100AP Project - open Beta[message #198440]
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Wed, 08 October 2008 02:11
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ctiberious |
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Messages:605
Registered:March 2007 |
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We herewith announce the beta-phase of the 100AP-system
A little history: A few years back, Kaiden proposed a switch to a 100AP-system, to be able to fine-tune AP-costs in JA2 1.13, and he began working on it. But time was in short supply, and he did not get much help back then...
Then early this year Ar1z made a fast attempt, but his approach lacked some of the finer aspects we had in mind.
So we started again, and our goal got a bit bigger: we wanted to create a flexible system, that with a single entry in an ini-file could make almost any AP-system, from 25AP to 999AP. The default is still 100AP, though.
A word of warning to those who want to download our stuff and take part in the beta-test: Your version of 1.13 will no longer be easily changeable with the XML-Editor, and neither will it be SVN-compatible for some time.
The problem with the XML-Editor can be circumvented with some work, unless you want to change weapon-data, in which case you will have to do changes manually without the editor.
Should you update your system via SVN, then our 100AP-data will probably be overwritten*...
So what did we do?
We
- externalized all AP-costs that were not written down in XML-files already. These costs now reside in APBPConstants.ini (which should be copied to your "working" data folder (like Data-1.13))
- adjusted attachment and merge costs in a rather simple way. We will have an in-depth look at these when we come around to NGAP
- we adjusted Singleshot-AP, Burst-AP, Ready-AP, Reload-AP, ManualReload-AP, and Bonus-AP. These were fine-tuned, now that we have the ability to do so
- we moved the loose round loading values from the options-ini to the APBPConstants.ini.
- we left the AP-bonus for elite enemies on Insane in the JA2-options.ini to have it together with the other stuff for the different difficulties, so be careful what you write down there (if you give them an additional 20AP, and then change back to the 25AP-system, you
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Re: 100AP Project - open Beta[message #198498]
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Wed, 08 October 2008 13:38
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cougar |
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Messages:254
Registered:March 2000 |
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Possible bug:
Hand to hand actions take 4 action points for the first level and what I assume to be a correct number for the next aiming level. So instead of right clicking for an additional aiming level you can do seven punches for the same cost.
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Master Sergeant
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Re: 100AP Project - open Beta[message #198534]
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Wed, 08 October 2008 16:50
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cougar |
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Messages:254
Registered:March 2000 |
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Another problem:
When you leave a merc in the running stance he will lose energy even if he is not actually running.
Example:
Turnbased mode
Ira is trying to run 15 tiles away but she only has APs for running 12 tiles. She stops there with "running while standing still" animation and she can continue next round. However turnbased mode continues because of action and Ira is left standing in this stance all this time. Now the problem, she will actually lose breath point until she pass out (which she won't do while in the stance).
Energy will be recovered quickly if she stops or go prone/crouch. Note that she won't lose any energy the first turn she stands there running. So it is like this:
Turn 1. Start running, stop running since she doesn't have enough AP.
Turn 2. Stands there, nothing happens.
Turn 3. Starts losing energy.
Interim solution: Don't let your mercs stand in the running stance if they don't have APs to continue.
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Master Sergeant
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Re: 100AP Project - open Beta[message #198660]
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Thu, 09 October 2008 13:58
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cougar |
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Messages:254
Registered:March 2000 |
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Ok, something seems to be off with the breath points of enemies. I just did a test with both the current SVN release and the 100AP .exe and here's the results
Current, SVN, Insane difficulty:
Dr Q punches level 6 enemy until he goes down.
Check breath points via GABBI cheat = 0 BP, end turn
Next turn breath points = 0, end turn
Next turn breath points = 16, he gets up
100AP, Insane difficulty:
Dr Q punches level 6 enemy until he goes down.
Check breath points via GABBI cheat = 0 BP, end turn
Next turn breath points = 68 (!)he gets up, end turn and alt+enter cheat to avoid getting shot.
Next turn breath points = 100
This does not seem right to me, it appears they recover breath points a lot quicker than before. To keep an enemy down you need to give several punches (4-5 or even more) when they are down as opposed to once or in some cases twice with the SVN release.
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Master Sergeant
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Re: 100AP Project - open Beta[message #198679]
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Thu, 09 October 2008 16:50
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cougar |
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Messages:254
Registered:March 2000 |
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Definitely an improvement. I haven't tested it that much now but the two tests I ran had much less BP when they got up than before. 12-21 as opposed to 70-100.
I will do more extensive testing later tonight.
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Master Sergeant
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Re: 100AP Project - open Beta[message #198806]
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Fri, 10 October 2008 16:14
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cougar |
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Messages:254
Registered:March 2000 |
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A minor problem is that every gun now shows the con Slow Firing due to their higher AP cost.
So if it's possible to change that AP threshold it would be great, if not it might be a good idea to remove it altogether. It didn't make anything useful before, everyone could see the AP cost at the same screen anyway. and definitely not now.
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Master Sergeant
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