Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » Ideas for the next update to Arulco Vacations (So, I wanted to create this new thread to bounce ideas around for the next update to AV)
Re: Ideas for the next update to Arulco Vacations[message #362175 is a reply to message #362172] Mon, 04 January 2021 01:57 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:

Also to bolster the army, She uses the treasury to buy up mercenary contracts. Now when that number drops to the danger zone, Does that affect the quality of the troops or does that not matter?
If there is a direct connection between income and troop quality it is not an option we can change. From prior threads, IIRC, there may be some code that takes into consideration how many mines the queen has and the quality of troops . . . but I don't know it. There is overall aggressiveness or defensiveness option, and there are options to set the game progress stages at different points in the game, but I don't think there's anything specific about money and troops for the queen.

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Sergeant Major
Re: Ideas for the next update to Arulco Vacations[message #362176 is a reply to message #362175] Mon, 04 January 2021 05:23 Go to previous messageGo to next message
BlueWarrior is currently offline BlueWarrior

 
Messages:102
Registered:May 2019
Oh I see, Well thanks for telling me

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Sergeant
Re: Ideas for the next update to Arulco Vacations[message #362177 is a reply to message #362176] Mon, 04 January 2021 09:51 Go to previous messageGo to next message
Kitty

 
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Registered:October 2017
Location: Germany
This thread by sun_alf might be of interest for the topic

Realistic approach to replenish Queen's Army Reserve (New algorithm of increasing 'giReinforcementPool' counter)


Edit: Just read it again. This probably is only valid for recent 1.13, not 7609.

[Updated on: Mon, 04 January 2021 10:01]




How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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Master Sergeant
Re: Ideas for the next update to Arulco Vacations[message #362178 is a reply to message #362177] Mon, 04 January 2021 13:06 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
In 7609, queen originally has QUEENS_INITIAL_POOL_OF_TROOPS_DIFF troops, when it drops to zero, QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL * diff is added.
If UNLIMITED_POOL_OF_TROOPS_DIFF is set, creating squads does not reduce pool of troops.
+AI changes the code so that QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL * diff is added when pool is lower than QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL instead of zero as it should make strategic AI more stable and avoid potential situations when there's not enough troops to make a squad but more than zero so they do not replenish.

sun_alf's solution is more complex and as far as I know it changes default 1.13 behavior even with default/disabled options.

Making pool increment dependent on number of towns/mines controlled may seem like a good idea but it will make Queen weaker and player stronger as player progresses which is probably not good for game balance.

[Updated on: Mon, 04 January 2021 13:08]




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Lieutenant

Re: Ideas for the next update to Arulco Vacations[message #362231 is a reply to message #362178] Mon, 11 January 2021 05:41 Go to previous messageGo to next message
BlueWarrior is currently offline BlueWarrior

 
Messages:102
Registered:May 2019
I've made a new list of weapons, You probably have more than a few in the mod but I'll put it up anyway to add on to your list

Longbow
Crossbow
Pușcă Automată model 1986
AK-63
FB Beryl
FB Tantal
Smith & Wesson Model 10
Colt M1892
Colt Single Action Army .45 Long Colt
AK-101
AK-102
Smith & Wesson Model 3
Carcano
Madsen machine gun
ZB vz. 26
Type 96
Type 99
RG-6 grenade launcher
Vz. 52 machine gun
FARA 83
IWI Negev
AR-18
Howa Type 64
Howa Type 89
T65 assault rifle
MP 3008
FN Model 1949
Pindad SS1
INSAS rifle
Type 81 assault rifle
Hawk MM-1
Milkor MGL
M202 FLASH
SIG SG 510
SIG SG 540
SIG SG 550
vz. 52 rifle
Kbkg wz. 1960
Sa vz. 23
Type 58 assault rifle
KK 62
RK 95 TP
A Rifled Musket of some kind
Winchester Model 1873
Springfield Model 1873
Winchester Model 1886
Smith & Wesson Model 57
Beretta BM 59
Beretta AR70/90
IMI Galil
Ak 4 rifle
Ak 5 rifle
Vektor Mini-SS
Vektor SS-77
RK 62
Vektor R4
Hanyang 88
Martini Henry
Spencer Rifle
.455 Webley Revolver
.44 S&W Special
Colt Anaconda
Colt Kodiak
Colt King Cobra
USAS-12
Saiga-12
PP-19 Bizon In 9x18mm and possibly 9mm NATO if it came out around that era
MP-28
Valmet M82
A variant of the IMBEL MD and the IMBEL MD97
M1941 Johnson rifle
M1941 Johnson machine gun
Barrett M82A1
RT-20
OSV-96
PGM Hécate II
KSVK 12.7
NTW-20
MACS M3
Barrett M95
HK33
HK53
MSG90
OTs-03 SVU
OTs-14 Groza
SR-2 Veresk
Uzi's in .45 ACP, .41 AE and 9×21mm IMI
Boys anti-tank rifle
Mauser 1918 T-Gewehr
Panzerbüchse 39
PTRD-41
PTRS-41
Lahti L-39
Type 97 automatic cannon
And More Offensive, Defensive And Anti-Tank Grenades (Semtex as well)

[Updated on: Wed, 03 February 2021 05:56]

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Sergeant
Re: Ideas for the next update to Arulco Vacations[message #362236 is a reply to message #362231] Mon, 11 January 2021 23:18 Go to previous messageGo to next message
BlueWarrior is currently offline BlueWarrior

 
Messages:102
Registered:May 2019
Also, It would be interesting to put the G11 back in the game. But instead of Mike having it, It's Queen Deidranna's weapon of choice

[Updated on: Mon, 11 January 2021 23:19]

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Sergeant
Re: Ideas for the next update to Arulco Vacations[message #362253 is a reply to message #362236] Tue, 19 January 2021 07:07 Go to previous messageGo to next message
BlueWarrior is currently offline BlueWarrior

 
Messages:102
Registered:May 2019
By the way Ed, I will be keeping this thread up past the release of V1.2, Because they're no shortage of ideas for this mod; Not just for me but for everyone else who views this thread.

Also I'm kinda proud of myself for having one of the most viewed topics in Aruclo vacations. It's speaks to how popular this mod is. And as well as it should

[Updated on: Tue, 19 January 2021 07:11]

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Sergeant
Re: Ideas for the next update to Arulco Vacations[message #362266 is a reply to message #362253] Tue, 26 January 2021 01:22 Go to previous messageGo to next message
BlueWarrior is currently offline BlueWarrior

 
Messages:102
Registered:May 2019
Also the Thompson M1928A1 and the hopefully Thompson M1921 should come with a compensator, And the M1A1 Thompson should not

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Sergeant
Re: Ideas for the next update to Arulco Vacations[message #362371 is a reply to message #361419] Fri, 12 February 2021 19:53 Go to previous messageGo to next message
mikukion is currently offline mikukion

 
Messages:7
Registered:October 2019
Hi Ed, I'm back and I have some ideas to use in your mod! big grin

- increase Gasket's marksmanship to 64 (maybe even a bit more?) as his hobby is squirrel shooting;
- add Covert Ops and Ambidexterous skills for Flo (maybe it's a bit silly but I think she can easily act as a civilian and she could have trained using both hands while working as an arms dealer);
- add Covert Ops skill for Biff (I can see him and Flo as a cheap pair of spies, inspired by Spies Like Us movie);
- add Ambidexterous skill for Carp (much like Flo, he could have trained using both hands while working in the office);
- remove Demolitions skill from Wink (a bit illogical skill that involves both throwing grenades and defusing mines and this guy knows absolutely nothing about explosives)

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Private
Re: Ideas for the next update to Arulco Vacations[message #362372 is a reply to message #362371] Sat, 13 February 2021 01:43 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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I think the ambidextrous is a bit overpowered, but darn it all Biff & Flo as comedic spies is a good idea, methinks! Raising Gasket's marksmanship always did nag at me 'cause of the squirrel huntin', but we gotta take away a little when we give a little . . .

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Sergeant Major
Re: Ideas for the next update to Arulco Vacations[message #362373 is a reply to message #362371] Sat, 13 February 2021 02:23 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2419
Registered:October 2005
Location: Australia
mikukion wrote on Sat, 13 February 2021 04:53
Hi Ed, I'm back and I have some ideas to use in your mod! big grin

- remove Demolitions skill from Wink (a bit illogical skill that involves both throwing grenades and defusing mines and this guy knows absolutely nothing about explosives)

I think that's more of a shortcoming of the Demolitions trait itself rather than Wink having that skill illogically. Wink's ability to throw things (namely Baseballs) with skill is what's reflected in the grenade throwing part of Demolitions. It's been discussed before that the Throwing skill would better encapsulate just the throwing part of a task such as throwing grenades and knives, but JA doesn't quite do it that way at the moment as far as I know.

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Lieutenant

Re: Ideas for the next update to Arulco Vacations[message #362536 is a reply to message #362373] Wed, 24 February 2021 17:57 Go to previous messageGo to next message
BlueWarrior is currently offline BlueWarrior

 
Messages:102
Registered:May 2019
I saw the beta video for V12, And I had a idea; Since Omerta is the last holdout for Miguel's rebel army. I think that the Queen's army should occupy and hold the six sectors around the city, Trapping everyone inside and they should have access to artillery while sieging it and at least one general should be there as well to supervise, It'll give the player the opportunity to hinder Deidranna from the start. Although I think to be fair the majority should be white shirts, With a good size of red shirts, And a adequate number of black shirts in and around Omerta to provide support for the attack and the defense.

Also I think that every weapon and item in the game should be available in Bobby Ray's Guns and Things shop. Of course with different availabilities and prices

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Sergeant
Re: Ideas for the next update to Arulco Vacations[message #362539 is a reply to message #362536] Wed, 24 February 2021 19:20 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:

I saw the beta video for V12, And I had a idea; Since Omerta is the last holdout for Miguel's rebel army. I think that the Queen's army should occupy and hold the six sectors around the city,
The enemy troops you saw in A10 in that video was the Cambria-Omerta patrol that happened to spawn there because it is one of their waypoints. I am going to change their route so they don't spawn in A10. Sevenfm had a scout in his group so he saw the enemy there and attacked before going to Fatima. but if he went to Fatima first and then then walked with her into A10 the enemy would have interrupted Fatima, and she often (if ever) does not recover, leaving the Player unable to gain entrance into the Rebel Hideout.

I was thinking along the same lines as you except that I have patrols running the roads and towns in the north hunting out the last vestiges of the rebels. I took it that the Queen thinks all that is left are a few holdouts, and she has turned her attention elsewhere leaving Elliott in charge of the mopup operations . . .

That's a hint to stay off the roads if you are not up to fighting at the moment happy

[Updated on: Wed, 24 February 2021 19:27]

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Sergeant Major
Re: Ideas for the next update to Arulco Vacations[message #362982 is a reply to message #362539] Sat, 24 April 2021 18:44 Go to previous messageGo to next message
Victor_Tadeu is currently offline Victor_Tadeu

 
Messages:97
Registered:December 2015
Location: Brazil
Is it possible to have some features of the later 1.13 builds? I'm mainly speaking of the Administrator one, I find it quite useful.


Born, play JA2, die, reload, die again, reload again.

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Corporal 1st Class
Re: Ideas for the next update to Arulco Vacations[message #362985 is a reply to message #362982] Sat, 24 April 2021 21:13 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
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Quote:

Is it possible to have some features of the later 1.13 builds? I'm mainly speaking of the Administrator one, I find it quite useful.

Unfortunately, the Administration function ". . . has been added to the trunk in r8665 & GameDir r2472. Using the new exe without the new GameDir hastens the dawn of the century of blood by a sennight."

I don't modify the executable so I can't add this feature. If there's a feature that only requires LUA script, map editor & XML changes I can add it.

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Sergeant Major
Re: Ideas for the next update to Arulco Vacations[message #363892 is a reply to message #362172] Mon, 18 October 2021 22:32 Go to previous messageGo to next message
harveson is currently offline harveson

 
Messages:35
Registered:August 2015
Location: Minnesota
AV (Arulco Vactions) and Arulco <ANYTHING>,

I'd like to know if there is a timeline for the mods?
Is there an "order"?
I think I'll make this a general topic query.

I played Vanilla 1.12 (Gold) and now am playing 1.13.
I got the old Vengeance mod (German), but is there a general order?



Murphy was an optimist

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Private 1st Class
Re: Ideas for the next update to Arulco Vacations[message #363894 is a reply to message #363892] Mon, 18 October 2021 23:24 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:

AV (Arulco Vactions) and Arulco <ANYTHING>,

I'd like to know if there is a timeline for the mods?
Is there an "order"?
I think I'll make this a general topic query.

I played Vanilla 1.12 (Gold) and now am playing 1.13.
I got the old Vengeance mod (German), but is there a general order?
No general order. I suggest trying out Sevenfm's Modpack. He has several mods contained within one installation. You can try them all. You can read about the modpack here.

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Sergeant Major
Re: Ideas for the next update to Arulco Vacations[message #363895 is a reply to message #363894] Mon, 18 October 2021 23:58 Go to previous message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
I think Vengeance:Reloaded takes place after the original campaign, and Deidranna Lives probably too.
Arulco Revisited and Wildfire are tweaks/replacements for original campaign.



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