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Re: UB Maps[message #177367] Wed, 05 March 2008 04:07 Go to previous messageGo to next message
pheebor is currently offline pheebor

 
Messages:54
Registered:February 2003
Location: New York State
Yeah, cliff walls are a little weird. :crazy:

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Corporal
Re: UB Maps[message #178431] Mon, 17 March 2008 22:43 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
day 81 , found two #13 blockades diff maps , going is tough ,lost a few mercs , though money aplenty to replace ! too many doubler maps though , leads to samey battles ,as you know where to expect reds n blacks .only thing really missed are a few quests or new mercs , good for battles and upping stats pretty quickly . to be recommended :ok:

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Re: UB Maps[message #178448] Tue, 18 March 2008 03:03 Go to previous messageGo to next message
pheebor is currently offline pheebor

 
Messages:54
Registered:February 2003
Location: New York State
Uh Oh Double maps...hmmm...at one time I was trying to put together a slightly different mod, and guess I mixed things up a bit. Embarrassed What a dummy.

Even without new mercs, new quests would be nice, as I believe they add more to a game than new mercs. Wish I knew how to do that.

If it turns out to be worth it, I'll fix the double maps problem.

A little surprising; after all these posts, and all the views, no one has asked for a copy of this mod. But maybe they should wait until your evaluation is done, and the mistakes are corrected.

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Corporal
Re: UB Maps[message #178453] Tue, 18 March 2008 09:35 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
A little surprising; after all these posts, and all the views, no one has asked for a copy of this mod. But maybe they should wait until your evaluation is done, and the mistakes are corrected


yeah , they cant all be busy on 1.13 / new inv .! if you build it , they will come ... Smile

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Captain

Re: UB Maps[message #178479] Tue, 18 March 2008 21:51 Go to previous messageGo to next message
JA fan

 
Messages:187
Registered:March 2007
Pheebor


A little surprising; after all these posts, and all the views, no one has asked for a copy of this mod. But maybe they should wait until your evaluation is done, and the mistakes are corrected.


Here's why,in my case:

Pheebor

Even without new mercs, new quests would be nice, as I believe they add more to a game than new mercs. Wish I knew how to do that.


Sry,but just a few new(ops,double) maps don't give me a reason to play it cause I have other MODs/games to play in queue. Smile

I'm watching Lockie's game descriptions though.

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Staff Sergeant
Re: UB Maps[message #178639] Thu, 20 March 2008 12:15 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
I'm watching Lockie's game descriptions though.


doh !! pressure .......... :oops:

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Captain

Re: UB Maps[message #178711] Fri, 21 March 2008 00:41 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
Pheebor

Even without new mercs, new quests would be nice, as I believe they add more to a game than new mercs. Wish I knew how to do that.

A little surprising; after all these posts, and all the views, no one has asked for a copy of this mod. But maybe they should wait until your evaluation is done, and the mistakes are corrected.


if you ask me, it's because only very few people are playing UB these days.


optimally, you tie new quests to new mercs. That should be enough to motivate the player to do quests if he has the chance to hire new mercs as reward for doing quest XY

in my opinion, ja2/ UB don't really allow for quests sophisticated enough to completely replace the joy of hiring new personnnel.

Unlucky you, in UB you have to copy-paste quite some stuff to get some things working. Lucky you, you need to demolish nothing for adding new things. ;-D

basicly, the quests and merc work in UB just as they do in ja2, so primary issue will be having them appear on the map, if you use UB-MFE or the betateditor and then mapconverter doesn't matter once you get the RPC's to appear in UB, they follow the same rules as in ja2 (at least as long as it's RPC's with normal placement routines, like Maddog.)

I'd always suggest to use maddog's slot as he's the most generic RPC and thus probably the most convenient to work with.

I think only very few RPC slots are used in UB, so you have some space there.

quests... i'd suggest you start with something easy like give-item, get-item or somesuch. Adding quest lines to the game (history log entry) should be fairly easy in UB as almost nothing of quests.edt is used, so you have some freedom there too.

both recruiting of RPC's and quests are handled in the .NPC files contained in npcdata.slf/ npcdata folder. There are only rather crude programmes around, so it matters little which one you pick.


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Sergeant Major
Re: UB Maps[message #178735] Fri, 21 March 2008 06:29 Go to previous messageGo to next message
JA fan

 
Messages:187
Registered:March 2007
the scorpion


if you ask me, it's because only very few people are playing UB these days.


optimally, you tie new quests to new mercs. That should be enough to motivate the player to do quests if he has the chance to hire new mercs as reward for doing quest XY

in my opinion, ja2/ UB don't really allow for quests sophisticated enough to completely replace the joy of hiring new personnnel.

Unlucky you, in UB you have to copy-paste quite some stuff to get some things working. Lucky you, you need to demolish nothing for adding new things. ;-D

basicly, the quests and merc work in UB just as they do in ja2, so primary issue will be having them appear on the map, if you use UB-MFE or the betateditor and then mapconverter doesn't matter once you get the RPC's to appear in UB, they follow the same rules as in ja2 (at least as long as it's RPC's with normal placement routines, like Maddog.)

I'd always suggest to use maddog's slot as he's the most generic RPC and thus probably the most convenient to work with.

I think only very few RPC slots are used in UB, so you have some space there.

quests... i'd suggest you start with something easy like give-item, get-item or somesuch. Adding quest lines to the game (history log entry) should be fairly easy in UB as almost nothing of quests.edt is used, so you have some freedom there too.

both recruiting of RPC's and quests are handled in the .NPC files contained in npcdata.slf/ npcdata folder. There are only rather crude programmes around, so it matters little which one you pick.




UB campaigns still are on my "to-play list". So,you will have a UB player to count on for some time.

The formula for renewed fun(at least for me) includes a fairly renewed game:

New story + new mercs + new quests/NPCs + new maps + new weapons = renewed fun! But I know it's difficult to do a Deidranna Lives these days without a good team.

Yea,tried looking at some .npc files.Didn't understand much.

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Re: UB Maps[message #178929] Sun, 23 March 2008 17:25 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
day 84 : hitting my second lab , same layout and positioning as before , so wont be long with it ! approx half the map explored , still only playing coupla hours per night tho .

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Re: UB Maps[message #179911] Wed, 02 April 2008 22:29 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
day 88 , 6 more maps to finish !! seems to be tougher down south , mod only lacks ,as scorp says , quests n npc's ,heading to hq hopefully at weeknd . big game against sporting lisbon thursday night , and my son's bands are playing nearby on fri , so mum n I'll go see em !

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Re: UB Maps[message #179945] Thu, 03 April 2008 01:58 Go to previous messageGo to next message
pheebor is currently offline pheebor

 
Messages:54
Registered:February 2003
Location: New York State
Seriously, hats off to you for even going this far. :cheers:
I know it can get tedious after awhile.

Looking forward to your summary, good or bad.

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Corporal
Re: UB Maps[message #180407] Mon, 07 April 2008 17:10 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
busy over weekend , back at it tonight :maskedsniper: :smilingsoldier:

EDIT:
ok , got to the last 4 maps , though they are two crossings and two h.q.'s . Seems like you got fed up and just wanted to end it !! started the first crossing , well placed and hidden mercs , I got whupped and withdrew for the night , back tomorrow :pitchfork:

[Updated on: Mon, 07 April 2008 22:20] by Moderator

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Re: UB Maps[message #180588] Tue, 08 April 2008 23:24 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
day 91 , (only!!) two hq's to go and not going for underground base at usual game (seen it , done it )as to impressions of mod , good work! as we said before ,to really grab and keep interest , new quests and npc's would give a player reason to explore and seek out new areas with the reward of course being whatever you can think of to be different . goes for all modders , give the player a biscuit or cookie at the end , else it's liable to disappoint Wink))). med kits and supplies were plentiful with them only being scarce at the start , giving a harder , tougher experience . I'll think over it some more and report later . cheers pheebor and thanks .

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Re: UB Maps[message #180942] Fri, 11 April 2008 20:54 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
done ! lost a couple more mercs at first HQ, but didn't bother going to second as layout was the same . all in all , a satisfying jaunt ,maybe you'd want to revisit and alter a few things ? maybe not ! Imho , you'd be better off trying another , maybe smaller campaign ,using your experience and concentrating on a mmmm ,more detailed and fuller world map .Maybe an airport and docks etc ?
anyway , hope you keep modding .
cheers bud

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Re: UB Maps[message #181416] Tue, 15 April 2008 04:40 Go to previous messageGo to next message
pheebor is currently offline pheebor

 
Messages:54
Registered:February 2003
Location: New York State
Thanks, man, for your time and effort. Points are well taken. Smaller, more balanced mod would probably be better. With more attention to making detail as real-world as possible. And being careful not to duplicate sectors is an absolute must. That was just plain careless.

I would like to add new mercs and quests, but I don't know how, but I'm willing to make the effort and learn. Folks have suggested editors & tools, but I really need very specific info; what, exactly, is used for quests, mercs, etc.

Cheers. :wave:

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Corporal
Re: UB Maps[message #181433] Tue, 15 April 2008 10:07 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
try pm'ing khorr or scorpion , for npc's and quests help , those guys have been doing it for a few years now , if anyone can help , it's them .Good on you for making the attempt though , I couldn't afford the time or inclination , so kudo's to you for trying bud . :ok:

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Re: UB Maps[message #181687] Wed, 16 April 2008 15:15 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
scorpion knows this stuff way better than I do so I would try him first.


But I'll start you off with what little I know:

You need a version of Ja2 that accepts proedit (I believe ub does but you need to rename the prof.dat file to something like prof25.dat) I am already kind of drawing a blank here because I have never used proedit with ub or attempted to make a ub mod.

But once you get proedit running (you can do a simple test by changing one of the aim mercs weapons save and see if it appears in your new game [note proedit changes will not appear in savegames) you can do a lot.

One of the things quest related you can do is in the Hidden section of proedit you will see a box that says Sector with 2 boxes and level with one box. These boxes will only appear for npcs rpcs and epcs. Sector corresponds to the sector the npc will appear and level 1 corresponds to ground level. Some npcs will not appear until 9:00 am but some you can place right next to the entry grid on a map to test if you are doing this right.
Remember you must also add the npc of your choice to whatever map you want him in via the map editor by placing a civillian, checking Priority Existance, Detailed Placement and going to the Profile ID Mode box and typing in the character number you will find for each character in proedit.

Note that there are also map placement routines for each npc that scover things like when the npc is in sector, if the npc can leave the sector and when, etc. Also many npcs are interconnected with quests so be careful about arbitrarily changing them unless you don't care if any part of their or any interdependant character's quest gets broken.

Well, in short I could write a small book on how to do this stuff but I'd rather buy someone's like Batmans, Becoming X's or scorpion's.

If you want me to add more to this or want to pm me for more details feel free but my free time is very limited so bear with the long delays you will likely get.

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Sergeant Major
Re: UB Maps[message #181774] Thu, 17 April 2008 04:17 Go to previous message
pheebor is currently offline pheebor

 
Messages:54
Registered:February 2003
Location: New York State
Thanks, appreciate the help. When I get back from vacation, I'll have a go at it.

Don't worry about any delays; there's no hurry here. But I probably will have a lot of questions.

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