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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229133]
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Sun, 26 July 2009 08:52
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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Quote:Firstly, I'm pretty sure that it would be impossible to make a door trap that releases gas. But I've never tried it, of course.
Secondly, in both of your scenarios, someone is going to HAVE to both spot and disarm a trap to avoid getting gassed, regardless of where you placed that trap or whether or not flags appear. If the flags do NOT appear, then you're 100% gassed. At least if a flag pops up you have a small chance of not triggering the trap (via disarming it). Why would you NOT want the flags?
well, set the case, you can somehow spot the trap, but don
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First Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229171]
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Sun, 26 July 2009 16:32
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Okay, let's see where I start... there are several points in the above posts I want to address:
1.) Map Updates:
As with the Item Mod, I include all updated maps in the latest package, thus you'll only need to get the latest update.
2.) Tixa basement:
In short:
Yes, those tear gas traps are in the original map.
No, I don't like them.
Yes, I might change that.
In fact I don't like the basement map too much, battles there can be quite frustrating, but that's mostly because I kept the original map nearly untouched, except for items.
In the original map it was even more frustrating before, there was an enemy standing right before the steps, if your mercs where unexperienced, you would always get slaughtered. If your mercs were experienced, however, this was a big exploit to get good equipment, as you could rob that guy, then just go back up. Rinse and repeat, till all enemies were gone. Seriously, this was bad map design. I think that I'll change the map entirely.
Trapping doors is only possible to a certain extend, you can set explosives, electir or alarm traps, but no tear gas traps.
Enemy behaviour concerning Alarm Triggers is somewhat strange from time to time. And there's also a limit on how many effects can be triggered (something like 12 I think). That's why in some maps break lights don't work, if the enemy gets to trigger the alarms to set up the flare mines. I really would have liked to keep the lights in many maps, but cutting the own ability to make light as a trade off seemed pretty bad.
3.) Bloodcat Lair:
Hmm... I'll have a look at that. Never really bothered with the bloodcats and left the whole map practically unchanged (except for items).
4.) Alma Warehouses:
Yes, the amount of items to be found there is intended (same is true for the weapon caches). The Alma warehouse is the main storage room for weapons in Arulco, normally I would have uped the count of Weapons that can be found there to a much higher number. Seriously, you can't equip an Army with just 2 rifles and 100 rounds. There is a lot of stuff, but a large part of it is garbage anyways. Get the vehicles to haul the stuff around, that helps a lot.
5.) Locked crates // doors:
Seems that this is very controversial. Some people like it, some feel it's a bit overdone. I personally get fed up from time to time as well, if I have to bash in every chest and get my mercs complaining... I think from a realism point of view it makes sense to have that stuff locked up. I think to outbalance that I could add in some more keys to the maps, so you still could practice lock picking skills//strength on the crates and doors, but when you don't feel like it, grab that key.
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229186]
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Sun, 26 July 2009 18:20
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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lockieRuntime Error , map M9 , ( duplicate gridno found , relates to soldier 47 at gridno 12248)
That's probably what causes my game freeze. I'm currently reworking M9 from sketch, and hope that this will be fixed then...
Also fixed the bloodcat lair by moving the central entry point away from the blood cats, this should get the job done.
Edit:
Hmm, strange, soldier 47 starts at grid 15095 according to the map editor. The grid 12248 is right behind the door to the office, and in the map editor no enemy is placed there... really confusing to me.
[Updated on: Sun, 26 July 2009 18:23] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229209]
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Sun, 26 July 2009 21:24
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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HeadrockCambria+SAM site, or only Cambria?
SAM site is already updated, but not in the last map package. I just finished the weapon cache in M9 and will upload the update, as soon as I made the radarmap (only a couple of minutes...). I'll also upload the next version of the Item mod soon. Stay tuned. :happybear:
The next Map Package is uploaded, this one contains updated maps for rows A-K (except for Orta, the two southern Alma sectors, and Tixa basement) and the weapon cache in M9.
Still need to do K4, K4 basement, I13, I14, J9 basement and basically every sector in rows L-P except for M9_a.
Edit:
Item Mod V31 is uploaded, as well (contains Kaerars C-Mag pics, the Glas with Marbles item, possibly some new LBE items, not sure if they were already in the last package...).
[Updated on: Sun, 26 July 2009 21:49] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229222]
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Sun, 26 July 2009 22:59
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Playtested M9, and I realized, that I forgot to add lights to the map... was pretty dark there, but not really a challenge.
I added some lights to the map and also added some basic equipment to some of the soldiers (like NVGs and Emergency Flares, some got LMGs). Also updated I14 (Alma Mine sector). There was an entrance area to the military base, which in fact didn't make any sense, as the sector to the north has a row of houses in front of the warehouse area. I didn't notice this for quite some time, and it seems that no one else has noticed this...
Anyways, I got rid of that and replaced the area with a bar.
I think I can manage to update I13 and K4 today and will then upload yet another update. Sorry if that causes any inconviniences... But first of all, I need to eat something...
Edit:
Updated Orta. Now I'll update I13 Alma prison, this might take some time, as the map needs some serious updating. Don't think that I'll update Tixa basement anytime soon, though...
[Updated on: Mon, 27 July 2009 00:24] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229334]
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Mon, 27 July 2009 13:29
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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I decided to change the Soviet Sniper belt and the VOG chest rig to combat packs. As vests they were practically useless. Now you can wear them instead of a combat pack or you can still combine them with the AK chest rig and the M23 chest rig.
Don't know, if this is a good idea, or not. But it offers some design space for more belts (already made a pic for a police equipment belt, that I'll add soon).
So basically you now have the choice to either wear a combat pack or a belt in the combat pack inventory slot.
The belts are lighter, but obviously can't carry as much, but can still be combined with certain backpacks (namely Sniper Drag Bag and L.R.R.P. bakpack at the moment... I think I'll add some more later on). And in case of the sniper belt and VOG rig can be merged with the two soviet vests (which enables you to carry both, the belt and a regular combat pack).
Okay, some new changes:
renamed the Police Vest to Police SWAT vest (made more sense, which regular police force uses SMGs on regular duty?).
added a police utility vest
added a police revolver belt (used as combat pack or can be combined with the police utility vest)
added a police equipment belt (used as combat pack or can be combined with the police utility vest)
Edit:
added Polyshok shotgun ammo. Not sure yet about the ammo values. At the moment I've set them to do 2.5x damage after armour impact, everything else set to regular. I might add some range bonus, but then again, I'd like to distinguish it more from other shot gun ammo (you know, my philosophy of not making things strictly better... and the regular slugs already have a +8 range bonus). So at the moment the polyshok ammo is comparable to Glaser, though with better armour piercing capabilities. Entirely untested at the moment, hope I'll get some shots down range soon... but first of all I have to conquer Drassen airport, which may take some time.
But the Polyshok will be in the next update, nevertheless...
[Updated on: Mon, 27 July 2009 20:47] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229421]
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Mon, 27 July 2009 23:39
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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Ok, here's what the error seems to be reporting:
5
EDGEOFWORLD
HILLS
PLAINS
EDGEOFWORLD
HILLS
4
EDGEOFWORLD
HILLS
PLAINS
PLAINS
HILLS
A6 is flagged as "Hills" (HILLS). However, the travel cost from A7 to A6 (west) is set as "Plains" (PLAINS). In theory, this should mean that travelling from A6 to A7 is faster than A7 to A6. Strangely, however, it ISN'T actually faster in the game. I have no idea why.
In any case, this isn't really an error, just a warning generated by the game in debug mode. I would imagine that it doesn't actually hurt the game... but it must mean something, right?
[EDIT: Ok, strike all of this. The N/S/E/W values are not actually used anywhere, except for making sure that travel is POSSIBLE in both directions or IMPOSSIBLE in both directions, but not both. The debug errors are largely meaningless]
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