Home » MODDING HQ 1.13 » v1.13 Feature Requests » 1.13 Feature requests thread
Re: 1.13 Feature requests thread[message #11319] Sat, 01 October 2005 08:24 Go to previous messageGo to next message
gmonk

 
Messages:672
Registered:April 2002
Location: Newfoundland, Canada
The flares were just GL shells that could launch a flare (break light illumination) to GL ranges. The should be a pic in the UB assets, it was a copper-coloured shell. It'd be really cool to have a mortar shell that could launch a break light cluster and maybe a large mortar smoke round, too. But that can all probably be done in the XML files, maybe?

In Sierra Gordo by BecomingX there were trip flares, too, but they'd require a map mod to place them in enemy sectors. I can't remember if they worked when replanted by my IMP or not.

I got hit with a mortar gas round in my first fight tonight, nasty shit that mustard gas, landed right in the middle of the squad, two dead in one round! Good stuff! I've got them but haven't used any yet.

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First Sergeant
Re: 1.13 Feature requests thread[message #11320] Sat, 01 October 2005 08:32 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:438
Registered:January 2003
Location: Slovenia
i have. but they weren't much useful. bastards all had gasmasks. and talk about gasmasks are they losing status when you're erm well gased or not? i haven't tested much of that os i wonder if anyone else has?

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Master Sergeant
Re: 1.13 Feature requests thread[message #11321] Sat, 01 October 2005 08:45 Go to previous messageGo to next message
gmonk

 
Messages:672
Registered:April 2002
Location: Newfoundland, Canada
They used to deteriorate when you wore them in a mustard gas cloud. I think I've seen them lose status when used that way in the current game. I could be wrong though because the grenade-happy new AI is always pelting me when they get the chance, one fight was almost like a snowball fight! So the gear is always taking a bit of a beating in most fights. I'm not complaining, mind you, I rather enjoy it when the AI is meaner and uglier than I'm used to.

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First Sergeant
Re: 1.13 Feature requests thread[message #11322] Sat, 01 October 2005 09:13 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
[quote]
On a related note: is it possible to add in the star shell flares from UB?
[quote]

I looked into it. Should be possible right now using the xml files. It should even be possible to create a larger light radius for the GL versions, if desired.

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First Sergeant

Re: 1.13 Feature requests thread[message #11323] Sat, 01 October 2005 09:56 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1818
Registered:August 2003
Location: Pleasantville, NJ
I thought about maybe a realistic weapon stats toggle that would set damage and range higher in the toggled version but since this is a simple weapons.xml change it hardly seems deserving of a whole toglle switch.

I really like the variable AI toggle. I like the new AI but could see where it might frustrate new players or players who enjoy the story more (or as much as ) the battles.
This is a great idea.

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Sergeant Major
Re: 1.13 Feature requests thread[message #11324] Sat, 01 October 2005 10:26 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Quote:

I really like the variable AI toggle. I like the new AI but could see where it might frustrate new players or players who enjoy the story more (or as much as ) the battles.
This is a great idea.
What I meant to do with this idea is the following:

Option Off: Current (9.23) AI settings
Option On: More aggressive AI, more flanking/seeking and autofire. Basically an increased likelihood of aggressive actions.

However, if you look to the Item Requests thread where we're discussing air strikes, perhaps enabling/disabling air raids would be a better option.

Theoretically, I could eventually externalize a lot of the AI tendencies anyway. Besides, are there really any _brand new_ JA2 players here anymore?

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First Sergeant

Re: 1.13 Feature requests thread[message #11325] Sat, 01 October 2005 10:28 Go to previous messageGo to next message
gmonk

 
Messages:672
Registered:April 2002
Location: Newfoundland, Canada
It's all good, dude! I kind of like an agressive AI option, but air raids would be something interesting to try out, too.

[edit]
Maybe you could combine both as a new 'aggressive enemy' option? The airstrike capability might be a bit more work to get on the board though.

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First Sergeant
Re: 1.13 Feature requests thread[message #11326] Sat, 01 October 2005 10:30 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Okay, I'll get on it this weekend then Very Happy

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First Sergeant

Re: 1.13 Feature requests thread[message #11327] Sat, 01 October 2005 11:23 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1818
Registered:August 2003
Location: Pleasantville, NJ
Yeah.
Airstrikes would be a good thing to toggle. If you need any images to help you with this, just let me know.

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Sergeant Major
Re: 1.13 Feature requests thread[message #11328] Sat, 01 October 2005 12:54 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
The more obscure options can be put in the INI file, instead of the options screen. Kaiden was working on that - I don't know if you have that code already. Just keep that in mind, you may not need to do a lot of changes to the interface. On the other hand, some of the current options are fairly obscure or obsolete - they could be replaced by something more useful.

Also keep in mind that options in the INI file don't have to be just on/off switches.

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Master Sergeant
Re: 1.13 Feature requests thread[message #11329] Sat, 01 October 2005 14:04 Go to previous messageGo to next message
gmonk

 
Messages:672
Registered:April 2002
Location: Newfoundland, Canada
Actually, if a lot of optional stuff will be controlled by .ini file options, can someone throw together an ini file editor gui? Shouldn't be too hard, unfortunately I don't have any MS tools but it should be a simple GUI with minimal coding task to do that. Nicht wahr?

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First Sergeant
Re: 1.13 Feature requests thread[message #11330] Sun, 02 October 2005 15:25 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Quote:
Originally posted by Snap:


Also keep in mind that options in the INI file don't have to be just on/off switches.
Right, these options in the INI file are essentially variables in the code and can be changed not only from game to game, but during the same game (Save, Change INI setting, Reload). So just about any variable can be externalized.

Some settings however, should not be lowered during gameplay, such as militia size and max_strategic_team_size, lowering these variables during a game could cause some major CTD's but that's only because you may have sectors that have too many militia, or there may be enemy patrols that are too large.

And then there are the settings that affect the beginning of the game only, such as starting cash, and the Queens reinforcement pool at the start of the game. Changing these values mid-game have no effect of course.

Once the file starts getting large, there may be some performance tweaking that needs to be done.

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First Sergeant

Re: 1.13 Feature requests thread[message #11331] Sun, 02 October 2005 17:58 Go to previous messageGo to next message
gmonk

 
Messages:672
Registered:April 2002
Location: Newfoundland, Canada
Has any code been added to set any new screenshots so they won't overwrite previously captured screens? I haven't been taking many screenshots, so I haven't noticed yet.

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First Sergeant
Re: 1.13 Feature requests thread[message #11332] Mon, 03 October 2005 05:30 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:108
Registered:September 2005
Location: Slovenija
Quote:
Originally posted by gpmg:
Actually, if a lot of optional stuff will be controlled by .ini file options, can someone throw together an ini file editor gui? Shouldn't be too hard, unfortunately I don't have any MS tools but it should be a simple GUI with minimal coding task to do that. Nicht wahr?
INI file is what is usually known as plain text. Razz Any editor will do.

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Sergeant
Re: 1.13 Feature requests thread[message #11333] Mon, 03 October 2005 07:15 Go to previous messageGo to next message
gmonk

 
Messages:672
Registered:April 2002
Location: Newfoundland, Canada
Yes, I realize that, I meant that you could have an interface with checkboxes and radio buttons for the allowable limits on the options...

[edit]
If there will be mulitple mod directories an ini file option editor could be part of a game loader that allowed you to choose which mod you'd be loading.

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First Sergeant
Re: 1.13 Feature requests thread[message #11334] Tue, 04 October 2005 05:19 Go to previous messageGo to next message
Omega is currently offline Omega

 
Messages:63
Registered:January 2004
Location: Peterborough, England
An idea hit me while playing UC (yes I still play!) how about electric fences? I know theres a post about it in a UB topic but not many people have replied. It would make it interesting for infiltrating missions (like in plain old JA2 I made someone get captured just so I could go and get them out using only a few people) of course there would be a way to turn them off (switch or a button) or at least a breach in the fence, maybe you could somehow attach an electric trap to a fence (although you'll probably have to do it for every tile there is a fence) and if someone uses wire cutters on them then zap! mmm..fried merc on a sunday afternoon

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Corporal
Re: 1.13 Feature requests thread[message #11335] Tue, 04 October 2005 05:34 Go to previous message
Khor1255 is currently offline Khor1255

 
Messages:1818
Registered:August 2003
Location: Pleasantville, NJ
I think this is already possible in the Beta editor by just using the electric trap and placing it on every grid like you said. The bad thing with the current method is you'd have to have a switch for every tile and this is both unrealistic and time consuming.

Having an area of effect type setting for traps and explosions would be a good addition to the beta but I don't think anyone has had too much luck making changes there.

My single greatest request for anyone working on the beta map editor is that you provide a .bat or something that adapts it to any mod changes you make. The beta will crash now when you even try to access the items tab in a project where you've altered the items. If this was even hacked it would be a huge help to those of us using the beta for our mods.

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Sergeant Major
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