Home » MODDING HQ 1.13 » v1.13 Feature Requests » 1.13 Feature requests thread
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Re: 1.13 Feature requests thread[message #11203]
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Sat, 10 September 2005 11:33
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Kaiden |
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Messages:504
Registered:September 2003 |
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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
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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Re: 1.13 Feature requests thread[message #11210]
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Sun, 11 September 2005 01:56
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Lineman052 |
Messages:2
Registered:September 2005 Location: Canada |
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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
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Re: 1.13 Feature requests thread[message #11213]
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Sun, 11 September 2005 02:59
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Kaiden |
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Messages:504
Registered:September 2003 |
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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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Re: 1.13 Feature requests thread[message #11214]
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Sun, 11 September 2005 03:08
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Lineman052 |
Messages:2
Registered:September 2005 Location: Canada |
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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
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Re: 1.13 Feature requests thread[message #11216]
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Sun, 11 September 2005 03:54
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Kaiden |
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Messages:504
Registered:September 2003 |
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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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Re: 1.13 Feature requests thread[message #11217]
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Sun, 11 September 2005 08:51
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Kaiden |
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Messages:504
Registered:September 2003 |
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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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Re: 1.13 Feature requests thread[message #11220]
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Sun, 11 September 2005 09:43
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Kaiden |
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Messages:504
Registered:September 2003 |
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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
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Re: 1.13 Feature requests thread[message #11222]
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Sun, 11 September 2005 10:46
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Kaiden |
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Messages:504
Registered:September 2003 |
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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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Re: 1.13 Feature requests thread[message #11229]
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Sun, 11 September 2005 22:11
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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
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Re: 1.13 Feature requests thread[message #11232]
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Mon, 12 September 2005 05:47
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DurtyDan |
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Messages:103
Registered:November 2001 Location: Oregon, USA |
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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
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Sergeant
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Re: 1.13 Feature requests thread[message #11233]
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Mon, 12 September 2005 08:04
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Kaiden |
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Messages:504
Registered:September 2003 |
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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 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
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