Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 1
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Re: Alpha_Item_Mod_for_WF6.06[message #221381]
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Tue, 16 June 2009 16:32
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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JPhello smeagol,
i'm playing your mod (and your changed maps) for a while now - and i realy like it. Along with H.A.M. 3.4 its a whole new JA experience. Now it's time to stop lurkig around at this forum and give you some feedback:
Thanks for the nice feedback list. I'll have a deeper look into the stuff you noticed, once I have the time. I might have messed up the silhouettes.sti in the last update (hadn't copied the most recent into the update folder, but as I have like two or three temporary update folders, I might have placed all other files into an older folder and therefore missed to update the silhouettes.sti in that folder... I'll do better with the next update, I promise ).
As for Cambria F9, I'll have a look at that, probably just used the wrong roof tile.
Ownerships and Cilvilians belonging to other factors are somehow a problematic feature, therefore I erased them from the maps. Especially if you accidently killed a cilvilian in a different map, all civilians that have the same faction turn hostile. That gets annoying in maps like Balime or Chitzena, where those civilians respawn each time you enter the sector, leading to massive loyalty drops, just because you killed one dude (especially if this happened due to a tossed grenade at night if you couldn't see the civilian, etc...). And considering the rather stupid behaviour of civilian AI, I'd consider it a bit harsh to basically make a game unplayable, if you happened to kill one civilian belonging to a faction (I had this in the small crossroads village between Meduna and Estoni, some civs there belong to a faction, the enemy tends to group in the main road, tossed some grenades at the position, must have killed one of the civs and suddenly each other map with civs of the same faction became a no go if I wanted to keep loyalty in that towns...).
Getting rid of ownerships and faction civilians seemed the easiest way to solve the problem... might reintroduce that feature, though, if someone has a detailed list, what each faction affects (i.e. morale drop, loyalty drop, respawn etc. I did such a list some time ago, but I'm not sure how accurate it is... maybe one of the coders could help here?).
rest will follow later... have to go to work.
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Re: Alpha_Item_Mod_for_WF6.06[message #221537]
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Wed, 17 June 2009 01:47
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Matryoshka
Stuff I'd love to see in the next Alpha-Mod:
- Bren Ten and S&W Model 1076
(At the moment, the game only has one handgun (Delta Elite) and one SMG (MP5/10A3) that uses the 10mm cartridge, and since removing the calibre is out of the question, why not give it a little more love?)
- Beretta Cx4 Storm
(This would make a really, really nice weapon for my 'second-stringers'. However, I'm also thinking in terms of giving more 'play' to another under-utilised calibre, in this case .40S&W. If you were to import the Cx4 and convert it to .40S&W, maybe with the thirty-round magazines and a trigger-group-gives-burst-fire option like the Calico 950, the lovers of .40S&W would have another SMG/carbine to choose if they're sick of MP5 variants. I have an image of Biff slinging one of these and thinking its space-age look make him appear "well 'ard". :devilaugh:)
- The WP hand-grenade (I forget its name)
(We already have the thermite grenade, I know. I haven't yet had a chance to play with it, but I believe the WP grenade is lighter, more aerodynamic, and flies further than the thermite 'can', and can be packed in two-per-grenade-slot. This one goes under 'nice but skippable' because I haven't had a chance to try it out and see if it's got enough 'under the hood' to merit promotion in priority; with the pre-existence of the thermite grenade, I suspect it may not.)
Have the feeling, I never answered to this...
I think I really might add another 10mm gun, I kept looking for another SMG, but didn't find any other on the web than the MP5... maybe I'll invent one for Sci-Fi mod, don't know...
That Beretta Cx4 looks really sweet. I think I'll indeed add the .40S&W version to the game (and probably with large SMG mag, otherwise that thing would be pretty much useless...).
A small radius thermite grenade might also make an appearance in a future version.
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Re: Alpha_Item_Mod_for_WF6.06[message #221610]
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Wed, 17 June 2009 13:52
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Starwalker |
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Messages:759
Registered:October 2005 Location: Hannover, Germany |
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smeagolMatryoshka
Stuff I'd love to see in the next Alpha-Mod:
- Bren Ten and S&W Model 1076
(At the moment, the game only has one handgun (Delta Elite) and one SMG (MP5/10A3) that uses the 10mm cartridge, and since removing the calibre is out of the question, why not give it a little more love?)
Have the feeling, I never answered to this...
I think I really might add another 10mm gun, I kept looking for another SMG, but didn't find any other on the web than the MP5... maybe I'll invent one for Sci-Fi mod, don't know...
Recently another 10mm gun has been added to basic 1.13, the Kimber pistol.
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Re: Alpha_Item_Mod_for_WF6.06[message #221724]
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Wed, 17 June 2009 22:08
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Guess it probably will work. Just make a backup of the original maps that get replaced (and I'd also do a backup of the radarmap, just in case) and try if it works. That's what I would do...
Edit:
Added another new item:
homemade pipebomb (treated as hand grenades, made from steel tube, detonator and a small charge of either C1 or C4 [will create two different versions]).
To build one of these, you'll have to merge a detonator with a steel tube, this will result in a steel tube with primer. Next step is to take a C1/C4 charge and merge it with that new steel tube. Et voila: your new homemade pipebomb. Might have to adjust damage values, as they seem quite high... but on the other hand, steel tubes aren't available in such abundant numbers... guess it's okay as it is.
Edit 2:
Just cleaned up my skydrive and moved all old versions into an archive folder. From now on, you'll only find the most recent versions in the main folder (older versions are still available). Also added a new folder for the map updates, there you'll find the updated map for F9. I fixed the non climbable roofs there. Radarmap for that sector still has to be updated, but I'll do that probably when I'm finished updating all maps and have a complete map package (with all maps and all radarmaps).
[Updated on: Thu, 18 June 2009 01:50] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06[message #221829]
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Thu, 18 June 2009 15:38
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Added two new pocket types:
- Drum Magazine, these will accept one drum magazine or C-Mag and will fit a small inventory slot
- single handgrenade (the regular hand grenade slot has now a new pic, which shows two grenades).
Thus, there are now three types of hand grenade pockets: one for large grenades, one for a single handgrenade and one for twin handgrenades, this will help to make certain vests viable again (like the Russian 106, 108 and NATO vest, as these were very limited in use)
But this also means, that I downgraded the modular grenade leg pouches. All greande pouches on these are now single grenade!
Still working on balancing the vests, I simply don't like the fact, that in the mid to late game only 4 or 5 vests are being used.
Edit:
okay, drum mag leg pouch has been added.
[Updated on: Thu, 18 June 2009 16:54] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06[message #221901]
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Thu, 18 June 2009 22:17
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Sam_Hotte
Well, practically everything with lights, laser or active electronic devices in it would need batteries.
But since it would probably be quite annoying having to haul loads of batteries around to keep your attachments working, maybe you can mod things like extended ears, metal detector, remote control etc. being dependent on batteries?
I think it's not very practical iy you need batteries for extended ears or metal detector in game play terms. The idea to add batteries to the remote bomb trigger, however, is pure genius. I try out if that works as intended and will implement it, if it does. Great idea. :wave:
Edit:
Just tried it... doesn't work, you can still activate the remote trigger, even if no batteries are attached. :/
Too bad...
[Updated on: Thu, 18 June 2009 22:29] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06[message #221928]
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Fri, 19 June 2009 01:12
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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The problem I see with using the batteries, is in fact, that it doesn't seem to work on anything, except that x-ray device. That tag seems to be somehow non-working. Don't know, maybe some of the coders should have a look at this (as mentioned above, I tried to use it on the remote bomb trigger, but it worked even without batteries, though the tag was activated...). Until this gets fixed, I put the idea to implement more battery dependent items on ice (but I won't forget about it).
Anyways... just uploaded V22. This will make some big changes to LBE items, as I introduced two new pocket types (drum mag and single grenade) and changed lots of vests accordingly (especially concerning grenade pockets). The modified vests in the mod are probably not the final versions. Try them, tell me what you like, what you don't like, ideas for improvement, etc... remember: the goal is to have more than a handful of useful vests, without unbalancing the vests too much.
This version also has the S10 gas mask (for which I made quite a nice looking pic... well, at least in my opinion ) and 3 new LBE items (Drum Mag pouch, RPK-74 mag pouch and general purpose combat pack).
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