Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10777] Thu, 15 September 2005 14:54 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:626
Registered:July 2005
Location: Canada
New version (09.14.05) released.

Changes include:

- bug fixes
- Snap's stat change fixes
- UB style IMP generation
- UB style reveal all enemy gear when sector cleared
- externalized enemy items
- possibility of up to 2 attachments on an enemy weapon
- enemies can use the MGL burst
- M4 Super 90 replaces M3 Super 90
- externalized IMP gear, plus a bunch of new options for adding new gear
- Alt + LMB to sell items from map inventory screen for 25% of value
- Autofire AP tweaks

Note: In addition to quest items, creature and bloodcat items, as well as the tank items (including the minimi on the tank) still need to be externalized.


This will be my last release for a while. I've got a lot of work and family obligations that I've let slide for too long to work on this mod and they've finally caught up with me. I'm not going away forever or anything, but I won't have the kind of time required to create substantial new content for the forseeable future.

Never fear, however. Kaiden will be stepping up and continuing to support and create new content for 1.13. :cheers: :cheers: :cheers: (3 cheers for Kaiden Smile )

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10780] Thu, 15 September 2005 20:18 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:113
Registered:September 2005
Location: Slovenija
Take care Mugsy!

Anyway, I had a wiki laying around, so inserted some content. Feel free, no, I ask you, add more content. Wink I hope it will be a central reference point for things regarding ja2 hacking. These forums are still more suited for the debates, but a wiki is great to keep track and manage content/data. A good example is that not many know what exactly has been done, since the release.
http://lynxlynx.info/wiki/doku.php?id=start (in development)

Snap, diff (patch)? What do you want to do?

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Sergeant
Re: "1.13" Mod - Main Thread[message #10781] Thu, 15 September 2005 21:41 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
09/14 release will keep us busy for a long time, its even savegame compatible with the last one (they've all been compatible in Sept it seems).

Whatever you're up to Madd Mugsy, take care.

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Lieutenant

Re: "1.13" Mod - Main Thread[message #10782] Thu, 15 September 2005 23:45 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
Snap, you can e-mail me the changes, And I'll setup a VSS server in the next week or so, no internet access for it though, that will have to come later. I'll have to look into how to setup VPN on an NT 4.0 Server.

Unless you have some other suggestions, because I'm not all that great with networking admin type stuff.

Also, as an FYI incase anyone didn't catch it in the other thread, the first and top priority for me right now, is any outstanding bugs that need to be fixed from previous changes. I'd like the game to play smoothly for everyone. Plus it gives me more time and incentive to look through the code and come up with ideas and possibilities for changes that haven't been thought of already.

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10788] Sat, 17 September 2005 04:15 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:626
Registered:July 2005
Location: Canada
New thread to share war stories about 1.13 and discuss strategy for dealing with enemy snipers, flanking and rooftop attacks:

1.13 War Stories

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10789] Sat, 17 September 2005 06:31 Go to previous messageGo to next message
dzeller is currently offline dzeller

 
Messages:84
Registered:February 2003
Location: USA
This mod looks great, particularly the AI improvements and the new weapons. When I finish my actual regular JA2 game, I will begin a new one with 1.13 installed.

BTW why are all these threads about this mod in the technical department (and not in the "Other users created campaigns")? This is not a little tech modification anymore. Wink

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Corporal 1st Class
Re: "1.13" Mod - Main Thread[message #10790] Sat, 17 September 2005 06:41 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
Mainly because we wanted to keep the threads together instead of dispersed around the site among different forums.

And second, because no one has moved them yet.

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10791] Sat, 17 September 2005 07:15 Go to previous messageGo to next message
Apollo is currently offline Apollo

 
Messages:57
Registered:November 2003
Location: England
Hi, I've just downloaded this, but I'm unsure what to do next... Do i just copy all the files into there respective folders and overwrite the existing ones? Which version of JA2 should I use as a base?

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Corporal
Re: "1.13" Mod - Main Thread[message #10792] Sat, 17 September 2005 07:34 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:113
Registered:September 2005
Location: Slovenija
Yup, just overlay it. For me it worked ok with ja2 gold.

A separate forum would be good indeed. As I proposed before, the whitehat one could be archived and put away if needed; this project deserves one for itself.

Compiling a buglist atm. Smile

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Sergeant
Re: "1.13" Mod - Main Thread[message #10793] Sat, 17 September 2005 07:39 Go to previous messageGo to next message
Lochmacher is currently offline Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
1.12 recommended (1.07-.09 works?).
Overwrite all. Have fun.

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Corporal
Re: "1.13" Mod - Main Thread[message #10795] Sat, 17 September 2005 08:54 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1815
Registered:August 2003
Location: Pleasantville, NJ
I've installed it several times over regular 1.03. Just allow overwrite all.

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10796] Sat, 17 September 2005 14:32 Go to previous messageGo to next message
gmonk

 
Messages:668
Registered:April 2002
Location: Newfoundland, Canada
Yah, considering it overwrites all previous patches anyway it's the game you end up with no matter what your previous patchlevel. Enjoy a much improved JA2!

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First Sergeant
Re: "1.13" Mod - Main Thread[message #10797] Sat, 17 September 2005 17:20 Go to previous messageGo to next message
Lochmacher is currently offline Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
Ok, funny story...

Alma, Sector I13, night...

2 IMP's, bearing AR's and under the cover of friendly snipers, decide to finally breach the facility and claim it. Carefully stacking on the northernmost enterance, they then wait, the doors open before them. Seeing no adversaries, they start into the hallway. Then it happens. The hairs on their neck rise as they hear someone stand up from behind them, snickering. They start to turn, but it's too late! Wham! A breaklight smacks one of them full in the chest, compelling him, briefly, to halt. The soldier, bearing the uniform of a seasoned veteran, then calmly crouches, gauging the mercs' responses. Seconds pass until, in the pale glow of confined chemicals, the offended merc takes aim and fires on the comically tragic elite. One, two, three careful shots to the head before he drops, smiling: a fully-loaded MAC10 tumbles from his now-lifeless fingers.

"Why", the merc mused, "didn't he use his gun?" The other smiled, noting his friend's bruised sternum and ego. "Perhaps this is how a true bad-ass proves how good he is...", he quipped and turned back down the hallway.

EDIT: Apparently, though, the IMP's confidence is somewhat justified, as they completed the sector with only the 1hp damage incurred with their SUN GLASSES ON!! Details, details...
Harmless(IMP): "Wow, nice UVG's... Every been used?"
Berserk(IMP): "Nah, they make me look kinda dorky... These, however... Now I'm ready to kill"

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Corporal
Re: "1.13" Mod - Main Thread[message #10798] Sat, 17 September 2005 17:43 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
Status Update Smile

New version will be released on or near 9-23-2005.

Changes so far:


Mugsy -
1. Shirt/pant colors now based on IMP Portrait so they don't all look alike!

2. Fixed a bug that could result in Imp not getting some gear that was setup in ImpItemChoices.XML.

Snap -
1. Max Tilesets NOW 255, no code changes required for adding new tilesets

2. Breath bug has been fixed!


Kaiden -
1. When throwing Knives, you will now stop if you see a new enemy.

2. Several LOS fixes causing a CTD game have been fixed.

3. It is now possible to drop leadership to Zero. Restriction was never neccessary and it seems to have always been this way.

4. Autofire now has same penalty as burst after the first bullet (let me know how it turns out, May be more or less than what is needed).

5. I didn't know that you only receive 15 points when you drop a skill from 35 to Zero, I didn't change it, but I put in a Constant instead of having the value hardcoded, this way it can be externalized.


EDIT: Mugsy, can I e-mail you both Zips and have you post them on your site until I can set something up, or can you give me FTP access to replace them?

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10799] Sat, 17 September 2005 19:18 Go to previous messageGo to next message
Bastage is currently offline Bastage

 
Messages:93
Registered:December 2004
Location: Winnipeg, Canada
Dumb question. Where do I enter alt+lmb to sell off gear?

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Corporal 1st Class
Re: "1.13" Mod - Main Thread[message #10800] Sat, 17 September 2005 19:23 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
In the Sector Inventory screen, hold down the Alt (alternate) key and click the left mouse button. The Ctrl (Control) key has the opposite effect and deletes the item.

When dealing with stacked items, only 1 will be sold/deleted at a time.

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10803] Mon, 19 September 2005 01:05 Go to previous messageGo to next message
alerus is currently offline alerus

 
Messages:12
Registered:December 2004
Location: Slovenija
Sniper!
... and my lv.10, mrk.100, stealthy-night ops IMP char gets killed at 02.00 by those elites. He takes every bullet from everybody on the map, even tho he uses Val silent sniper rifle (I changed the pics, so it looks like the real thing - VSS Vintorez). So no bonus for using silenced weapons at night.

Another issue are invisible enemies. Usualy I have to leave the map and re-enter to see them.

Constant crashes to desktop or complet freeze of my comp. Can not solve that.

But it is worthy. One fine mod you made there, so thank you.

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Private
Re: "1.13" Mod - Main Thread[message #10804] Mon, 19 September 2005 02:00 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
Alerus, the invisible enemy bug very elusive, almost as if it's invisible (sorry couldn't resist). But it's on my list of bugs to track down and fix.

About the CTS's though, any idea what's going on when you crash? You have a savegame you can send me?

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10805] Mon, 19 September 2005 02:10 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:626
Registered:July 2005
Location: Canada
Quote:

So no bonus for using silenced weapons at night.
Sure there are. They're much quieter, as long as they're in good condition. Watch out for that muzzle flash (use a flash suppressor) and sometimes the enemies make enough noise being hit that they'll attract other enemies.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10806] Mon, 19 September 2005 03:11 Go to previous messageGo to next message
alerus is currently offline alerus

 
Messages:12
Registered:December 2004
Location: Slovenija
I use muzzle flash, and belive me, my weapons are always in top conditions. It is so, that enemy just knows where I am, even if I change position after a silenced shot. Tried to run away both ways stealthy an ordinary. But those granates always seem to land on my feet. Smile It is no big deal actually. I like it, when enemy forces me to change my tactics, so after a long time I started to use flairs, and/or run a lot.

Game usualy crashes at bomb explosions or, when defending sector together with militia. Comp freezes completly sometimes, while playing this mod, don't know why - usualy again when defending sector together with militia and the last time in Tixa. Just as if comp could't preform a calculation or something. Deferent then that usual freeze, when clock still ticking and you have to wait,.. you know what i mean.
I have brand new (ok few months) AMD 64 3000 with Nvidia 6800 pci express,... and it is working great with all other stuff. I'll test this first on my laptop (where DL mod is installed).

But the weapons are great, and it is really fun to play, at last real use of machine guns.

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Private
Re: "1.13" Mod - Main Thread[message #10807] Mon, 19 September 2005 04:29 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
OK Another Status update:

Externalized options code is in the game and fully functional.

Snap, Mugsy, Anyone else that may submit code changes, try not to hard-code any values, and if you add new INI entries, a default value must be specified otherwise lots of crashes can occur. I haven't been able to get the code to accept defined constants as acceptable default values, but literal values and variables work fine.

The default values are used if the INI file cannot be found, or if the specific entry in the INI file cannot be found. The filename is Ja2_Options.INI, needs to be in the Ja2 directory, and will be included in the release this week with as many "options" as I can get into it Smile

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10808] Mon, 19 September 2005 05:06 Go to previous messageGo to next message
dextertt is currently offline dextertt

 
Messages:52
Registered:November 2000
Kaiden and Mudgsy,

In regard to externalizing the hard code values, is it possible to externalize the accuracy penalties for target in different stances and cover ?

for example:
standing = no penalty
crouch = %?? to hit penalty
prone = %?? major to hit penalty, I think the weapons with all attachments make it too easy to hit a prone target where as in real life it is very very difficult to hit such target. This is where area weapons such as grenades and mortar play a crucial role.

also, if a target is behind sand bags, windows, %?? to hit penalty ?

I think combat should take longer, less precise, more tactical movement and flanking, more use of area weapons, and ammo supply an issue.

in the weapons.xml file there is an a variable: bAccuracy = 0 . Is this value being use ? can it be assigned a negative value. My thinking is that sniper weapons and machine gun, are more difficult to operate so only mercs with very high attribes should use them.

thanks.

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Corporal
Re: "1.13" Mod - Main Thread[message #10809] Mon, 19 September 2005 05:13 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
It's now possible to externalize just about ANY value in the game, or even features.

For instance, during my testing (and I will add alot more before the end of the week) I externalized the following:

1. Starting cash for all difficulties
2. Turn on/off the Alt+LMB Sell All option.

Some values and options however can be a HUGE pain to externalize, because everywhere they exist in the code has to be changed. But it is still possible regardless of how tedious it might be.

EDIT: By default, all values and optional features exist as they are in 9-14-05 release version.

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10810] Mon, 19 September 2005 06:13 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:431
Registered:January 2003
Location: Slovenia
wow sounds great Kaiden. :ok:

so i'll be able to give myself a milion in cash and forget about money worries Very Happy
nah that would be boring but i could have my dream team together at the very beginning. hmm have ot hink abiout this :biglaugh:

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10811] Mon, 19 September 2005 07:22 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:626
Registered:July 2005
Location: Canada
I've added some code to let people switch the GL Burst cursor between normal gun burst mode (the way it is now), and the trajectory cursor (which lets you know where the grenade is going to actually land). The switch is Shift-Ctrl-g and also in the preferences menu.

The reason I did this was because while it was nice to be able to spread-fire some smoke/gas grenades, it sometimes sucks to not have that red-X-marks-the-spot thing for standard frag grenades.

I did this as a temporary measure for slightly increased user-friendliness, because it's not a simple job to get the trajectory cursor to allow spread fire or to get the burst cursor to allow a red-x.

Is this something anyone else is interested in, besides me? If so, I'll send it to Kaiden to merge in.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10812] Mon, 19 September 2005 10:25 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
Messages:101
Registered:November 2001
Location: Oregon, USA
Mugsy, the grenade launcher thing sounds good to me. Would this seperate the grenade hotkey from the rifle one? This would eleminate having to hit "B" five times to cycle fire modes.

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Sergeant
Re: "1.13" Mod - Main Thread[message #10813] Mon, 19 September 2005 12:07 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
I second Durty Dan's opinion, and his question Smile

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10814] Mon, 19 September 2005 15:11 Go to previous messageGo to next message
Bastage is currently offline Bastage

 
Messages:93
Registered:December 2004
Location: Winnipeg, Canada
Great idea Mugsy.

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Corporal 1st Class
Re: "1.13" Mod - Main Thread[message #10815] Mon, 19 September 2005 16:05 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:626
Registered:July 2005
Location: Canada
Hmmm... I guess we could do that too. We could just assign a different hotkey to switch to the GL / GL Burst. I think it's probably best to leave the interface button that cycles through the modes alone though. Messing with the interface graphics to draw a new button and make it fit nicely would probably be more work than its worth.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10816] Mon, 19 September 2005 18:09 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:285
Registered:September 2000
Location: USA (by way of the Old Wo...
Good job with externalising, Kaiden!

Quote:
Originally posted by Kaiden:
I haven't been able to get the code to accept defined constants as acceptable default values, but literal values and variables work fine.
I am not sure what you mean by this. Can you give an example?


BTW, when you implement scale-type constants, you may run into the issue of integer division always rounding towards zero, rather than towards the nearest integer. Often it is not important, but it is a good thing to keep in mind. Sometimes you can accidentally zero out your result if you don't watch what you do! If you do want to round properly, there's a simple trick for positive operands:

(a + b/2) / b

will round the ratio a / b . Negative operands are a bit trickier.
[/TECHNICAL]

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10817] Mon, 19 September 2005 18:13 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:285
Registered:September 2000
Location: USA (by way of the Old Wo...
Quote:
Originally posted by Madd Mugsy:
I've added some code to let people switch the GL Burst cursor between normal gun burst mode (the way it is now), and the trajectory cursor (which lets you know where the grenade is going to actually land).
Mugsy, could you point me to the code related to the trajectory cursor? I couldn't find it the last time I looked.

Also, I came across a comment left by the whitehat team. It seems that spread burst is limited to 6 rounds or something like that. How does autofire spread burst work now? Is this still an issue?

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10818] Tue, 20 September 2005 02:22 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
Snap, here is the syntax for loading a value from the INI file:

INI File contents:

[Options]

MY_VALUE = 15
YOUR_VALUE = 32
SOMEONE_ELSES_VALUE = 0


Variable = ReadINI.Read[datatype]("SectionName","ValueName",DefaultValue);


So if you wanted to get MY_VALUE from the INI file, here is your function Call:


INT32 iMyValue = Readini.Readinteger("Options","MY_Value",10);

If it finds the INI file, and finds MY_VALUE =, with a valid Integer value assigned, it will return 15, so that iMyValue will be set to 15.

However, if it does not find the INI file, or MY_VALUE, or an invalid value is assigned, it will use the Default value and iMyValue will be set to 10.


In the above example, the default value can be 10, or it canbe iVariablewith10assignedtoit. but it can't be:

#define MY_DEFAULT_VALUE 10.

INT32 iMyValue = Readini.Readinteger("Options","MY_Value",MY_DEFAULT_VALUE);

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10819] Tue, 20 September 2005 04:19 Go to previous messageGo to next message
Nighthawk is currently offline Nighthawk

 
Messages:46
Registered:February 2002
Location: Springfield, MO
I have so far successfully imported Gaston and Stogie into the 1.13 mod. I used Snap's command line program in C:\UB\Data: jace -a # # (where 1st # represents their number in UB prof.dat and the 2nd # renames all their files to the position that you are overwriting. I edited the .bat file to do both with one d-click.

I personally replaced the 2 useless MERCS Gasket and Gumpy. You copy/paste the created folders(mercedt,speech and others) into the JA2 1.13 Data folder. Make all the needed changes in JA2 Proedit, especially the eye/mouth coordinates and they are ready to go. I can post my prof.dat file with this included. It's best renamed to Prof4.dat. My favorite 16-18 mercs are tweaked with serious survival equipment for playtesting purposes. Anyone can tweak their favorites as well.

Tex is a must to add for me later, and maybe Biggins. I would replace Shank and someone else. Rudedog from Urban Chaos is a good choice also. Just don't take any UB people down to fight the bugs. I don't think they have the speech files for this. Or play realistic mode.

I know Kaiden and Mugsy will get around to all this; I'm telling you how if any others prefer playing with the UB people. I will post the speech and text bubble folders also. Tex and Rudedog have extra NPC folders/edt files pre-recruitment.

Nighthawk

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Corporal
Re: "1.13" Mod - Main Thread[message #10820] Tue, 20 September 2005 13:03 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
OK, Here's a taste of things to come from externalized options, this is what I have so far:

  

[Options]

; This options file cannot be added to without hard coding. But it can be changed as much as you want.
; By default, the values below are the values present in the 9-14-05 release of the code.


; These are the Starting cash values for the various difficulties.

;-------------------------------------
NOVICE_CASH = 45000
EXPERIENCED_CASH = 35000
EXPERT_CASH = 30000
INSANE_CASH = 15000
;-------------------------------------


; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option.
; FALSE Turns off the option. PRICE_MODIFIER is a divisor, 4 = 25% of the item's value. 
; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.

;-------------------------------------
CAN_SELL_ALT_LMB = TRUE
PRICE_MODIFIER = 4
;-------------------------------------


; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest
; you can lower an attribute, and the lowest you can lower a skill before it hits zero.
; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to.
; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats
; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points 
; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose
; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in
; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills
; start out as. Currently in game it is set to 55.


;-------------------------------------
MIN_ATTRIBUTE_POINT = 35
MAX_ATTRIBUTE_POINT = 90
IMPATTRIBUTEPOINTS = 40
MAX_ZERO_BONUS = 15
START_ATTRIBUTE = 55
;-------------------------------------



; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector. 
; Keep in Mind That there is not enough room on the strategic map to display more than 20
; Militia per sector correctly(could possibly change) but they will still be there to defend,
; and you can still train them, and it will still cost you.
; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of:
; MILITIA_TRAINING_COST which is the cost of training militia.
; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia.


;-------------------------------------
MAX_MILITIA_PER_SECTOR = 20
MAX_TRAINING_SQUAD_SIZE = 10
MILITIA_TRAINING_COST = 750
MIN_LOYALTY_TO_TRAIN = 20
;-------------------------------------



; I'll document these later, save to say, DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE***
; Basically the 1st set are the number of available troops the queen starts with.
; The Second four are (Mugsy?) How full the initial Garrisons are.
; The 3rd set are the number of extra ELITES generated by the two highest difficulty levels
; The last set is the minimum size of an enemy group. This is the smallest group size an enemy
; wants to travel with. And this option right under the comments, this is the largest size an
; enemy can attack with at one time. And thats kind of misleading, see, two groups of 20 could
; attack you at one time, only 20 would be shown in the sector, and as you slowly kill them off
; one at a time, they are replaced until the surpluss is under 20. (Mugsy, am I understanding that
; correctly?) Anyway, the most important thing, is that you DO NOT LOWER THIS NUMBER. It can and
; will crash your game.


;-------------------------------------
MAX_STRATEGIC_TEAM_SIZE = 20
;-------------------------------------

NOVICE_QUEENS_POOL_OF_TROOPS = 150
EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200
EXPERT_QUEENS_POOL_OF_TROOPS = 400
INSANE_QUEENS_POOL_OF_TROOPS = 8000
;-------------------------------------


EASY_INITIAL_GARRISON_PERCENTAGES = 70
EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100
EXPERT_INITIAL_GARRISON_PERCENTAGES = 150
INSANE_INITIAL_GARRISON_PERCENTAGES = 200
;-------------------------------------


EXPERT_ELITE_BONUS = 25
INSANE_ELITE_BONUS = 50
;-------------------------------------


NOVICE_MIN_ENEMY_GROUP_SIZE = 3
EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
EXPERT_MIN_ENEMY_GROUP_SIZE = 6
INSANE_MIN_ENEMY_GROUP_SIZE = 8
;-------------------------------------


;More to come later, I want to see what the file-access does to game speed first.
EDIT: Also, Mugsy, Snap, I know several places where I probably should have passed the value through the calling function to be more efficient, (Since Constants have a global scope, it wasn't an issue until they became local variables) but I'll go back and fix that later as I get a chance.

EDIT2: The more we work on this, the more obsolete save-game editors become Razz

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10821] Tue, 20 September 2005 15:08 Go to previous messageGo to next message
dextertt is currently offline dextertt

 
Messages:52
Registered:November 2000
Kaiden,

Excellent ! Sure give a lot of room for customization.

Also, is it possible to edit the cities.xml file so you can train militia in the squares next to the city square ? Instead of defending in side the city you can defend in the squares adjacent to the cities. Add to that, may be you can have the options to train militia at choke points like road junctions.

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Corporal
Re: "1.13" Mod - Main Thread[message #10823] Tue, 20 September 2005 21:29 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
Dextertt, funny you should ask, I was going to make that an option when I found the bit of code restricting militia to town sectors and SAM sites, but I decided to hold off on it for now, it was an all or nothing kind of deal, couldn't restrict it to just roads, or choke points.

Also, since I know where that code is, I want to look for any city hardcoding that is done as far as determining which sectors are cities and which ones are sam sites, but that will have to wait. For now, you could attempt to edit cities.xml and see what happens, let me know the resulsts if you do.

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10824] Wed, 21 September 2005 01:19 Go to previous messageGo to next message
dextertt is currently offline dextertt

 
Messages:52
Registered:November 2000
Kaiden,

Thanks for looking into it. The reason I ask because it is frustrating to "chase" down enemy squads heading to retake the cities. Turning it on for all sectors could lead to more interesting strategic gameplay. I am currently in a game with the latest Mugsy .exe so I will wait a while before playing with the cities.xml

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Corporal
Re: "1.13" Mod - Main Thread[message #10825] Wed, 21 September 2005 02:38 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:626
Registered:July 2005
Location: Canada
Snap,

Quote:

Mugsy, could you point me to the code related to the trajectory cursor? I couldn't find it the last time I looked.
The constant to search for is TRAJECTORYCURS. It's all over the place. The other one to compare it to is the TARGETCURS constant. Basically, the problem is that the developers decided to use the cursors to determine what is / is not applicable for a given weapon. For instance, the trajectory cursor will allow for firing immediately, while the targeting cursor expects a confirmation click.

It looks like a large amount of work on fragile code to make the trajectory cursor allow for spread fire. It's probably a similar amount of work to make the burst cursor show the Red X, but I'm not certain.

Quote:

Also, I came across a comment left by the whitehat team. It seems that spread burst is limited to 6 rounds or something like that. How does autofire spread burst work now? Is this still an issue?
I'm pretty sure they removed the limit.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10826] Wed, 21 September 2005 03:02 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:129
Registered:January 2005
Location: India
i have my JA2 hanging - i used the debug executable to determine what is the problem.

here is a clipping from the debug output:

LineOfSightTest: Thermal Optics = 0
StandardInterruptConditionsMet
StandardInterruptConditionsMet
StandardInterruptConditionsMet
StandardInterruptConditionsMet
LineOfSightTest: Thermal Optics = 0
ManSeesMan
LineOfSightTest: Thermal Optics = 0
ResolveInterruptsVs
Resetting int pts for 85 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 87 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 88 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 89 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 91 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 92 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 93 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 96 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 97 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 101 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 102 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 103 - NOISE BEYOND SIGHT DISTANCE!?
DoneAddingToIntList
ResolveInterruptsVs done
Event Pump: Noise from 24 at 15437/0, type 4 volume 8
LineOfSightTest: Thermal Optics = 0
LineOfSightTest: Thermal Optics = 0
LineOfSightTest: Thermal Optics = 0
LineOfSightTest: Thermal Optics = 0
LineOfSightTest: Thermal Optics = 0
LineOfSightTest: Thermal Optics = 0
ResolveInterruptsVs
Resetting int pts for 85 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 87 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 88 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 89 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 91 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 92 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 93 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 96 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 97 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 101 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 102 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 103 - NOISE BEYOND SIGHT DISTANCE!?
DoneAddingToIntList
ResolveInterruptsVs done
Event Pump: Noise from 24 at 15125/0, type 4 volume 8
ResolveInterruptsVs
Resetting int pts for 85 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 87 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 88 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 89 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 91 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 92 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 93 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 96 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 97 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 101 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 102 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 103 - NOISE BEYOND SIGHT DISTANCE!?
DoneAddingToIntList
ResolveInterruptsVs done
DecideAction
DecideActionBlack=0
DecideAction done
NPC has no action assigned
Clock set
About to remove deadlock message
About to decide alert status
Alert status decided - startnpcai done
DecideAction
CheckIfTossPossible
calcmaxtossrange
EXPLOSIVE_GUN x = 0
calcmaxtossrange done
CheckIfSniperShotPossible
EXPLOSIVE_GUN x = 335
CheckIfShotPossible: found a gun item # 335
CheckIfShotPossible: weapon type 3
CheckIfShotPossible: checking for scope
decideactionred: sniper shot not possible
decideactionred: weapon in slot #5
decideactionred: men in sector 12, ubspotters called by 0, nobody 156
CheckIfSniperShotPossible
EXPLOSIVE_GUN x = 335
CheckIfShotPossible: found a gun item # 335
CheckIfShotPossible: weapon type 3
CheckIfShotPossible: checking for scope
decideactionred: crouch and rest if running out of breath
decideactionred: calculate morale
decideactionred: radio red alert?
decideactionred: main red ai
decideactionred: check to continue flanking
decideactionred: nothing to do!
decideactionred: look around towards opponent
DecideAction done
NPC has no action assigned
Clock set
About to remove deadlock message
About to decide alert status
Alert status decided - startnpcai done
DecideAction
CheckIfTossPossible
checkiftosspossible: swapping item into hand
RearrangePocket
RearrangePocket done
checkiftosspossible: get minapstoattack
calcbestthrow
EXPLOSIVE_GUN x = 146
about to calcmaxtossrange
calcmaxtossrange
EXPLOSIVE_GUN x = 146
calcmaxtossrange: grenade
calcmaxtossrange done
calcbestthrow: buddy's got a grenade
CalcDifficultyModifier
CalcDifficultyModifier done
calcbestthrow: about to initattacktype
MinAPcost to attack = 19
Soldier's action points = 25
calcbestthrow: checking opponents
EXPLOSIVE_GUN x = 146
calcbestthrow: checking chance for launcher to beat cover
CalculateLaunchItemChanceToGetThrough
physics.cpp line 1741
physics.cpp line 1750
LineOfSightTest: Thermal Optics = 0
CalculateObjectTrajectory
CalculateObjectTrajectory: createphysicalobject
CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!!
SimulateObject
CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!!
SimulateObject
CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!!
SimulateObject
CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!!
SimulateObject
CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!!

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Sergeant
Re: "1.13" Mod - Main Thread[message #10827] Wed, 21 September 2005 03:19 Go to previous messageGo to previous message
Madd_Mugsy

 
Messages:626
Registered:July 2005
Location: Canada
Quote:

;-------------------------------------
MIN_ATTRIBUTE_POINT = 35
MAX_ATTRIBUTE_POINT = 90
IMPATTRIBUTEPOINTS = 40
MAX_ZERO_BONUS = 15
START_ATTRIBUTE = 55
;-------------------------------------
We should also put a disclaimer here stating that they shouldn't go less than 0 or greater than 100 for the min/max/starting.

Quote:

; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector.
; Keep in Mind That there is not enough room on the strategic map to display more than 20
; Militia per sector correctly(could possibly change) but they will still be there to defend,
; and you can still train them, and it will still cost you.
Are you sure about this? I think setting it much higher than 20 could result in a crash.

Quote:

; I'll document these later, save to say, DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE***

...

;-------------------------------------
MAX_STRATEGIC_TEAM_SIZE = 20
;-------------------------------------

This number will need to be increased if the militia limit is increased. Again, I'm not sure about the effects of raising it above 20. I tried having more than 20 enemies in a garrison when I first added the Insane difficulty level, and it crashed if I did the Alt-O cheat. Note sure what else could happen.

Quote:

; Basically the 1st set are the number of available troops the queen starts with.
These are how many reinforcements the queen can train, in addition to starting garrisons and initial patrols. At the most basic level, these are for the new patrols that come out of Meduna.

Quote:

; The Second four are (Mugsy?) How full the initial Garrisons are.
Correct. This reminds me, we should be able to externalize all the garrison and patrol information too. Oh, and while I'm thinking about externalizing, we also still need to externalize the other shopkeeper information (cash on hand, markup, etc).


Quote:

; The 3rd set are the number of extra ELITES generated by the two highest difficulty levels
Again, a percentage. So 50 = 50% of regular troops will be converted to elites.

Quote:

; The last set is the minimum size of an enemy group. This is the smallest group size an enemy
; wants to travel with.
Correct.

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First Sergeant

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