Home » MODDING HQ 1.13 » v1.13 Feature Requests » 1.13 Feature requests thread
Re: 1.13 Feature requests thread[message #11199] Sat, 10 September 2005 04:54 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:109
Registered:September 2005
Location: Slovenija
An active pause mode (what you just described) could be automagically activated in such cases. First we'd need the active pause mode though. Need... to... draft... more... coders! Very Happy

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Sergeant
Re: 1.13 Feature requests thread[message #11200] Sat, 10 September 2005 05:25 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
More max action points should be able to fix that, which can also be externalized easily I beleive(will probably effect enemy ai as well though), and may even be able to base it on difficulty level.

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First Sergeant

Re: 1.13 Feature requests thread[message #11201] Sat, 10 September 2005 07:26 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
I wouldn't recommend messing around with the max. APs too much. Everything is pretty much balanced against the current max (~25).

If you were to set it to 100, or even 50, and didn't completely revamp the APs required for every action, especially firing guns, enemies could potentially run halfway across the map and then kill your 100 health merc with 10+ aimed shots at point blank distance :bawling:

Not very fun, if you ask me :rolleyes:

:animread: This is great, BTW:
Quote:
Automagically
My new word for the day! :biglaugh:

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First Sergeant

Re: 1.13 Feature requests thread[message #11202] Sat, 10 September 2005 07:33 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:109
Registered:September 2005
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Very Happy yep, it's cool.

About increasing AP maximum - even if it wasn't a bad idea, I can't see how it would solve anything.

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Sergeant
Re: 1.13 Feature requests thread[message #11203] Sat, 10 September 2005 11:33 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
well I wasn't talking 100, I was thinking more along the lines of 5 or 6, or even lowering it if you wanted to, that's the point of externalizing it.

And considering that some AP costs WILL be externalized, possibly all/most of them, then it could be balanced.

And I'm sure someone could come up with a good reason to do so, where as if say I didn't externalize that kind of thing, someone would also come up with a reason why I should have Razz

For instance with a 25Ap max system, some actions for the sake of balance aren't completely realistc (for lack of a better word really). But lets use your example of a 100pt system, this would essentially be the same as being able to differentiate two different actions by as little as 1/4th of an action point. It adds diversity and allows for more options. Sure that 1/4th of a point means squat, but they would add up and become an extra action for the turn.

Guns could be more diverse as well, while alot of guns are a single action point or two different than the others, in a 100pt system, that would be 4-8 points different, and allow for an extra shot or two during a turn.

Even penalties could be more diverse, right now, any penalty against your action points hurts, and it hurts ALOT, but what would hurt your action points more? a shot in the leg? or a shot in the shoulder of your non-gun-toting arm? Right now, it's essentially the same. And there isn't enough room for diversity for these kinds of penalties.


Now maximums usually don't carry much weight, 100 is no different than 1000, but minimums can be VERY restrictive. Considering we have a 25pt range and can't use fractions, it is restrictive.

Now, it would still be a good idea to limit movement, and categorize the different kinds of actions into "major actions" and minor actions. Major actions would still be at the 2-4 per turn limit, while minor actions could be in the 5-10 per turn limit. Meaning you could shoot at 3 people and still pass 3 items to someone else, or put a new clip in your gun.

And lastly, you have to consider new items, new item functionality, and new features that will greatly effect the balance of the game both in real-time and especially in turn-based.

If I got no advantage of more actions per turn, I'd still side with a 100pt system every time.

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First Sergeant

Re: 1.13 Feature requests thread[message #11204] Sat, 10 September 2005 14:23 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
Just a few notes

This may not be too easy, but how about an IMP editor to work in all these nifty new features?

And what about making all the dropped items appear at the end of combat, ala UB?

Also, is there a way to turn off the cut scenes on a fresh install? Seeing poor Elliot getting slapped for the 100th time is kind of tiring.

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Sergeant
Re: 1.13 Feature requests thread[message #11205] Sat, 10 September 2005 14:36 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Kaiden,

Well put. I'll shut up now Razz

DurtyDan,

The "IMP editor" is likely going to be another xml file. I plan on externalizing the enemy gear and the IMP starting gear in the next major release. At the same time, I could theoretically also change the format of the IMP.dat file that's created when you generate a new IMP to xml, so you could just edit it directly, same as the other xml files.

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First Sergeant

Re: 1.13 Feature requests thread[message #11206] Sat, 10 September 2005 15:59 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
I'm currently working on implementing the UB style IMP screen. Running into some problems considering it's 800x600 and using OLDER versions of the other IMP pages than what 1.12 was using.

And, I almost have it built, not working, just built. I just have one linker error to track down (a filename would be nice, but at least they give me the function name having problems.

Anyway once I have it built I can test it out and see how many times I can crash the game, so in a day or two, we might have a New IMP Web Site!

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First Sergeant

Re: 1.13 Feature requests thread[message #11207] Sat, 10 September 2005 19:11 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:286
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Location: USA (by way of the Old Wo...
Quote:
Originally posted by lynxnyl:
An active pause mode (what you just described) could be automagically activated in such cases.
Automagically Very Happy

You do realise though that automatic pause is what you wanted to get rid of in the first place?

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Master Sergeant
Re: 1.13 Feature requests thread[message #11208] Sat, 10 September 2005 19:17 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:286
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Kaiden: I would LOVE to scale up APs, for all the reasons that you described. But as Mugsy said, there's a shitload of hard-coded AP costs throughout the code, which you'd have to meticulously track down and correct. Miss one and you'll be in trouble. I don't know...

Quote:
And what about making all the dropped items appear at the end of combat, ala UB?
I am Snap and I approve of this message Smile

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Master Sergeant
Re: 1.13 Feature requests thread[message #11209] Sat, 10 September 2005 20:34 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:109
Registered:September 2005
Location: Slovenija
Quote:
Originally posted by Snap:
Quote:
Originally posted by lynxnyl:
An active pause mode (what you just described) could be automagically activated in such cases.
Automagically Very Happy

You do realise though that automatic pause is what you wanted to get rid of in the first place?
Nope, not if the enemy triggers it.

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Sergeant
Re: 1.13 Feature requests thread[message #11210] Sun, 11 September 2005 01:56 Go to previous messageGo to next message
Lineman052 is currently offline Lineman052
Messages:2
Registered:September 2005
Location: Canada
Hi, this is my first post here, but I have been playing this game since the demo came out in

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Civilian
Re: 1.13 Feature requests thread[message #11211] Sun, 11 September 2005 02:09 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Quote:

And what about making all the dropped items appear at the end of combat, ala UB?
I could probably do that, considering the fact that we now have the UB code, which btw, I am absolutely THRILLED about! Smile I didn't know it was even out there, but I've now spent just as much time going through it as I have been the JA2 code Smile

UB is just a modified version of what I'm guestimating to be around 1.07 ~ 1.09 JA2 code.

Which reminds me, anyone ever run into the invisible enemy at the edge of the screen bug in UB? Not me, I wonder if it's fixed in that code... :confused:

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First Sergeant

Re: 1.13 Feature requests thread[message #11212] Sun, 11 September 2005 02:14 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
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I've never seen that bug in UB.

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Sergeant Major
Re: 1.13 Feature requests thread[message #11213] Sun, 11 September 2005 02:59 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Lineman052:


1. The time it takes to train militia and the cost involved, including how many militia is trained per session, and how many you can have total in a single sector is all going to be externalized. Eventually. So you'd be able to modify to your hearts content. Keep in mind though, that this will affect loyalty, IE if you allow 50 militia per sector, and only train 1 per session, you'll end up getting the loyalty bonus 50 times. Also keep in mind, that requireing

2. Defensive positions, is on the list. Difficult but on the list. And as far as militia reacting based on the direction of the enemy, it's part of the AI that we might never get around to changing, the enemy does the same thing when you enter one of their sectors.

3. I definitely want to see more skills in the game, however until prof.dat/Imp.dat is externalized, which at this point would have to be something Mugsy could do, it's not going to happen. When I took the existing skills and allowed mercs to gain a few extra skills as they went up, I had to go outside of Imp.dat in order to do it, and managed to finagle some more constants into the savegame and write a ton of code that would have otherwise been unnessecary for existing skills if it were just possible for me to put them into the Imp.dat format. But my understanding of the code wasn't quite up to par back then and given some time, and the amount of hard work that Mugsy has already done, this sort of thing is back on the list.

4. As far as new "quotes" is concerned, it would be difficult to do with the existing mercs because we'd have to actually record new lines for them, and it just wouldn't sound the same. But after Prof.dat is externalized, we might be able to modify the likes/dislikes of mercs ingame, and enable new quotes, but we'd have to do it for new mercs, not the old ones because again, it wouldn't sound the same.

5. Again, once prof.dat has been opened up, some limits can absolutely be broken, meaning that we could add new "stats" to even the existing mercs. A prefered weapon could be an option.

6. Vehicle inventories are on the list, but more than likely, they will have to use the standard inventory panel, meaning they would only be able to carry what a normal merc can carry. Also I think Backpacks or something similar was added in an earlier mod? If anyone knows which one, I could look at how they did it, but more than likely, they made it into an item that could accept non-attachment type items as attachments, meaning only 4 single items not stacked. As far as other items that give the type of bonuss you're talking about, all of the item data has been externalized, and you can add an item and give the item any of the available bonuses, including the new ones that Mugsy added.

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First Sergeant

Re: 1.13 Feature requests thread[message #11214] Sun, 11 September 2005 03:08 Go to previous messageGo to next message
Lineman052 is currently offline Lineman052
Messages:2
Registered:September 2005
Location: Canada
Thanks for the reply.

Another thought I had was whether or not we could give Tony more money as the game progresses. It kind of sucks when you show up with a bunch of high end weapons and he can only take 3 or 4 off you hands. Would there be a way to send him an e-mail with the list of stuff you are selling and he could send a reply stating when he would be able to scrape together the required amount of money? Sort of like a reverse Bobby-Ray's with a twist.

Keep up the good work guys, this is getting better and better.

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Civilian
Re: 1.13 Feature requests thread[message #11215] Sun, 11 September 2005 03:25 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
The ALICE pack from the UC mod is similar to what you're referring to as an item that allows non attachments to be stored. It was a beautiful thing but had limitations as to which items would go into it.

You're right that recording new .wavs would never be the same as the brilliantly acted ones from Sir Tech but to at least have the ability to alter quests would open the door to (at the very least) text driven mods but also there would be no reason why a modder couldn't introduce a new NPC to act as a quest liason (ala Ira and Dimitri) or even make a new A.I.M. dude that you need to hire to fully understand (or rather fully verbalise) quest intracacies.

The quests themselves just need to be externalised in order to make any truly new storyline. What we're stuck with now is using the same quests but disguising them into our new storylines. This is o.k. to a degree but because many quests are tied to sectors, when you leave them in experienced players will quickly figure out that you're (for instance) 'search for the escaped terrorist and return him to interrogators' quest is just a dressed up Joey quest since you hear about it in Cambria (whatever you choose to name it), have to search up north then return.

If we could at least switch all the town parameters around (I was hoping this could be done in Cities.dat and I was slightly successful making this happen) to make the program treat any town like any other one (and thus tie the quest to a different part of the map) this would be a start. But a fully functional quest editor would be a Godsend much like the Externalised data already is.

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Sergeant Major
Re: 1.13 Feature requests thread[message #11216] Sun, 11 September 2005 03:54 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
That's what it was, I couldn't remember. We would run into the same situation here, "ALICE" would only accept certain items. Surely, break lights, and lockpick kits, and other small items could be used, but again, not stacked. So it would really only help for equiping your merc with things that you don't use all the time and only carry one of like sungoggles/NVG's and wire-cutters.

In FACT, with the current externalized item data, I beleive, that this can already be done, exactly how the ALICE pack was done.

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First Sergeant

Re: 1.13 Feature requests thread[message #11217] Sun, 11 September 2005 08:51 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
I've modified the Imp char gen code from UB to fit in this project, working out a few bugs right now, but it should be good to go soon.

I've taken the following from UB:

1. Max attribute = 90

2. UB's Skill selection method (including setting mechanical and marksmanship = 1 if they are 0 and you pick certain skills like Heavy Weapons or Electronics.

3. Took out the lockpick restriction for not starting with a good enough mechanical skill.

4. Every Imp starts with a Calico now.

5. I've Added alot of UB Constants to make externalizing some things much easier, I figure mass editing now is better than having to do it later again and again.

6. If you choose only one skill, or No skills, you get bonus stat points, 5, or 10.

I'm Diffing everything I can from UB that looks better than what's in JA2.


In addition, I've made the following changes so far:

1. Choosing the Ambidextrous skill grants you a second Calico.

2. Breaklight changed to silencer for NightOps skill.

Now, what I need to know, is what other skills should be added to the "grant item to imp" list, and what item should be granted? List em here and I'll Add them, keep in mind that I'm not entirely sure if 350+ items will work, but lets keep it below that number to be on the safe side for now.

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First Sergeant

Re: 1.13 Feature requests thread[message #11218] Sun, 11 September 2005 09:04 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:109
Registered:September 2005
Location: Slovenija
Cheers!
I am not familiar with the current state, so here are some trivial suggestions - the "I carry my precioussss with me" philosophy.

throwing - throwing knife
stealthy - camo
night ops - cigarettes Very Happy
teaching - is there a whip somewhere? Smile
lockpicking - lockpick
knifing - knife
hand-to-hand - knuckles

oh, how are the sources handled now? You send patches to Mugsy? A repo would be a good idea.

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Sergeant
Re: 1.13 Feature requests thread[message #11219] Sun, 11 September 2005 09:38 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Removing the minimum Mechanical skill to get a lockpicking ability further devalues the whole Mechanical stat so I think that is a very bad idea. I really hope you rethink that. Rather than just seeing how many skills we can cram into one character I like the idea of having certain skills dependant on character abilities. It adds more diversity to characters and just plain makes sense.
I like most of the other ideas (although I didn't understand item number 2). But rather than make it easier to have uber mercs who are omnicient right at the beginning of the game I think it would be interesting to make skills dependant on experience (mercs who do alot of prying locks may end up with lockpicking provided they had at least rudimentary mechanical skill) mercs who use atuofire alot end up with an autofire skill, mercs who always train militia end up with a training skill, etc. I think the third skill ideally would be awarded as a division of Intellegence at 5th level (i.e. Intellegence 100 gets the skill at 5th, Int 70 at seventh, Int 50 at tenth, etc.) but just giving an extra skill at tenth might be good enough. This new skill would be dependant on hours spent (or feats accomplished) doing the related activity.
This is maybe way more coding that you'd like to get into for such a thing but I think this way would be ideal.

As far as the skill related items go, I sort of like the ones they already have. At the very least it would be cool to use lynxnyl's ideas (except maybe the cigarettes and whip) and add a machine pistol for auto weapons characters.

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Sergeant Major
Re: 1.13 Feature requests thread[message #11220] Sun, 11 September 2005 09:43 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Currently the game gives the following items:

Everyone gets a flackjacket
Random steel helmet based on Wisdom the higher the Wisdom the more likely you get a helmet.

Medical > 60 gets Medkit
Medical > 30 gets firstaid kit
Mechanical > 50 gets toolkit
Explosives > 50 gets TNT and Detonator

Lockpicking gets Locksmithkit
HandToHand gets brass Knuckles
Electronics gets MetalDetector
Nightops gets Silencer (was breaklights)
Throwing gets Throwing Knife
Stealthy gets Silencer
Knifing gets Combat Knife
Camouflaged gets Camokit
Ambidextrous get second Calico950 (Was nothing)


Also for now, yeah I'll e-mail Mugsy the files and he'll Diff them into his code if he's changed anything within the files I send him.

P.S. Mugsy, I left your Multiple Imp code alone, so no worries about that, but I had to change most of the IMP source files.

Added Note: It's still not working YET, but I'm getting close.

EDIT:

Khor, the reason for removing the whole lockpicking/mechanical thing, is that basically it was part of the list generating random skills for your character. For instance, if you had no mechanical skill, lockpicking would NOT come up as an option, and your IMP wouldn't get it. Removing it is part of the whole "create the character you want instead of answering stupid questions for a random effect" method that UB went with. Granted, your skill at lockpicking is STILL based on your mechanical skill, and lets face it, who doesn't raise their mechanical skill up anyway by the end of the game?

As far as #2 goes, it was along the same lines, Electronics, Heavy weapons, and AutoWeapons special skills would also not show up in the random list if you had your mechanical or Marksmanship set to 0.

Also, when I get into the "Leveling" aspect of modifying the code, I'll see how difficult your idea might be to implement, but it sounds good to me Smile

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First Sergeant

Re: 1.13 Feature requests thread[message #11221] Sun, 11 September 2005 10:33 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
If it's linked to things that may cause you problems trying to get you're changes done I can definately understand removing it. That is a good reason if I ever heard one.
I'm just afraid of the homogenizing effect of raising stats too fast and giving alot of skills away. I think character divestiry should be built on rather than paved over.

Thanx for explaining that and keep up the good work.

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Sergeant Major
Re: 1.13 Feature requests thread[message #11222] Sun, 11 September 2005 10:46 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
What I'm doing is not much different than UB, One thing I didn't do, was start Imps out at 4th level, and we WILL be externalizing as much of this as we can, the max_attribute WAS hard coded in 30 different places, as well as the min_skill of 35, now they are constants, and are on my list to remove.

I went ahead and left it at 90 (and the stat points at 40) because for right now at least, most mercs are still better than your imp, and only a few levels higher.

The Items, well, I'm not going to add anything game breaking for sure, but I personally think that EVERY skill you pick should give you SOMETHING, I mean for Heavy Weapons I'm not gonna give you an RPG, or LAW or anything, not sure what I'd give in that case, maybe start you out with a lower end LMG? Suggestions are welcome though...

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First Sergeant

Re: 1.13 Feature requests thread[message #11223] Sun, 11 September 2005 10:59 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
It maybe doesn't make sense but a Grenade sounds somewhat appropriate. I was thinking an M79 or a Talon but that's a lot of firepower for that early in the game. Perhaps when someone is an expert (the skill twice) you could bump up the item? Maybe expert Autoweapons get a low end machine gun (bigger than an SMG but not a very good one comparable to the AK74SU in regular Ja2), expert Heavy Weapons gets an M79 or Talon, expert throwers get a whole set of knives or maybe a knife and a mini grenade, etc.

They're just ideas, personally I prefer to use the IMP generator giving my merc 590 points to distribute however I want. It's true I start the game with a pretty badass IMP that way but...

Externalising the IMP and Prof.dats would be extremely cool. It would concievably then be possible to have a 5000+ items Proedit and might even offer an inroad to making a compatability feature for the map editor. The editor always hangs up on weaponmods that go outside of Ja2's rather strict parameters. Being able to place every item in you're mod would be a great feature for future modding.

Thanx again for the good work. I wish I had the time and compiler to be of any help here.

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Sergeant Major
Re: 1.13 Feature requests thread[message #11224] Sun, 11 September 2005 11:09 Go to previous messageGo to next message
bonechucker is currently offline bonechucker

 
Messages:33
Registered:March 2001
Location: who wants to know ?
hiho

great job ur doing with 1.13 !!

- one feature from the ub-editor would be a nice addition for an 1.13 editor - the attack propability and and related stuff

- externalisation of "body types" and a higher number of them

- is it really needed to stick to STI graphic-format ? maybe lots of palette problems could be avoided if it would be possible to use another format (dunno how much work this would be)

-"timer flags" could be nice for time triggered events.

ok - its late in the night over here and my sweetheart calls Wink

greets bone

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Private 1st Class
Re: 1.13 Feature requests thread[message #11225] Sun, 11 September 2005 11:13 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
The vehicle inventory would be great, maybe more than 2 possible?

I second lineman052's suggestion of making Tony's cash selectable.

Tha ALICE or equal would be usable, now that there are more useful items to be carried.

Kind of off topic, but what does the "thief" attribute do? The IMP editor says "don't use". never tried it out...

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Sergeant
Re: 1.13 Feature requests thread[message #11226] Sun, 11 September 2005 11:35 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
if they find money and it's in their inventory (ala JA1) they would steal it at the end of the mission, it was probably put in JA2 for similar reason and then never used.

Also, the UB Imp Char gen is in BUT I can't get the FINISHED button to show up (has to do with difference between 800x600 and 64x480, not enough room so it just doesn't draw it instead of erroring out) Anyway I am working on it more tommorrow so don't fret.

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First Sergeant

Re: 1.13 Feature requests thread[message #11227] Sun, 11 September 2005 17:20 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Kaiden/Everyone:

As you know, I was planning on externalizing the items given to IMPs at the beginning. Do you think it'd be worthwhile for an IMP's items to vary with level?

Also, what do you think about assigning a pool of items to each skill that can be assigned randomly? For instance, night ops could give your IMP either a silencer, NVGs or a flash suppressor.

Kaiden, don't worry about adding this in; I can put it in once I get to externalizing this part. Just wanted everyone's thoughts.

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First Sergeant

Re: 1.13 Feature requests thread[message #11228] Sun, 11 September 2005 18:49 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:109
Registered:September 2005
Location: Slovenija
Mugsy, more diversity is always good. Smile

thieving wasn't used - you could disarm enemies if you crept up on them. Well, that's what fadden says, but his site is down atm.

Getting new skills on events/enough experience would be good too - similar to the fallout perk system. I think the personality "skills" should be in there too, otherwise this feature would be too powerful.
Have any of you looked at how hard would adding new skills be? Like 'swimmer' needs less ap to swim or .

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Sergeant
Re: 1.13 Feature requests thread[message #11229] Sun, 11 September 2005 22:11 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
new skills would certainlly rock


something else: at the moment, it is hardcoded in the exe which sectors can have underground sectors. it would be great to have that externalized so each modmaker could decide himself where to allow underground maps

btw i don`t think it makes sense to assign a silencer to both the night ops and the stealthy skill. because if your IMP has stealthy/ night ops, he`d get two silencers.

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Sergeant Major
Re: 1.13 Feature requests thread[message #11230] Sun, 11 September 2005 23:26 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
@Bonechucker
New body types would mean a new catalouge of animations for each set.
I'd really love to do this but at the rate I get that kind of work done it would be most likely six months+ for each set. I always thought it would be cool to at least have a fighting kid (smaller target= less chance to be hit but would also be restricted from using certain weapons which would be cool because that would save me from a few animations) and will get around to it sooner or later but probably not for a few months at least.

@Mugsy
I don't quite understand what you mean by a IMP's items to vary with level? When you produce an IMP the regular way he's always first level and when you use the IMP Customiser you can give him anything you want. So I didn't follow what you meant?
Variable items being assigned is always cool. Every little surprise at the beginning of the game is usually entertaining. But I'm with Scorpion that if you do this there should be an If/And provision for duplicating items for two similar skills.

I'm not sure if it's already possible, but I also would like there to be a greatly reduced possibility of someone with a high enough mechanical skill to use a lockpicking set even if he doesn't have the skill. I think a non skilled lockpicker should have his success rate reduced by at least 75% compared to someone with that skill though.

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Sergeant Major
Re: 1.13 Feature requests thread[message #11231] Mon, 12 September 2005 01:01 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Khor, lockpicking should already be based on mechanics, the higher your mechanics, the tougher door you could get into, lockpicking is just a bonus.

Madd, I've made ALOT of changes to the IMP files, there might be some headache there if you start messing with them now. I diffed alot over from UB, and modded some files manually, and now I'm trying to beat the "finish" button into submission.

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First Sergeant

Re: 1.13 Feature requests thread[message #11232] Mon, 12 September 2005 05:47 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
Is there a way to disable single shot and precision aiming for machineguns?

The autofire mode is great, but there is a reason why an infantry platoon has designated marksmen, assault riflemen, grenadiers, and machinegunners. Most weapons are not usable for cross-task roles. The grenade launcher (m203) on an M4 or M16a2 makes the weapon so heavy and unballenced that it is pretty awkward to aim quickly. The most flexible weapon in the US inventory is the M4, capable of accurate assault rifle fire, suitable for CQB with the stock folded and foregrip, and accurate enough, with a rail-mounted 4x scope, to snipe to 400m (still no 200m head shots here).

The M60 and espicially the M240b cannot be fired on single fire, or aimed with any precision. The closest thing that can be achieved for precision fire with any LMG is to use a tripod and T&E (traverse and elevation) adjustment mechanism. Then it can fire with precision to 1100 meters, but still in short bursts. Machinegunners are trained to fire 8-10 rd bursts, then re-aquire the target, and repeat. Muzzle climb, shot dispsersion, barrel heating, and dust(from the muzzle blast) become a problem with sustained bursts.

When the .exe changes are further along, I can tweak the weapons attachments to more my liking, but I would like to see firemode options removable from certain weapons. If this can already be done, I would appreciate an explaination of how. I am hacking illeterate Wink

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Sergeant
Re: 1.13 Feature requests thread[message #11233] Mon, 12 September 2005 08:04 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Ok, I'm going through my final bout of testing with the new imp code, after breaking a few dozen things including Mugsy's multiple imp code, and then fixing them, I'm confident that the build I'm currently testing will be release worthy Smile Woot!

Some notes:

Everything should function per UB, meaning if you pick no skills, you get an extra 10 stat points, maxes are at 90, if you pick 1 skill, it will either cause you to be expert, or in the cases of some skills (like ambidexterity and camo), grant you 5 extra stat points.

Also, the Imp letter will be deliverd for each Imp, but at this time, it will always refer to the last Imp you created. I'll fix it if I can, and remove it alltogether if I can't.

And that's about it, I'm sending the Code to Mugsy right now Smile

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First Sergeant

Re: 1.13 Feature requests thread[message #11234] Mon, 12 September 2005 09:13 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Mugsy, you now have my updates (incase you hadn't checked Razz )

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First Sergeant

Re: 1.13 Feature requests thread[message #11235] Tue, 13 September 2005 01:09 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Just an idea... We could restrict the IMP page to the first Day only. This would add another level of difficulty to Insane, as you'd only be able to Hire 5 Imp mercs instead of 6, due to starting cash and all. I'd even go as low as $12k and 4 Imps. (The starting cash will be externalized, so you could raise it up if you wanted to).

Any thoughts or comments?

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First Sergeant

Re: 1.13 Feature requests thread[message #11236] Tue, 13 September 2005 01:46 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
It sort of makes sense that it would be a "One Time Offer" just like it says and would add even more difficulty. I like it.

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Sergeant Major
Re: 1.13 Feature requests thread[message #11237] Tue, 13 September 2005 02:10 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
After thinkin about it, I never really noticed whether or not it will continue to work after the first day, never tried it. But I will and if it doesn't, then I'll consider making it.

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First Sergeant

Re: 1.13 Feature requests thread[message #11238] Tue, 13 September 2005 02:52 Go to previous messageGo to previous message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Khor,

I didn't mean the IMP's xp level. I meant the game's difficulty level.

Anyway, I've got Kaiden's latest code, so I should be able to release something by tomorrow night (once I'm done my changes too).

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First Sergeant

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