Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
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| Re: "1.13" Mod - Main Thread[message #10797]
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Sat, 17 September 2005 17:20 
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Lochmacher |
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Messages:53
Registered:March 2005 Location: Tacoma, WA US |
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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
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| Re: "1.13" Mod - Main Thread[message #10806]
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Mon, 19 September 2005 03:11 
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alerus |
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Messages:12
Registered:December 2004 Location: Slovenija |
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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. 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
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| Re: "1.13" Mod - Main Thread[message #10807]
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Mon, 19 September 2005 04:29 
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Kaiden |
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Messages:499
Registered:September 2003 |
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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
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| Re: "1.13" Mod - Main Thread[message #10808]
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Mon, 19 September 2005 05:06 
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dextertt |
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Messages:52
Registered:November 2000 |
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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
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| Re: "1.13" Mod - Main Thread[message #10818]
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Tue, 20 September 2005 02:22 
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Kaiden |
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Messages:499
Registered:September 2003 |
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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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| Re: "1.13" Mod - Main Thread[message #10820]
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Tue, 20 September 2005 13:03 
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Kaiden |
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Messages:499
Registered:September 2003 |
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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
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| Re: "1.13" Mod - Main Thread[message #10823]
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Tue, 20 September 2005 21:29 
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Kaiden |
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Messages:499
Registered:September 2003 |
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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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| Re: "1.13" Mod - Main Thread[message #10827]
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Wed, 21 September 2005 03:19 
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| Madd_Mugsy |
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Messages:626
Registered:July 2005 Location: Canada |
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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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