practice run and refine it. I have most of the hard work done, so it's just a matter of planning it out a bit more realistically, it was a bit head wrecking sorting out all the Ammo/Guns.
Thanks again for trying it Gpmg and giving some feed back.
Did you find the .45 overpowered the enemy early on?
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Re: Standard Enemy equipment for a "Drop All" experience.[message #218091]
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Wed, 27 May 2009 14:50
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gmonk |
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Messages:670
Registered:April 2002 Location: Newfoundland, Canada |
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No problem, OT. It's been interesting but, as I said, I need to start a fresh game to give it a real test. I'll repost in a few days and report on how a "clean" game goes. (I actually meant to delete it for this game, forgot about the crate and then said "Awww, f**k it." when I found it.)
I think the 4.6mm should be at BRs, for sure. I had a few Gyurzas dropped, too, but they're a bit less deadly than the UCP because they have a higher AP cost. That, and they fit with the whole "Eastern Bloc" supply theme better than the HKs.
I'm not sure that the .45s overpowered the enemy early on. I tend to fear the low power, higher speed pistols more. I'd rather face an enemy who had a .45 than an enemy armed with a 9mm or, even worse, 7.62x25, with a higher rate of fire. By the same token, I tend to use pistols with the lowest AP cost.
.45 seems pretty balanced between AP cost and damage, I'd take a Tokarev over a .45 any time though. 1 hit at 27 damage is less than two hits at 24 damage any way you look at it, and even if the second shot misses it's still a decent chance to take.
The PSM was wielded pretty efectively by the enemy despite its short range. The 0/14 draw/fire cost plus AP ammo made it more dangerous than a lot of other pistols. The problem the enemy had with it was that they'd shoot through a full clip every other round. I didn't use it much because I don't have the suicidal cajones of the AI, which charges, through open terrain carrying an itty-bitty self-defense pistol, against an armed opponent behind cover.
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First Sergeant
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Re: Standard Enemy equipment for a "Drop All" experience.[message #218825]
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Wed, 03 June 2009 02:21
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Off_Topic |
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Messages:997
Registered:January 2009 |
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Here's the leaner version.
(Should be used with "Drop All" turned off)
If you like the idea of scavenging for ammo for a beat up AK-47 or paying a premium for a state of the art Sniper Rifle with a controlled (hopefully fun) "Drop All", then download, unpack, & drop this into your JA 1.13 foder.
http://www.mediafire.com/?zljzrznykty
Changes:
All Ammo & Guns not used by the enemy have been doubled in price to counter Drop All
4.6x30mm No longer carried by Arulcan Army.
Ammo drops have been decreased from 50% to fit in with the goal of the Mod and prevent over arming.
Guns have been laid out in a more organised fashion, the aim was to mess with your head and force you to either use the enemies dropped/damaged guns or kit yourself out at B.Ray's, either way, it's not going to be easy to keep up with the Arulcan Army!
E.G. For the first 10% of the game the enemy will use .38 & 9x18mm weaponry, the guns you land with will run out of ammo, you can either order from B.Ray's who has upped his prices or use/repair the dropped weapons.
That's fine until you realise the enemy have switched to 7.62mm weapons at 20%, leaving you with a 100% Skorpion but no ammo! You can pick up that 76% Type 85 and pray it doesn't Jam or pull out your knife!
Intel: While the enemy seems to have stockpiled mostly Russian or German weapons, we have had a report that a cargo of new weaponry and ammunition was stolen in the region. Deeidranna is suspect number one.
Quote:Read Me (Standard Enemy/Realistic Drop All)
Standard Enemy loadout should be played with "Drop ALL" turned off. Using the XML editor i have adjusted the game so all guns will drop, it is slightly different to true "Drop All" in a few ways:
Guns/Launchers are at 100%
Armour is at a 75% Drop Rate (DR)to reflect some stuff being destroyed.
Grenades are at 50% so as not to completely over equip you.
LBE i put at 0% for three reasons,
A.To counter balance some of the extra cash.
B.To leave some value in stealing.
C.I can see "Mercs" salvaging Guns/Ammo but not actually stripping a blood stained enemy of holsters.
Misc. Items have had their drop rate tweaked a bit as well, i resisted putting them at 100% because at the end of the day you would only get swamped with equipment and destroy the pleasure in randomly finding Night Vision goggles etc...
Another major difference with this loadout is the fact the Arulcan Army have a set armoury, i did this to reflect the idea of a team of professional Mercs going into a country with superior access to equipment, this doesn't make the enemy harmless, they just rely more on AK-47's than you do.
Tony only stocks local hardware, what you see in B.Ray's can not be bought in game. I haven't touched the Prof.Dat or placed weapons so there will still be a few lying around.
The enemy have good weaponry, only it's limited to certain calibres and there is more overlap between progression levels. For example, i've left th AK-47 there for most of the game. I did this for two reasons,
A. You will see it as one of the "enemies" guns and have little interest in using it (i think?) so you get in a nice 5.56 AR.
B.It's a bit more realistic that they don't randomly change their gun every few fights.
(That's not to say they have a small armoury)
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Re: Standard Enemy equipment for a "Drop All" experience.[message #243710]
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Wed, 10 February 2010 09:46
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usrbid |
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Messages:1506
Registered:December 2008 |
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Hi Deane, Do I understand you correctly that 1. your IMP starting gear is too heavy (possibly too many items) and that 2. some of the items you get are incorrect e.g. 7.62x39mm ammo for the 10mm MP?
It looks like the file Data-1.13\TableData\IMPItemChoices.xml does not match your Data-1.13\TableData\Items.xml file, meaning IMPItemChoices.xml has values to incorrect objects in Items.xml.
For example:
0
Default Items
5
5
164
1005
1090
1094
1097
0
references the items 164, 1005, 1090 etc. in Items.xml but inside Items.xml the values are used by objects other than intended in IMPItemChoices.xml, for example:
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164
Kevlar Vest
Kevlar Vest
...
Kevlar Vest
...
2048
3
1
64
32
25
1000
4
1
1
1
1
4
1
-2
is a Kevlar vest, but if you are using an Items.xml where the number 164 is used by a different item, your IMP will receive this item instead of a Kevlar vest, you may have a mismatch.
[Updated on: Wed, 10 February 2010 09:48] by Moderator Report message to a moderator
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Re: Standard Enemy equipment for a "Drop All" experience.[message #243730]
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Wed, 10 February 2010 13:29
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Deane |
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Messages:61
Registered:January 2010 |
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My IMP merc starts with 1 SMG + 3 clips .. plus standard armor and stuff.. at first glance, the only weird thing is the 3 ammo clips are 7.62x39mm (which can be use to reload the smg - the SMG ammo are supposed to be 10mm) .. However, if you hover the mouse over each and every items the IMP have, each weight over 70Kg. I tried hiring grunty and razor each from MERC and AIM and their items are normal.
edit:
So I need to edit the IMPitemchoice?
*dead* :wb:
[Updated on: Wed, 10 February 2010 13:33] by Moderator Report message to a moderator
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Corporal
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Re: Standard Enemy equipment for a "Drop All" experience.[message #243737]
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Wed, 10 February 2010 14:25
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Deane |
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Messages:61
Registered:January 2010 |
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Problem is HAMSTOMP have its independent data folder [dta HAMSTOMP].. it dont mess with the original 1.13..
I copied this mod INTO the tabledata folder inside HAMSTOMP data folder.. and it didnt override any files(there are no duplicate files to override..)
edit:
In HAMSTOMP tabledata folder there's only 3 files; IMPitemchoice, mercopinion and mercprofile
In this mod, tabledata folder contain enemyammodrop, enemyarmourdrop, enemyexplosivedrop, enemygunchoice, enemymiscdrop, enemyweapondrop, items
edit2:
Here's HAMPSTOMP's IMPitemchoice.xml if anyone willing to synchronized with this mod's items.xml
http://www.mediafire.com/?minwomlm0tl
[Updated on: Wed, 10 February 2010 14:50] by Moderator Report message to a moderator
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Corporal
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Re: Standard Enemy equipment for a "Drop All" experience.[message #251529]
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Fri, 14 May 2010 05:15
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Feier |
Messages:4
Registered:May 2009 |
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I'm running into a similar issue. I'm using the latest SCI, HAM 3.6 Settings Package, and this. Everything works until I add this into the mix, then I get the broken weights and guns using odd magazines (Scorpions using .40, but that .40 not working in a .40 handgun).
I really like this and would love to use it.
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Civilian
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Re: Standard Enemy equipment for a "Drop All" experience.[message #251531]
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Fri, 14 May 2010 05:42
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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Sounds like you could use the help of VFS instead of all this copying around.
Kind of makes me wish we had a VFS editor, which btw isn't a half bad idea.
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