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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263969] Wed, 29 September 2010 21:04 Go to previous messageGo to next message
Lowtech_
Messages:3
Registered:September 2010
smeagol
Yeah, blowing up the SAM Site computers is indeed agood way to get control over airspace. In some games I like to send in a commando team on a stealth mission to Meduna SAM to blow up the computer there. Hard to pull off, but also a nice "semi-quest", if you plan a longer stay in Arulco.



Tested this twice now in a new game, Almost nothing left of the "computer" buildning in D2 and 15. Only thing left standning is the accual launchers.. even blow up the radar disc.
But the enemy still retakes it and the airspace turns red, did i miss something?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263972] Wed, 29 September 2010 21:32 Go to previous messageGo to next message
Cafu

 
Messages:35
Registered:February 2008
Location: Finnland, very north
Lowtech_

Tested this twice now in a new game, Almost nothing left of the "computer" buildning in D2 and 15. Only thing left standning is the accual launchers.. even blow up the radar disc.
But the enemy still retakes it and the airspace turns red, did i miss something?


SAM-sites are hardcoded, you can't "destroy" it by blowing things there. Only way to control airspace is to clear it from enemies.

[Updated on: Wed, 29 September 2010 21:32] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263973] Wed, 29 September 2010 22:08 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Cafu
Lowtech_

Tested this twice now in a new game, Almost nothing left of the "computer" buildning in D2 and 15. Only thing left standning is the accual launchers.. even blow up the radar disc.
But the enemy still retakes it and the airspace turns red, did i miss something?


SAM-sites are hardcoded, you can't "destroy" it by blowing things there. Only way to control airspace is to clear it from enemies.


That's simply wrong Cafu.

Each SAM site has a special computer in it that can be blown up to control the airspace (look out for a big computer in the control room with a yellowish control panel).


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263974] Wed, 29 September 2010 22:15 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Regarding the SAM sites, I believe that a group of soldiers that retakes a SAM site will also rebuild the targeting computer there. Certainly I've had games where they've done that, after I've blown up the computer.

However, that only happens if the sector is retaken. If you sneak a team in, blow up the computer and leave, leaving some of the enemy forces there, the computer will not be repaired. What you can also do is take the sector, mine the square next to the computer with explosives linked to a remote detonator, then leave. After the sector is retaken, sneak in someone with the remote, blow the computer from the edge of the map, and then sneak away with no one the wiser.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263975] Wed, 29 September 2010 22:18 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
reVurt
Regarding the SAM sites, I believe that a group of soldiers that retakes a SAM site will also rebuild the targeting computer there. Certainly I've had games where they've done that, after I've blown up the computer.

However, that only happens if the sector is retaken. If you sneak a team in, blow up the computer and leave, leaving some of the enemy forces there, the computer will not be repaired. What you can also do is take the sector, mine the square next to the computer with explosives linked to a remote detonator, then leave. After the sector is retaken, sneak in someone with the remote, blow the computer from the edge of the map, and then sneak away with no one the wiser.


Exactly.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263976] Wed, 29 September 2010 22:32 Go to previous messageGo to next message
Lowtech_
Messages:3
Registered:September 2010
oh hmm have to check that then.
just hope they can rebuild it without a house =)

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263977] Wed, 29 September 2010 22:37 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
I realy do admire the Arulcan architecture all these roofes without a building underneath.

[Updated on: Wed, 29 September 2010 22:57] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263978] Wed, 29 September 2010 23:00 Go to previous messageGo to next message
sorca_2

 
Messages:202
Registered:September 2010
Location: California, USA
smeagol
Each SAM site has a special computer in it that can be blown up to control the airspace (look out for a big computer in the control room with a yellowish control panel).

Is this true in the vanilla/1.13 version as well? (or is that what version you guys were talking about?)
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263979] Wed, 29 September 2010 23:01 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
in ANY version
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263980] Wed, 29 September 2010 23:04 Go to previous messageGo to next message
sorca_2

 
Messages:202
Registered:September 2010
Location: California, USA
Nice, I never knew that. Pretty quick on the draw... not even 60 seconds for a reply!
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264023] Thu, 30 September 2010 16:48 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
I thought someone said it here, but unfortunately I can not locate it at this moment. I would suggest to bring back Miguel's old vanilla voice instead of the WF one, I understand that they tried to bring it in line with the new lines he says at the beginning, but they are awful in quality and pitch...
If not implemented (which I can understand there is enough to do and it is WF after all), can somebody tell me how 'recover' his old voice?
Once I get that I can start with a new V13 game.. (quiet an upgrade from V7, unfortunate for savegame breakers). I'll try insane mode seeing expert was certainly more challenging with all the new content i.c.t. vanilla, but not challeging enough.

[Updated on: Thu, 30 September 2010 16:48] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264024] Thu, 30 September 2010 16:56 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
delete every file that starts with '057' in folders 'mercedt', 'speech', 'npc-speech' and 'battlesounds' and in 'npcdata' anything '057' but '057.npc' (if it exists)

[Updated on: Thu, 30 September 2010 17:02] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264035] Thu, 30 September 2010 20:47 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
hi-standard pistol got 7 accuracy which is too high even for an ultra accurate pistol

colt m16a4 (1732), colt smg 9mm RAS (1725) and colt smg .45 RAS (1726) don't have the Swap Clip flag on

neither does the street sweeper (731), but since the picture has the drum magazione i suppose it has to be on)

plus on bobby ray are available the .470 (i think) bullets but the description says "not for sale"

[Updated on: Thu, 30 September 2010 20:53] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264040] Thu, 30 September 2010 21:05 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
Quote:
neither does the street sweeper (731), but since the picture has the drum magazione i suppose it has to be on)

The Street Sweeper basically is a frigging huge revolver and is loaded with loose rounds. So in this case setting to 0 is correct.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264041] Thu, 30 September 2010 21:35 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Luppolo
hi-standard pistol got 7 accuracy which is too high even for an ultra accurate pistol

colt m16a4 (1732), colt smg 9mm RAS (1725) and colt smg .45 RAS (1726) don't have the Swap Clip flag on

neither does the street sweeper (731), but since the picture has the drum magazione i suppose it has to be on)

plus on bobby ray are available the .470 (i think) bullets but the description says "not for sale"


Fixing the RAS guns.

As Brot said, the street sweeper is manual reload only.

I'll fix the bullets as well.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264049] Fri, 01 October 2010 00:26 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
Logisteric
delete every file that starts with '057' in folders 'mercedt', 'speech', 'npc-speech' and 'battlesounds' and in 'npcdata' anything '057' but '057.npc' (if it exists)


Thanks, quiet a few things to delete but I will be glad to do it.
I was wondering if it wasn't wise to do this, for another reason. He talks now about how important the ports are - as is with WF - however, the game still runs with the airports being the way of getting BR stuff, and you don't need the ports to make money as he seems to suggest...
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264050] Fri, 01 October 2010 00:34 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
GMV
I was wondering if it wasn't wise to do this, for another reason. He talks now about how important the ports are - as is with WF - however, the game still runs with the airports being the way of getting BR stuff, and you don't need the ports to make money as he seems to suggest...


Ironically, you can staff the commercial harbor in A2 to increase your mining output/commercial efficiency.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264051] Fri, 01 October 2010 00:35 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
the ports where not working in retail-wf, they do in my aimNAS (via facilities) - afaik they also do not work in smeag's xmls.

in my xmls they up income to 140% at the risk of killing the operator (i need a 2nd merc to save him from bleeding to death)

edith: okay smeag activated them, too

@ reVurt

consider it as enhancing logistics

[Updated on: Fri, 01 October 2010 00:49] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264052] Fri, 01 October 2010 00:35 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
do you realy think a modder addapting WF will be able to to overcome the WF faults?

not realy - the modder will only go for the WF status quo

[Updated on: Fri, 01 October 2010 00:36] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264053] Fri, 01 October 2010 00:59 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
I added the facilities in harbour maps, as well.

If you staff the harbour, mine income will increase.


Yupp, access to facilities with which you can get the ore out of the land helps to increase income. Consider harbours as a way to get the ore out of the land quicker... thus increasing the profit you can make from mines.

[Updated on: Fri, 01 October 2010 01:01] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264058] Fri, 01 October 2010 04:59 Go to previous messageGo to next message
xenon2050

 
Messages:11
Registered:October 2009
nsnipe
I'm still wondering about some issues, and nobody can't if its latest exe or latest AIMNAS (v.12). As I mentioned earlier - after latest SCI install San Mona is occupied in first day also I can't train any militia in Drassen (main IMP has leadership 30, All Drassen sectors cleaned up and loyalty - 100). Also could it be done that shooting lock won't increase marksmanship. After 2 days of shooting locks (well... not only locks Smile ) imp leveled up to 4-5 and marksmanship from 79 to 94.


Is there a way to change the HAM behavior of only allowing training in areas with ACA buildings? I think I'll try it the HAM way for now, but if I want to change it it'd be nice to know where that setting is. I could have swore I had seen a HAM settings file somewhere but now I can't find it.. Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264078] Fri, 01 October 2010 12:55 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
you need to add 'invisble' acas in other sectors

1. find out what number acas have (it may be different in iov) in facility-types.xml
2. copy the coresponding block from a secto with aca to whereever you want in facilities.xml
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264090] Fri, 01 October 2010 14:48 Go to previous messageGo to next message
Maalstroom

 
Messages:341
Registered:December 2008
Location: en route to San Hermanos
hello smeagol,
there is something wrong with sector g12 every time i try to access this sector i find myself in the middle of the sector sorounded by enemies. i don't have the option to place my squad.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264093] Fri, 01 October 2010 15:08 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
it is the enemyambush entry in the ini
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264115] Fri, 01 October 2010 21:08 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Playing with AIMNAS v12, in Alma H14 I found a number of boxes containing 65430 rounds of ammo in them:

.40 S&W AP
9x19
9x19 AP
9x19 Glaser
9x19 Match

Alt-selling them on the spot pulled in a very tidy sum of $$$, let me tell you... :naughty:

EDIT1: Also, in Alma I14, a similar box of 9x19 in the ACA building.

EDIT2: In I13, found a NADA item in one of the lockers in the guards' residence at the northernmost portion of the map.

[Updated on: Sat, 02 October 2010 00:46] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264122] Fri, 01 October 2010 23:37 Go to previous messageGo to next message
The_Bob

 
Messages:415
Registered:May 2009
Location: Behind you.
Lucky you, I had to convert them to c-mags first to get this much cash. Also, in the alma warehouse sector I found similar ammo boxes with 5.56 ammo, in tracer and ap variants. That might've been in an older version though, and I recall telling smeagol already.

I packed the ice cream truck full of 5,56 tracer crates (5k rounds each) and equipped everyone with 5,56 LMGs. The fact I ended up packing spare LMGs on the truck (and going through them real fast) ought to paint a rather clear picture of what happened the following week in Arulco.

edit: Also, picking up all of the 656 ammo belts at the same time is a reliable way of crashing the game fast.

[Updated on: Fri, 01 October 2010 23:41] by Moderator


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264145] Sat, 02 October 2010 19:18 Go to previous messageGo to next message
loonyphoenix

 
Messages:45
Registered:September 2010
Is it a known issue that C-18 isn't merged by a Ctrl+Alt+M?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264152] Sat, 02 October 2010 21:27 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

smeagol:

http://img707.imageshack.us/img707/4807/hkmp5kras.th.jpg

http://img337.imageshack.us/img337/8049/hk53ras.th.jpg


http://img34.imageshack.us/img34/851/hk53ras05.th.jpg

http://img843.imageshack.us/img843/9210/hk53ras06.th.jpg

http://img716.imageshack.us/img716/6664/hkg31.th.jpg

here you have some ras variant from h&k family

[Updated on: Sat, 02 October 2010 21:27] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264176] Sun, 03 October 2010 17:10 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
reVurt
Playing with AIMNAS v12, in Alma H14 I found a number of boxes containing 65430 rounds of ammo in them:

.40 S&W AP
9x19
9x19 AP
9x19 Glaser
9x19 Match

Alt-selling them on the spot pulled in a very tidy sum of $$$, let me tell you... :naughty:

EDIT1: Also, in Alma I14, a similar box of 9x19 in the ACA building.

EDIT2: In I13, found a NADA item in one of the lockers in the guards' residence at the northernmost portion of the map.



Uhm...


I'm pretty sure that I had fixed the ammo boxes in my last map update.

Maybe Tais didn't include the map updates in the updated SCI, don't know.


Quote:
Is it a known issue that C-18 isn't merged by a Ctrl+Alt+M?


Yes, that's a known issue... wasalways too lazy to fix this, and I think it isn't that much of an annoyance anyways (not as much as Gas Tanks or Canteens... you seldom take C-18 cans with your teams anyways... well... at least I don't... so it really doesn't matter too much if the cans are full or only 70%). Just my 2 cents on this... so probablynot going to invest time to change this.



Quote:
here you have some ras variant from h&k family


The MP5 RAS versions are already in.

The HK53 and HK33 might be interesting additions, though (as would be a G3 RAS). Considering it, once I'm motivated again I might add them.

[Updated on: Sun, 03 October 2010 17:15] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264178] Sun, 03 October 2010 17:43 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
smeagol
Yes, that's a known issue... wasalways too lazy to fix this, and I think it isn't that much of an annoyance anyways (not as much as Gas Tanks or Canteens... you seldom take C-18 cans with your teams anyways... well... at least I don't... so it really doesn't matter too much if the cans are full or only 70%). Just my 2 cents on this... so probablynot going to invest time to change this.


it is verrry annoying

1. on raids i carry it around
2. i simply don't see how much is left, if it's not refilled

:taskmaster: :taskmaster: :taskmaster: :taskmaster: :taskmaster: :taskmaster: :taskmaster: :taskmaster:
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264181] Sun, 03 October 2010 20:47 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

smeagol: mp5 ras- mp5K ras ? it is first image from my post ...
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264187] Sun, 03 October 2010 23:55 Go to previous messageGo to next message
tais

 
Messages:670
Registered:February 2008
Location: NL
that's no mp5k ras, those dont exist..
that's the mp5 ras or ris (or whatever you call it) with a foregrip attached to the bottom rail


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264210] Mon, 04 October 2010 11:06 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

ok thx for info
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264311] Tue, 05 October 2010 16:48 Go to previous messageGo to next message
nsnipe

 
Messages:22
Registered:May 2010
All week Hans telling me that he has to take inventory, even if Tony absent setting is 20%. I have now ~500 pile of weapons rusting in SanMona and have no cash to pay militia...
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264314] Tue, 05 October 2010 17:33 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
nsnipe
All week Hans telling me that he has to take inventory, even if Tony absent setting is 20%. I have now ~500 pile of weapons rusting in SanMona and have no cash to pay militia...


You mean "CHANCE_TONY_AVAILABLE"? This is the chance that he will be available just like the name suggests. If you set this to 20 percent he will almost never be home. Another thing to keep in mind is that the game checks at midnight if Tony will be available the next day but only if the sector is not loaded. That means that if you park your mercs in the sector and fast forward the time Tony will not show up. You need to load another sector.

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264315] Tue, 05 October 2010 17:37 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
can't conquer cambria and grumm mine, the headminers talk to me as usual like i had already conquered it and i get no income, it happened in other WF versions as well

savegame, tais sci v12 with latest exe, cambria
http://www.mediafire.com/?zww59nl0o110ueo

grumm
http://www.mediafire.com/?tmf7ws6aw9mn7yc
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264318] Tue, 05 October 2010 18:41 Go to previous messageGo to next message
nsnipe

 
Messages:22
Registered:May 2010
Yes that was the one, but I can't find this setting anymore, and I do load another sector, forward then come back and nothin'...
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264324] Tue, 05 October 2010 21:00 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
the rpk has bipod bonus even when it's not attached to the weapon

also


Luppolo
can't conquer cambria and grumm mine, the headminers talk to me as usual like i had already conquered it and i get no income, it happened in other WF versions as well

savegame, tais sci v12 with latest exe, cambria
http://www.mediafire.com/?zww59nl0o110ueo

grumm
http://www.mediafire.com/?tmf7ws6aw9mn7yc



now not even drassen works, luckyly i did extend contracts right at the beginning before the mercs leveled up, now i must get to meduna under 80 days

[Updated on: Tue, 05 October 2010 21:33] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264326] Tue, 05 October 2010 21:32 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
@ also

loya in the town? which headminer?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264327] Tue, 05 October 2010 21:34 Go to previous messageGo to previous message
Luppolo

 
Messages:151
Registered:July 2009
every town has loyalty over 70, every headminer uses the lines they use after the first talk

[Updated on: Tue, 05 October 2010 21:36] by Moderator

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