Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 2
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227913]
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Sun, 19 July 2009 18:01
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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HeadrockI've found a placement error in Kingpin's Villa sector. A hostile civilian spent the entire battle hiding crouched in a small bathroom in the northern guardhouse (between the villa and the bar), the problem was that he was INVISIBLE. I only found him with GABBI ALT+E, and even when I did, I had trevor standing face-to-face with this enemy, and they still couldn't see each other. He was standing in the same tile as a bathroom sink/medicine cabinet, for some reason. I also got lousy CtH when firing at him at point-blank, but did manage to hit and kill.
I'll post the screenie later tonight.
Thanks for reporting... I'll have a look later on and will fix that.
At the moment I'm doing a youtube marathon, watching a walkthrough on the original JA2 WF. Man, that dude who plays there totally freaks me out, he played sooooooo bad in the beginning... (which really gets better after several episodes, when he finally uses some basic features, like bursts and stealth movement). It really shows some problems total newbies to the game have with certain issues and I commented quite a bit on the vids (basically have seen every episode, that's all in all about 10 hours... jeez...).
It had some ridiculous moments, which were quite funny to watch (enemie stray shots blowing up those small green vehicles and barrels, incinerating mercs who used them as cover... headshots with handguns over 20 tiles, etc... some ridiculous original WF stuff). I think that one can learn a lot about how newcomers to this game think and approach the game (and also one can learn how not to do it ^^).
For instance, this guy doesn't even bother checking crates for items and his item managment is horrible. But he learns from video to video and after several vids even uses burst fire and stealth mode. Interesting to see, what he learns by trial and error and even gets better by it. His first assault on Drassen airport failed misserably (due to a day attack and bad equipment), his second go at night works out waaaay better...
Also funny, how he dismisses fan favourite mercs from MERC right away, because of mediocer and bad stats.
Or when he needs reinforcements and really is forced to get guys from MERC due to budget problems, he gladly falls into the Larry trap. I wonder, how long he can keep him sober.
And it really shows, how unfair A.I. campers are, how flawed the WF A.I. is concerning running around corners and getting shot.
[Updated on: Sun, 19 July 2009 18:07] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227916]
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Sun, 19 July 2009 18:17
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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i found another item oddity: Dragon skin body armor can take caramic plates but shouldn
[Updated on: Sun, 19 July 2009 18:32] by Moderator Report message to a moderator
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First Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227964]
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Sun, 19 July 2009 23:48
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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MonkNB: Related info. There was a post, quite some time ago, about a real-world equivalent of C18. Some kind of non-hardening polymer that could increase the strength of ballistic textile armour.
you mean this stuff? http://www.youtube.com/watch?v=rYIWfn2Jz2g
and just to remember how effective Dragon Skin really is supposed to be:
http://www.youtube.com/watch?v=tKnfHhRl7U0
http://www.youtube.com/watch?v=Avbh4eom1O0
if a Spectra or Dyneema vest with ceramic plates is Lvl 4, then Dragon Skin is Lvl 5 armor, thus WAY more effective at stopping all small arms rifle calibers, even high speed armor piercing ammo!
so i think that should be properly reflected, making it the ultimate body armor in the game in terms of protective ability.
[Updated on: Mon, 20 July 2009 00:03] by Moderator Report message to a moderator
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First Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227968]
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Mon, 20 July 2009 00:34
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Headrock
The guy is alive and well, but does not move at all. As you can see, he is situated in the same tile as the bathroom sink. How he got there is beyond me. He does not attack, and cannot be seen (this is with ALT-E).
Just checked that location, no enemy placed there. :confused:
I replaced all enemies close to that position, it is possible that a certain dude on the roof somehow got misplaced. Don't know for sure, though... I placed him on a different roof tile, maybe this will fix it.
Just made a complete map update package with all the maps I have updated so far (still missing a lot of maps, but it's more convienient to just grab that package and not the three other packages... which I just deleted anyways. So, if you want to get the newest update, get it as usual from my skydrive. This includes all changed radarmaps, as well).
As always map updates might need a game restart, so if you're not to keen on that at the moment, you can probably skip this one... I'll try to get more maps done in the next days.
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227983]
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Mon, 20 July 2009 03:25
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Headrock
Ok, I am now officially screwed in WildFire, seeing as the population of central San Mona (including Kyle, Hans and Tony) all attack me on sight.
Well done. :biglaugh:
Don't mess with Kingpin, but I'm a bit confused, that Tony and Hans are hostile, they should be "San Mona Arms Dealer" faction and thus not affiliated with kingpin. Guess you must have done some really naughty things in San Mona. :nono:
Yeah, that alcohol & rag + oil crash is unfortunate, I'll try to fix that. I guess the simplest way is to get rid of the option to attach a rag to the alcohol bottle. Thought I had fixed this sometime ago, but then again, I often mess things up... good that you reminded me. Fixing that will be my last task for today. Really time to sleep...
[Updated on: Mon, 20 July 2009 03:26] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227990]
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Mon, 20 July 2009 05:24
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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Quote:Guess you must have done some really naughty things in San Mona.
I'm not at all sure. Maybe stole something I shouldn't have. It would be interesting to see how/why the game influences your relations with the factions. I might explore that someday.
In the meanwhile, San Mona civilians in the eastern sector do not show and sort of violence.
BTW, I am thoroughly enjoying this mod. This is the first time I'm playing Wildfire, as the copy of 6.05 I bought once was completely f***ed and never ran on my machine at all. Now that I get to play it, I have to say well done.
The most lovely thing I've found however, is that HAM 3.5 fits almost perfectly to the sort of map design employed in WildFire 6.06. Considering lines of fire and possible cover is amazingly rewarding. Also, with the settings I'm using, Suppression Fire is about as equally important as Aimed Fire, which is basically the balance I wanted to achieve. I've got a squad of 12 (yeah, I upped the funding, and going to lower it back drastically soon) which is finishing most battles with half the team wounded, but very rare casualties. However I'm only at the second city (Drassen, for once) so I don't know how long into the game this is going to last me. We'll see. In the meanwhile, encounters with all-elites are a lot of fun, and require good teamwork and tactical maneuvering. I think the battles at the Harbor and SAM Site in Chitzena were my most memorable battles so far, although I'm also executing some pretty fancy tactics in Drassen now.
In short, I love it.
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228008]
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Mon, 20 July 2009 07:21
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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HeadrockThe most lovely thing I've found however, is that HAM 3.5 fits almost perfectly to the sort of map design employed in WildFire 6.06. Considering lines of fire and possible cover is amazingly rewarding. Also, with the settings I'm using, Suppression Fire is about as equally important as Aimed Fire, which is basically the balance I wanted to achieve. I've got a squad of 12 (yeah, I upped the funding, and going to lower it back drastically soon) which is finishing most battles with half the team wounded, but very rare casualties. However I'm only at the second city (Drassen, for once) so I don't know how long into the game this is going to last me. We'll see. In the meanwhile, encounters with all-elites are a lot of fun, and require good teamwork and tactical maneuvering. I think the battles at the Harbor and SAM Site in Chitzena were my most memorable battles so far, although I'm also executing some pretty fancy tactics in Drassen now.
In short, I love it.
agreed, the wildfire map design and guns fit very well with the HAM features and make for some quite dynamic battles where burst and auto fire is much more frequently used for suppression.
i always have one of my two IMPs as a dedicated squad machinegunner who heavily employs full auto fire to suppress the enemy so my other dedicated sniper IMP can pick them off and my other assaulter/spotter/grenadier mercs are used to flank the enemy, protect the flanks and flush the enemy out of their cover with grenades and heavy weapons.
due to suppression, battles are much more dynamic and you often have to change position and even fall back if too many enemys assault your position or manage to come too close.
LMGs are now essential for winning battles against greater numbers of enemys and the dense, cover rich WF maps make for some intense firefights at closer distances where sniper rifles don
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First Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228107]
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Mon, 20 July 2009 17:42
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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HeadrockGreat review! Mind if I posted this on the HAM Wiki?
surem why not, go ahead! if you need a more in depth and extensive review, i could also do that, just let me playtest HAMWF6.06Alpha a little more.
HeadrockFor me, LMGs and Snipers are roughly the same idea with different execution - except one (sniper) conserves bullets, but the other (LMG) doesn't require any superior skill (Well, strength helps ). I look for high ground for both, or at least open spaces. They both need to be supported by other units though, which is what makes HAM tactics so much fun.
In closer quarters, my machine gunner folds up and goes to grenades, while the sniper switches to a one-handed SMG or somesuch.
one thing the designated LMG gunner is for to deny the enemy certain paths of approach, effectively turning them into corridors of certain death and suppression, usually the path with the least cover where most of the enemys will have to go through.
my LMG IMP also is my field mechanic and lockpicking expert as well as explosives guy, basically a full auto substitute of Trevor. so he usually doesn
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First Sergeant
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