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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232841]
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Wed, 09 September 2009 14:37
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Yes, the map update removes warden civs from most maps.
There are only very few maps left with warden civs (most notably Orta, Queen's Summerhouse, Palace Gardens and Tixa of course...).
Updating to the new map package "could" require a restart, but not necessarily. I tested this with my current running game, where I was ambushed by warden civs in Cambria University and everything worked fine.
I haven't changed sectors North of row L too much, so if you haven't visited any sectors in rows L-P everything should be just fine.
Edit:
ForralI notice a JA2_Options.ini uploaded the other day on your SkyDrive as well. What's special about that? I couldn't find any information about it in recent posts in this thread.
Nothing special about that one, it's the rather old ini I use at the moment. Logisteric had some problems with getting the 4 vehicles working, so I provided my ini.
It's basically set for test games (most notably higher starting cash and full enemy tool tips...).
Edit:
Ah, almost forgot... when anyone of you encounter Warden Civs in a sector you think they shouldn't be in, it might be that it's because of either a miss-save in the map editor or that I simply forgot one... So if you find any warden civs in locations where they shouldn't appear at the moment, it would be good, if you'd drop a line...
[Updated on: Wed, 09 September 2009 16:35] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233141]
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Sun, 13 September 2009 21:18
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Gunjack |
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Messages:20
Registered:March 2008 Location: Stuttgart, Germany |
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The Holster GL can take 1 grenade per pouch, but the graphics show twin grenades. did you overwrite the standard single 40mm pouch graphics?
And a very very small request: please add a double large mag pouch combo:)
[Updated on: Sun, 13 September 2009 21:55] by Moderator Report message to a moderator
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Private 1st Class
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233145]
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Sun, 13 September 2009 22:17
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Yes, this might be a possible solution.
I'll take a look at the 40mm grenade sillhouette (at the moment there is in fact no single 40mm pic in the silhouette.sti... I might change that).
Just reworked the pic of the battle scope (has now the same pic as battle scope combo, only without the reflex sight) and made a new pic for the aiming module II.
Edit:
okay, changed the 40mm single silhouette.
Edit2:
Think it's quite strange, that there is an ACOG and a battle scope with Reflex Sight, so I decided to make a small scope&reflex sight item, as well (this way you can combine it with different lasers, compared to the aiming modules).
Edit 3:
Currently adding a combo of burris speeddot and insight lam.
[Updated on: Sun, 13 September 2009 23:28] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233262]
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Tue, 15 September 2009 19:21
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Allright... uploaded the Update to V40.
Note that I changed the file name, so instead of Alpha_something you'll now simply need Update Item Mod VXX (in this case V40 it is).
Also note, that due to the number of changes I made to attachments, it is very likely, that there might be some attachments that work together at the moment, that aren't supposed to work together (or the other way 'round, attachments that don't work together, but should...). If you notice any of these, drop me a line.
Of course I'm also interested to hear, how you like the new pics for several attachments, the change with the LAMs and anything else you might find worth mentioning.
In addition I added the Vepr Hunting rifle (with a slightly darker stock), a special knife for Razor and dropped some prices for attachments...
Have fun and happy hunting. :happybear:
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233589]
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Mon, 21 September 2009 15:30
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Revised Laser ranges for the basic lasers and the aiming modules. The performance of the reddot LAM was quite underwhelming. Added +1 tile range (also raised range for the lasermodule, the Insight-LAM and the AN/PEQ by +1 / +2 tiles).
Now adding ITL MARS reflex sight and probably will add some more scopes (there are quite some unused pics now, due to the updated aiming module pics).
so, current laser range//aiming bonus values:
reddot LAM: 11 tiles, +18 aiming bonus
Lasermodule: 12 tiles, +20 aiming bonus
Insight-LAM: 13 tiles, +20 aiming bonus, night sight bonus, draw cost penalty
AN/PEQ: 20 tiles, +18 aiming bonus, night sight bonus, draw cost penalty
Rifle LAM: 30 tiles, +20 aiming bonus, draw cost penalty
CORSAK: 35 tiles, +15 aiming bonus, draw cost penalty
Old Aimpoint: 40 tiles, +20 aiming bonus, draw cost penalty
I might have to change these values around some more...
[Updated on: Mon, 21 September 2009 15:33] by Moderator Report message to a moderator
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