Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » JA2:UB General Talk » UB Maps
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Re: UB Maps[message #178711]
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Fri, 21 March 2008 00:41 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: UB Maps[message #178735]
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Fri, 21 March 2008 06:29 
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JA fan |
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Messages:187
Registered:March 2007 |
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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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Staff Sergeant
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Re: UB Maps[message #180588]
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Tue, 08 April 2008 23:24 
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lockie |
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Messages:3725
Registered:February 2006 Location: Scotland |
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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 ))). 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 #181416]
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Tue, 15 April 2008 04:40 
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pheebor |
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Messages:54
Registered:February 2003 Location: New York State |
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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
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Re: UB Maps[message #181774]
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Thu, 17 April 2008 04:17
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pheebor |
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Messages:54
Registered:February 2003 Location: New York State |
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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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Corporal
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