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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229689] Wed, 29 July 2009 17:59 Go to previous messageGo to next message
Mauser

 
Messages:769
Registered:August 2006
Location: Bavaria - Germany
smeagol, a few issues i ran into:

1. the BR delivery chest cannot be opened. when a delivery comes, the items lie in front of the chest, but are not displayed in the sector inventory. you have to manually go there with a merc and pick them up and drop them, then they will show in the inventory correctly.

but the chest itself cannot be opened.

2. i had Len dismissed and let him drop his equipment off in drassen airport B13, but he left and the equipment was nowhere to be found. there must be a bug with equipment somewhere in drassen airport.

3. what do i have to do to hire Slay? i talked to him with a 95 leadership merc but no matter what i do or say, he refuses to be recruited or provoked or anything.

4. the new grumm maps are very nice, but it

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229695] Wed, 29 July 2009 19:37 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Mauser
smeagol, a few issues i ran into:

1. the BR delivery chest cannot be opened. when a delivery comes, the items lie in front of the chest, but are not displayed in the sector inventory. you have to manually go there with a merc and pick them up and drop them, then they will show in the inventory correctly.

but the chest itself cannot be opened.

2. i had Len dismissed and let him drop his equipment off in drassen airport B13, but he left and the equipment was nowhere to be found. there must be a bug with equipment somewhere in drassen airport.

3. what do i have to do to hire Slay? i talked to him with a 95 leadership merc but no matter what i do or say, he refuses to be recruited or provoked or anything.

4. the new grumm maps are very nice, but it


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229697] Wed, 29 July 2009 20:04 Go to previous messageGo to next message
Mauser

 
Messages:769
Registered:August 2006
Location: Bavaria - Germany
Quote:
Are you sure you get the right crate for BR shipments?


yes, i definitely use the right crate in the small storage hut by the helicopter.

only that newly arrived items are not inside the crate, but rather lie outside on the ground but they can only be picked up manually and not show up in the sector inventory.

very strange indeed. and i don

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229700] Wed, 29 July 2009 20:47 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Anyone else encountering this airport bug?

I never had that. I run with a merc to the crate, open it, when it's closed, et voila, everything's just fine. Have you tried sorting the stuff with the hotkeys in tactical mode?

Other way to distinguish the airports is through the layout of the mainbuilding, one has one large flat roof covering the main building up to Pablo's office, the other has two seperate roofs.



Equipment from dismissed mercs can take a long while to arrive at the airport, especially if the dismissed merc was fired in a sector far away from the airport. I'd say patience. Wait some days, eventually it will show up.


Grumm in the WF maps was always quite annoying to defend and the fights became quite boring after you redid them like 6-8 times. As the Deidranna tends to attack Grumm on a very regular basis later on, I take it very last in most of the games I play.
Don't know about the vanilla maps, never played them (well, I had a go on like 4 maps, then thought those maps sucked and immediately began asking around, if there were the maps from WF somewhere available for 1.13, which basically brought me into modding Wink ).


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229713] Wed, 29 July 2009 21:47 Go to previous messageGo to next message
Deadman

 
Messages:39
Registered:March 2008
Location: Germany
I dont have that problem. i fired a person, stuff was in that sector right away. i ordered something and it showed up in that crate where it should be. no problemo. (of course Mod.V31)
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229715] Wed, 29 July 2009 22:17 Go to previous messageGo to next message
Headrock

 
Messages:1773
Registered:March 2006
Location: Jerusalem
I actually shot Pablo in the face at point-blank range. I wanted to make a harder game by having to deal with Sal and his antics. Some self-imposed difficulty there. So far I haven't received any of my shipments, so until I make another buy at BR's, I can't help you. It's coming up though, I'm going to take the Cambria mine today or tomorrow, and then I'll definitely need to see if BR has any ammo for me.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229869] Thu, 30 July 2009 14:52 Go to previous messageGo to next message
jay.pea

 
Messages:25
Registered:March 2009
Location: Munich, Germany
@smeagol
the ammo types for the 7.62x39mm HP ammunition are inconsistent:
the drum is flagged as 'HP small' whereas the other ammo sizes are set to 'HP large'.
This results in CTD for example when attachaching HP ammo crates to guns with large mags.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229878] Thu, 30 July 2009 15:44 Go to previous messageGo to next message
Alex_SPB

 
Messages:170
Registered:February 2008
Location: Russia, St.Petersburg
Mauser
smeagol, a few issues i ran into:

1. the BR delivery chest cannot be opened. when a delivery comes, the items lie in front of the chest, but are not displayed in the sector inventory. you have to manually go there with a merc and pick them up and drop them, then they will show in the inventory correctly.

but the chest itself cannot be opened.



I do always have this bug in several versions of the game. The easiest way to deal with it is the following:

1) As the shipment arrives go to the crate and try to open it (you will fail)
2) Go to the inventory screen and delete any of the items from the sector's inventory
3) Open the crate (this time you will succeed) - all the ordered stuff will appear in the sector's inventory

I do not remember it exactly, but there is a possibility that step 1 could be skipped

The possible reason of the bug - you did not get all the stuff you have ordered in previous time from the crate, so when the new order arrives the part of the previous order is still in the crate. If you order a lot of stuff the bug will appear.

[Updated on: Thu, 30 July 2009 15:49] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229885] Thu, 30 July 2009 16:10 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
JP
@smeagol
the ammo types for the 7.62x39mm HP ammunition are inconsistent:
the drum is flagged as 'HP small' whereas the other ammo sizes are set to 'HP large'.
This results in CTD for example when attachaching HP ammo crates to guns with large mags.


Thanks, I'll fix that. I think I'll upload a new version today. I've added quite some stuff that a new update is warranted. I'll have to fix the medium pocket on the new Police Vest, which somehow got into a wrong slot unnoticed, and I think I'll also add a new combo item for the sure sight reflex sight & Insight LAM. I'm also thinking about making a new Aiming Module (ACOG, Reflex Sight, Rifle-LAM&Flashlight).


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229892] Thu, 30 July 2009 16:57 Go to previous messageGo to next message
Ramirez

 
Messages:86
Registered:January 2004
Location: M
Hey,

I've been trying several times now to get the latest exe run with WF and Item-Mod - but I only get runtime error, something about VirtualFileSystem etc.

Have I got the wrong Ja2.ini? Ja2_options.ini?

My Install: Clean Ja2 Gold, then the latest install (Kaerers) 3042.exe, WF 2085 mod, AlphaItem and Mapupdate.

Thx!
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229894] Thu, 30 July 2009 17:12 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Ramirez
Hey,

I've been trying several times now to get the latest exe run with WF and Item-Mod - but I only get runtime error, something about VirtualFileSystem etc.

Have I got the wrong Ja2.ini? Ja2_options.ini?

My Install: Clean Ja2 Gold, then the latest install (Kaerers) 3042.exe, WF 2085 mod, AlphaItem and Mapupdate.

Thx!



Sounds like a similiar problem Blue Fox had. Maybe this Thread helps.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229907] Thu, 30 July 2009 19:05 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
smeagol

I think I'll also add a new combo item for the sure sight reflex sight & Insight LAM. I'm also thinking about making a new Aiming Module (ACOG, Reflex Sight, Rifle-LAM&Flashlight).

If i may request another combo's addition: Cobra-Reflexsight + CORSAK-Laser?
(But unfortunately i cannot provide graphics for that Sad )
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229909] Thu, 30 July 2009 19:17 Go to previous messageGo to next message
tbird94lx

 
Messages:686
Registered:April 2002
Location: ohhhhhh canada
one thing that bugs me bout dbb and standard 1.13 is the kobra..i've seen many real ak's with a scope PLUS a kobra installed..yet ya cant do it in either..could you allow them to work to gether?


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229910] Thu, 30 July 2009 19:18 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Sam_Hotte
smeagol

I think I'll also add a new combo item for the sure sight reflex sight & Insight LAM. I'm also thinking about making a new Aiming Module (ACOG, Reflex Sight, Rifle-LAM&Flashlight).

If i may request another combo's addition: Cobra-Reflexsight + CORSAK-Laser?
(But unfortunately i cannot provide graphics for that Sad )


I consider that, making the pic shouldn't be a problem, as I think I get better using PhotoShop every day. Wink


Anyways, just uploaded V32, which contains quite some new stuff (including the Minuta scope and a Night Vision scope).

Edit:
Tbird
one thing that bugs me bout dbb and standard 1.13 is the kobra..i've seen many real ak's with a scope PLUS a kobra installed..yet ya cant do it in either..could you allow them to work to gether?


PSO-1 can already be combined with the Kobra, and there is even an Aiming Module that uses PSO-1 and Kobra. Smile

[Updated on: Thu, 30 July 2009 19:20] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229915] Thu, 30 July 2009 19:47 Go to previous messageGo to next message
lockie

 
Messages:3805
Registered:February 2006
Location: Scotland
Quote:
Quote:
Poster: smeagol
Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 2


Originally Posted By: Ramirez
Hey,

I've been trying several times now to get the latest exe run with WF and Item-Mod - but I only get runtime error, something about VirtualFileSystem etc.

Have I got the wrong Ja2.ini? Ja2_options.ini?

My Install: Clean Ja2 Gold, then the latest install (Kaerers) 3042.exe, WF 2085 mod, AlphaItem and Mapupdate.


Well , actually it doesn't . I thought I'd give this a go and had same result as the other guys . It seems to be a VFS error or perhaps the instructions for VFS aren't clear enough .
Thx!


Sounds like a similiar problem Blue Fox had. Maybe this Thread helps.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229916] Thu, 30 July 2009 19:55 Go to previous messageGo to next message
Blue_Fox

 
Messages:540
Registered:September 2006
Location: Netherlands
Have a nice Sniper Rifle for Reaper
Personaly i like H&K.

http://en.wikipedia.org/wiki/Heckler_&_Koch_SR9
Caliber: 7.62mm NATO (.308 Win)
Magazine: 5-rd steel staggered box
Barrel: 19.7" (500mm) Polygonal
Twist: RH 1 in 11" (280mm)
Weight (with scope): 10.9 lbs. (4.95 kg)
Overall Length: 43.5" (1105mm)
Stock: Synthetic
Sights: Rotary aperture rear sight, adjustable for windage and elevation hooded front sight.
Features (ALL): Sight adjustment tool, detachable scope mount, 1200 meter rear sight,
adjustable contoured handgrip, carrying handle, ejection port buffer,
leather sling, cleaning kit, and 20-rd detachable magazine

SR9(TC): PSG1 fully adjustable trigger mechanism, PSG1 adjustable contoured handgrip, and PSG1 adjustable stock.

The SR9T sniper trigger group and stippled walnut handgrip is the same as on the PSG1.

http://img200.imageshack.us/img200/4605/h26ksr9t.jpg
Or the SR9TC with the AIM III-X
http://img82.imageshack.us/img82/1866/hecklerandkochsr9tcw.jpg

Also a fun weapon (Magpul) for in your back pocket, you never know. With this we have 3 magpuls.
http://www.youtube.com/watch?v=D99NHb6B03s

[Updated on: Thu, 30 July 2009 20:59] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229917] Thu, 30 July 2009 19:58 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
smeagol
Tbird
one thing that bugs me bout dbb and standard 1.13 is the kobra..i've seen many real ak's with a scope PLUS a kobra installed..yet ya cant do it in either..could you allow them to work to gether?


PSO-1 can already be combined with the Kobra, and there is even an Aiming Module that uses PSO-1 and Kobra. Smile

And on newer AK series (e.g. AK-10x) you can even use Kobra with "western" scopes up to 7x Battlescope.

JFTR.

[Updated on: Thu, 30 July 2009 20:08] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229927] Thu, 30 July 2009 20:30 Go to previous messageGo to next message
Ramirez

 
Messages:86
Registered:January 2004
Location: M
So, finally I got it running, phew.

Had to manually create the entries for WF in the vfs.ini

in the JA2.ini I changed this:
VFS_CONFIG_INI = vfs_config.JA2Wildfire113.ini

Created a new ini :
vfs_config.JA2Wildfire113.ini

with this entry (Just take an existing and add the following):
[vfs_config]
PROFILES = SlfLibs, Vanilla, v113, UserProf, WF

[PROFILE_WF]
NAME = WF
LOCATIONS = DataWildFire6.06_dir
PROFILE_ROOT =

Et voila - every thing just runs fine now.
Only thing: Items mod hasn't been completely integrated in the mods_combo, so I manually added V31.

But now I can't train militia in Barinas (% of Loyalty isn't even shown). Where is this located to get it fixed - or is there no more militia in Barinas possible. And would a change require e new start?

Thx!
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229981] Fri, 31 July 2009 06:28 Go to previous messageGo to next message
Blue_Fox

 
Messages:540
Registered:September 2006
Location: Netherlands
BLACKHACK Combination.

Combination of TAC vest - Day Pack - Backpack.
In my opinion the MALICE3 is only usefull for Snipers/long Rifles and wenn need to climb they need to take it in a handslot.

So why not make from the MALICE3 a BlackHawk BackPack and so it can carrie whit those other BalckHawks.carrie together.
The Back Pack has the same texture...
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230005] Fri, 31 July 2009 11:34 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
Blue_Fox
BLACKHACK Combination.

Combination of TAC vest - Day Pack - Backpack.
In my opinion the MALICE3 is only usefull for Snipers/long Rifles and wenn need to climb they need to take it in a handslot.

So why not make from the MALICE3 a BlackHawk BackPack and so it can carrie whit those other BalckHawks.carrie together.
The Back Pack has the same texture...

You mean to create another portable walk-in closet complementary to the TIMS-System? This time a system which consists of many pouches for a variety of ammo and smaller things?

Ok, why not. I would not oppose that. Neutral
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230008] Fri, 31 July 2009 11:39 Go to previous messageGo to next message
Blue_Fox

 
Messages:540
Registered:September 2006
Location: Netherlands
What i ment was, wenn pick up a Malice and carrie a BlackHawk BackPack, you assume to carrie them together because the look the same.

Thats why my proposel.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230019] Fri, 31 July 2009 13:05 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
Yeah i already got your point. Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230043] Fri, 31 July 2009 15:22 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
I don't know about Malice & Blackhawk. I thought about that, some time ago, but decided against it, as it would give quite a lot of carrying capacity. But then again, Backpacks are not that useful in combat situations, so I might give it a try...


Edit:
Polo shirts can now be transformed into rags.
Fixed weight of Canteen and Soda Can. The Canteen is now a bit lighter, soda can a bit heavier.

Edit 2:
Fixed wrong pic for Polyshok #12 ammo (had the pic for 7 rounds).

[Updated on: Sat, 01 August 2009 18:05] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230192] Sun, 02 August 2009 08:11 Go to previous messageGo to next message
Forral

 
Messages:72
Registered:May 2009
Location: Sweden
I just had the opportunity to play around with the Flamethrower - and damn ain't that a badarse weapon? I was using it in the north-eastern sector of Alma against the entrenched positions there, setting the whole damned place on fire. The experience was on the whole extremely satisfying, so good on you for adding the weapon. :ok:

Spoileresque comment about that particular map; North East Alma
Toggle Spoiler

Back to the Flamethrower though,

I understand the implementation of the weapon has been difficult, and I'm aware that there are limitations to what's possible to accomplish within the tools at our disposal. I noticed also that the weapon is set up as a monster type weapon, which I assume is not coincidence but the only way that it can behave as it does currently. I do regardless have a couple of suggestions though, that may or may not be viable.

1. Automatic Flame Thrower:
Considering the massive current area set on fire, it might be a bit of overkill to have the already immensely powerful Flamethrower be automatic as well. However, if one were using a smaller area of effect the flamethrower could well be one of the few automatic weapons where Spread Fire is actually useful for more things than supression.

Being able to do burst fire and automatic fire with the flamethrower, should it be possible, would of course also mean that your psychotic mercenaries can suddenly decide it's time for a barbecue, which could result in some interesting situations. Wink

2. Accidental Flamer Tank Explosions:
As seen in a great number of WWII films; I think it would be interessting if the flamethrower fuel tanks could explode when shot or struck by grenades.

I've noticed chain reactions among enemy formations when their grenades go off when struck by mine, and I'm under the understanding that it is governed by the viotality rating of the item. I've only seen this rating on grenades however, so I'm assuming it's not possible to have it on ammunition.

That said, could it be viable to use the grenade launcher clip ammunition type for the flame thrower? Would it still work, and would it allow us to re-live the tragic moments from the films, both among our own mercenaries, and of course among enemy troops? Very Happy
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230216] Sun, 02 August 2009 16:36 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Forral
I just had the opportunity to play around with the Flamethrower - and damn ain't that a badarse weapon? I was using it in the north-eastern sector of Alma against the entrenched positions there, setting the whole damned place on fire. The experience was on the whole extremely satisfying, so good on you for adding the weapon. :ok:


Glad you enjoyed it. :happybear:


Forral
Spoileresque comment about that particular map; North East Alma
Toggle Spoiler


Yupp, that's why reconnaisance in certain maps should not be undervalued. If you know how to prevent it, you can get the loot. Wink


Forral
I understand the implementation of the weapon has been difficult, and I'm aware that there are limitations to what's possible to accomplish within the tools at our disposal. I noticed also that the weapon is set up as a monster type weapon, which I assume is not coincidence but the only way that it can behave as it does currently. I do regardless have a couple of suggestions though, that may or may not be viable.


That Monster caliber will be renamed, had forgotten to do so.

Forral
1. Automatic Flame Thrower:
Considering the massive current area set on fire, it might be a bit of overkill to have the already immensely powerful Flamethrower be automatic as well. However, if one were using a smaller area of effect the flamethrower could well be one of the few automatic weapons where Spread Fire is actually useful for more things than supression.

Being able to do burst fire and automatic fire with the flamethrower, should it be possible, would of course also mean that your psychotic mercenaries can suddenly decide it's time for a barbecue, which could result in some interesting situations. Wink


I tried full auto settings on the flamethrower, they worked nice in the beginning, but due to the limitations of area effects to a maximum number (that means it seems that there is a limit of how many area effects can work at the same time and that limit seems to be set at about 20), it would be quite unwieldy. Imagine you would have a high rate of fire with a huge spread, in one burst you would easily reach that limit and as long as the flames are burning no other area effect would work (for example no mustard gas//smoke//tear gas, not even break lights... that's why I tended to remove the panic lights in most maps as well. They were a nice tactical addition, but made game play a big mess up, as you couldn't use your own area effects any more...).
I think that probably rules out the auto option for the flamethrower at the moment. Sad

Forral
2. Accidental Flamer Tank Explosions:
As seen in a great number of WWII films; I think it would be interessting if the flamethrower fuel tanks could explode when shot or struck by grenades.

I've noticed chain reactions among enemy formations when their grenades go off when struck by mine, and I'm under the understanding that it is governed by the viotality rating of the item. I've only seen this rating on grenades however, so I'm assuming it's not possible to have it on ammunition.

That said, could it be viable to use the grenade launcher clip ammunition type for the flame thrower? Would it still work, and would it allow us to re-live the tragic moments from the films, both among our own mercenaries, and of course among enemy troops? Very Happy


Unfortunately you're right. At the moment it is not possible to add volatility to ammo types. And changing the flamethrower to a grenade launcher would probably make it too similiar to the 40mm Napalm grenades. I might give this a try and will see if it works at all. I think I have already tried it, when I first tried to get this working, but I honestly can't quite remember...


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230234] Sun, 02 August 2009 19:53 Go to previous messageGo to next message
waldtroll

 
Messages:31
Registered:February 2007
Location: Berlin, Germany
Did you think about using the CORSAK LAM insted of the insight LAM for the WP Aiming module? Would bring a bit variation.
I would like to suggest an Trigger Group - Bolt/Spring merge, what do you think?

You should check the Camo Pants I think they have to much protection.

Ceep up the good work, this is great.

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230243] Sun, 02 August 2009 22:08 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Waldtroll
Did you think about using the CORSAK LAM insted of the insight LAM for the WP Aiming module? Would bring a bit variation.
I would like to suggest an Trigger Group - Bolt/Spring merge, what do you think?

You should check the Camo Pants I think they have to much protection.

Ceep up the good work, this is great.



Trigger & Bolt came to my mind some time ago, as well. Couldn't think of a suitable merge though. Maybe I'll just let them be mergeable without a further modification. And I'll need to think of a new pic for that as well...
CORSAK&Kobra would ceratinly be too good, don't you think? But I'll reconsider that as an addition, as it seems quite some people are interested in such an item.

I'll have a look at the protection value of the camo pants.


I also recoloured the new AN Night Scope, which turned out too be too grey in my opinion. It's now slightly darker and all in all looks way better than before.
Did the same with the interface pic of the M6 Lynx. And I think the pic definetely improved.


Edit:
Okay, changed the Insight-LAM&Kobra combo//Aiming Module WP. Both now use a CORSAK LAM instead of the Insight-LAM.

Edit 2:
hmm... think the camo pants protection is okay (comapred to uniform pants).

[Updated on: Mon, 03 August 2009 00:02] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230249] Mon, 03 August 2009 00:24 Go to previous messageGo to next message
waldtroll

 
Messages:31
Registered:February 2007
Location: Berlin, Germany
Ups, sorry think I compared Camo Pants + Leg Protector with Uniform Pants without one.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230250] Mon, 03 August 2009 00:39 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Added merge for Rod&Spring and Trigger group. The mod. Trigger Group works the same as the regular Trigger Group, except for the +2 reliabilty of the Trigger Group.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230251] Mon, 03 August 2009 00:48 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
smeagol
Added merge for Rod&Spring and Trigger group. The mod. Trigger Group works the same as the regular Trigger Group, except for the +2 reliabilty of the Trigger Group.

And it also adds the AP bonus for burst/auto of rod&spring?
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230253] Mon, 03 August 2009 00:48 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Sure, otherwise it would be pretty useless, wouldn't it?

Edit:
Only thing is, that the pic is, well... a bit uninspired... I just took the original, and added the * from the cold loaded ammo to the upper right corner. But that will have to do, I'm afraid...

[Updated on: Mon, 03 August 2009 00:50] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230256] Mon, 03 August 2009 01:12 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
smeagol
Sure, otherwise it would be pretty useless, wouldn't it?

Edit:
Only thing is, that the pic is, well... a bit uninspired... I just took the original, and added the * from the cold loaded ammo to the upper right corner. But that will have to do, I'm afraid...

Yep. That was the easy question. Wink
Here's the one, that may be worth discussing: Is it a removable attachment like Triggergroup or is it permanent like rod&spring?
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230259] Mon, 03 August 2009 01:16 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
At the moment it is removable. Unless I get major objection to this, I'd like to keep it that way.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230261] Mon, 03 August 2009 01:47 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
smeagol
At the moment it is removable. Unless I get major objection to this, I'd like to keep it that way.


This will make r&s less rare and it will probably be utilsed earlier in game, because you could take r&s with you up the techtree. It will be some kind of a no-brainer as you'd say:
Without that combo i have to consider if i'm going to "waste" the first rods and springs i find ingame on the weaker guns i have at the moment, or if i beter spare them for later, for the bigger guns i plan to use. Rods or springs aren't too common in the game averall.
With that new removable combo i will use it for sure as early at possible knowing that i can pass that cool trigger from early game's SMG to any 7.62 battle rifle or LMG or whatever i plan to use during end game.

Maybe that's too unbalancing?
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230263] Mon, 03 August 2009 03:22 Go to previous messageGo to next message
Forral

 
Messages:72
Registered:May 2009
Location: Sweden
If the bonus of the Rod&Spring was somewhat less pronounced when merged with the Trigger Group, then the choice could perhaps become a bit less of a no-brainer. Either way, I'd hate to have the Trigger Group/Rod&Spring attachment be permanent, because then I know that, at least in my game, they'd just lay around until the end-game, while I'm always waiting for a better weapon to attach them to.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230283] Mon, 03 August 2009 10:44 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
Ha! I don't know why you guys wait. My first R&S always goes on the AK-47 in Drassen.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230290] Mon, 03 August 2009 13:08 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
Forral
If the bonus of the Rod&Spring was somewhat less pronounced when merged with the Trigger Group, then the choice could perhaps become a bit less of a no-brainer.


ACK. I'd "vote" for that. Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230291] Mon, 03 August 2009 13:27 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Okay, I'll reduce the AP bonus by 10% then.


Another curious thing I just noticed: Somehow Shank can bash in every lock on the first attempt (and that is with Strength 47!!!). Don't know, if this is a bug or a hidden feature. Would be nice, if someone could confirm this.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230294] Mon, 03 August 2009 14:14 Go to previous messageGo to next message
waldtroll

 
Messages:31
Registered:February 2007
Location: Berlin, Germany
I found one little bug, the Aiming Module MK. II-X should be incompatible with the tactical flashlight in the moment it isn't.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230296] Mon, 03 August 2009 14:27 Go to previous messageGo to previous message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Thanks. I'll change that.


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