Home » MODDING HQ 1.13 » v1.13 Coding Talk » STOMP v1.1 Release
STOMP v1.1 Release[message #241482]
|
Sat, 09 January 2010 20:57
|
|
Sandro |
![](/images/ranks/master_sergeant.png) |
Messages:420
Registered:November 2008 Location: Mars |
|
|
S.T.O.M.P. (Sandro's Traits and Other Modifications Project)
Version 1.1 on Source Code revision 3548 (game revision 1225)
***************************************************************************************************
[color:#990000]Download:[/color]
Release v1.1: http://www.mediafire.com/?mgtwmejynytzz1j
Release v1.0A: http://www.mediafire.com/?4vze2dtmtxm
For installing STOMP1.0 + HAM3.5 + Wildfire + AIM check the following link:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=240116&page=1
Source Code v1.1: http://www.mediafire.com/?djtlmlwm3oinzgz
***************************************************************************************************
Basic Info: This mod is mostly about changing skill traits and personalities of mercs. The focus and intention was to create a balanced trait system to give the player more attractive choices for his mercs.
Installation v1.1: Get freshest SVN version of game. Unzip the STOMP into your JA2 directory. Play using included exe.
Installation v1.0A: Just unzip the STOMP into your JA2 directory. None of your files will be rewritten. Play using included exe.
Notes to the source code: It's based on latest development version of the 1.13 code. This version is ahead of the original SC provided and contains certain unfinished features. Use this at your own risk (you may miss important code updates).
***************************************************************************************************
IMPORTANT NOTE TO THE 1.1 VERSION
This version is released ahead of the future 1.13 SVN version. Because so many people wished to see the STOMP altogether with HAM3.6 and latest SVN 1.13 release, I am making this version public before it will be accessable through the SVN. But it is (hopefully still) planned to be added to the 1.13 SVN main branch soon.
Enjoy.
***************************************************************************************************
***************************************************************************************************
--- TRAITS ---
Summary: The system for traits have been changed. From now, if you choose "New Traits" on the beginning of new campaign, all mercs (and enemies/militia) can have up to three skill traits. Up to two major traits and one minor trait or three minor traits or one major trait and two minor traits.
On IMP creation, when reached attributes settings for your merc, there are now minimal attributes you have to have for certain chosen traits. These minimums are listed in the brackets after the trait names. Major traits usually set the basic attributes needed, while minor traits can add more on top of it or set the minimum themself(the second number).
Also I should say: All values of these new skill traits are externilized in "Traits_Settings.INI".
Here is the default trait list:
Traits Descriptions
***************************************************************************************************
MAJOR TRAITS
(can have one on expert or two different; numbers are doubled for experts if not said otherwise)
----------------------------------------------------------------------------------------------
AUTO WEAPONS -> MACHINEGUNNER : (mrk 45-60, str 40-55, dex 50-65, hlt 45-60)
* +5% Chance to Hit with Assault Rifles, SMGs and LMGs
* -30% penalty to chance to hit on auto fire/burst
* Reduces chance for shooting unwanted bullets on autofire
* -10% APs needed to fire light machine guns
* -10% APs needed to ready light machine guns
HEAVY WEAPONS -> BOMBARDIER : (str 45-60, wis 55-70, exp 35-50, dex 45-60)
* +25% chance to hit with rocket launchers and grenade launchers (even underbarrel)
* -20% APs needed to fire rocket launchers and grenade launchers (even underbarrel)
* -10% APs needed to fire mortar
* Reduce penalty for mortar CtH by half (penalty is set to 60% by default)
* +30% damage to tanks with heavy weapons, grenades and explosives
* +15% damage to other targets with heavy weapons
MARKSMAN -> SNIPER : (mrk 65-80, dex 55-70, wis 50-65 )
* +5% Chance to Hit with Sniper Rifles
* -5% effective range to target with all weapons
* +10% aiming bonus per aim click (except for handguns)
* +5% damage on shot per aim click after third
* -25% APs needed to chamber a round with bolt-action rifles
* Adds one more aim click for rifle-type guns (max is eight)
HUNTER -> RANGER : (mrk 55-70, agi 45-60, hlt 55-70, ldr 35-50)
* +5% Chance to Hit with Rifles
* +10% Chance to Hit with Shotguns
* -25% APs needed to pump Shotguns
* +20% group travelling speed between sectors if traveling by foot
* +10% group travelling speed between sectors if traveling in vehicle (except helicopter)
* -30% less energy spent for travelling between sectors
* -50% weather penalties
* -50% worn out speed of camouflage by water or time (i.e. experts have permanent camo)
GUNSLINGER -> GUNFIGHTER : (mrk 55-70, dex 50-65, agi 50-65)
* +10% chance to hit with pistols and revolvers
* +5% chance to hit with machine pistols (on single shots only)
* +5% aiming bonus per click with pistols, machine pistols and revolvers
* +15% firing speed with pistols and revolvers
* +10% effective range with pistols and revolvers
* -15% APs needed to raise pistols and revolvers
* +25% reload speed of pistols, machine pistols and revolvers
* Adds one more aim click for pistols, machine pistols and revolvers
HAND TO HAND -> MARTIAL ARTS : (dex 55-70, agi 55-70, str 50-65, hlt 45-60)
* +30% chance to hit with hand to hand attacks with bare hands
* +25% chance to hit with hand to hand attacks with brass knuckles
* -15% AP cost of hand to hand attacks(bare hands or with brass knuckles)
* +30% damage of hand to hand attacks(bare hands or with brass knuckles)
* +30% breath damage of hand to hand attacks(bare hands or with brass knuckles)
* enemy breath lost due to your HtH attacks takes much longer to regenerate
* Focused (aimed) punch deals +75% damage (spinning kick in case of regular merc)
* +35% change to dodge hand to hand attacks(+another 5% with bare hands or with knuckles)
* +20% chance to dodge attacks by melee blade
* -33% APs needed to steal weapon from enemy hands
* -25% APs needed to change state (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles
* +25% chance to kick doors
DEPUTY -> SQUADLEADER : (ldr 50-65, wis 60-75 )
* +5% APs per round of other mercs in vicinity
* +1 effective exp level of other mercs in vicinity, which have lesser level than the squadleader
* +20% total suppression tolerance of other mercs in vicinity and squadleader himself
* +1 morale gain of other mercs in vicinity
* -1 morale loss of other mercs in vicinity
* +50% fear resistence for Squadleader (expert SL cannot cower)
(Only three bonuses can stack, i.e. for one expert squadleader and one deputy or three deputies)
(Minor Drawback: triple morale loss for squadleader's death for all other mercs.)
TECHNICIAN -> ENGINEER : (mec 45-60, expl 35-50, dex 50-65, wis 45-60)
* +30% to repairing speed
* +30% to lockpicking (normal/electronic locks)
* +40% to disarming electronic traps
* +40% to attaching special items and combining things
* +20% to unjamming a gun in combat
* Reduce penalty(which is -75%) to repair electronic items by half
* increased chance to detect traps and mines
* +10% CtH of robot controlled by Technician (it has normally -10% CtH)
* Only Technicians can repair the robot
PARAMEDIC -> DOCTOR : (med 45-60, dex 50-65, wis 55-70)
* Ability to make surgical intervention by using medical bag on wounded soldier instantly returning 30% of lost health back to him (50% with expert). This drains the medical bag a lot. (This can only be done once for every injury, the remaining HPs missing have to be regenerated normally.)
* Can heal lost stats (from critical hits) by the surgery/doctor assignment.
* +25% effectiveness (speed) on doctor-patient assignment
* +30% bandaging speed
* +15% natural regeneration speed of all soldiers in the same sector
**********************************************************************************
MINOR TRAITS
(you can trade major traits for minor traits, so if not taking major trait at all, you can have three of these; if one major taken, you can have two minors; if both major taken, you can have just one minor trait; the minor traits have no expert level;)
----------------------------------------------------------------------------------------------
AMBIDEXTERITY: (dex +10 / 60)
* Eliminates the penalty for using two guns at once
* +20% reload speed of all weapons with magazines
* +33% reload speed of all weapons with loose rounds or wrong magazine
* -33% APs needed for picking items, work backpack, handle doors, traps, burying/disarming bombs and mines, attaching/removing items
MELEE: (str +10 / 60 )
* -20% APs needed to attack by blades
* +40% chance to hit with blades
* +30% chance to hit with blunt melee weapons (except brass knuckles)
* +30% damage of all melee weapons (except brass knuckles)
* +30% chance to dodge attack by melee blades (+ another 20% with a blade in hands)
* +20% chance to dodge attack by blunt melee weapons
* Aimed attack by any melee weapon deals +50% damage
THROWING: (dex +10 / 60 )
* +15% max range when throwing blades
* -20% basic APs needed to throw blades
* +20% chance to hit when throwing blades
* +5% chance to hit when throwing blades per aim click
* +20% damage of throwing blades
* +5% damage of throwing blades per aim click
* +20% chance to inflict critical hit by throwing blade if not seen or heard
NIGHT OPS: (wis +10 / 60 )
* +1 to effective sight range in dark
* +1 to general effective hearing range
* +2 to effective hearing range in dark on top
* +2 to interrupts modifier in dark
* Needs to sleep less than others
STEALTHY: (agi +10 / 60)
* -50% APs needed to move quietly (does not work for 25AP system)
* +40% chance to move quietly
* +25% stealth (being "invisible" if unnoticed regardless the terrain)
* -25% reduced chance to being seen for movement
ATHLETICS: (agi +10 / 60 )
* -25% APs needed for moving (running, walking, swatting, crawling, swimming, etc.)
* -33% energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.
BODYBUILDING: (hlt +10 / 60 )
* Has 20% damage resistance
* +30% effective strength for carrying weight capacity
* Suffers only half energy loss when hit by HtH attack
* Has lesser chance to fall if hit to the legs
DEMOLITIONS: (exp + 10 / 45 )
* +20% max range when throwing grenades
* +30% chance to hit when throwing grenades
* -25% APs needed to throw grenades
* +25% damage of bombs and mines
* +50% to attaching detonators and planting/removing bombs
* Decreases chance enemy will detect bombs and mines set by ourselves
* increased chance shaped charge will open the doors
TEACHING: (ldr + 10 / 45 )
* + 40% bonus(speed) to train militia
* + 40% bonus to effective leadership for determining militia training
* + 40% bonus to teaching other mercs
* Skill value counts to be +25 higher for being able to teach this skill to other mercs
* +25% speed to train stats through self-practising assignment
SCOUTING: (wis +10 / 60 )
* +40 to effective sight range with binoculars (and scopes separated from weapons)
* +10 to effective sight range with scopes on weapons
* -20 tunnel vision with binoculars (and scopes separated from weapons)
* If in sector, adjacent sectors will show exact number of enemies
* Prevents the enemy to ambush your squad
* Prevents the bloodcats to ambush your squad
----------------------------------------------------------------------------------------------
You should know, that for many actions - like shooting with certain weapon types, doctoring, repairing, close combat, throwing knives/grenades, many skill checks, which are covered with these new traits - were added some small penalties. For example.. All sniper rifles have penalty to chance to hit -5%. This penalty is in fact 'deleted' if you have one "Marksman" skill trait. So having (doubled Marksman) "Sniper" trait, you just have +5% CtH (than with old traits) for a price of taking both your major trait choices. These penalties represent the 'lack of knowledge' without proper trait. So without being at least paramedic, your doctoring ability willbe much less effective (than in the original game). Same for repairing things without technician etc.
All these penalties only applies if you have chosen "New Traits" on the new campaign start. Also take into account that all these modifiers are externilized, so if you want to see all of them and their default settings, look into "Traits_Settings.INI" under section "Generic Traits Settings".
***************************************************************************************************
***************************************************************************************************
--- PERSONALITY ---
Summary: If you choose New Traits on the beginning of game, you will also have the original "attitudes" and "personalities" changed. These were renamed to "Character Traits" and "Disabilities". Character traits were made to consist some advantage and some disadvantage, disabilities are always negative features of merc, but if you pick one, you'll gain a good bonus to attribute points on IMP creation. Most of Disabilities remained the same, I just made Heat Intolerant working (penalties in desert/tropical sectors if not raining), slightly changed Fear of Insects (those are distracted in tropical sectors and have lower performance there), and repaired the Psycho (no insane CtH bonus like before, and they can loose morale if using a gun uncapable of auto/burst fire).
The bonuses of character traits are small, about 5-10%, it is not meant to boost your mercs, but just to diversify them more.
Here is the character traits list:
Character Types
CHARACTER TRAITS
----------------------------------------------------------------------------------------------
* Neutral
A: No advantage.
D: No disadvantage.
* Sociable
A: Has better performance when in a large group (number of mercs around in a certain distance)
D: Gains no morale when no other merc is within certain distance.
* Loner
A: Has better performance when no other merc is within a certain radius
D: Gains no morale when in a large group (more than 1 other merc in certain distance)
* Optimistic
A: His morale sinks slower and grows faster than normal.
D: Has lesser chance to detect traps and mines.
* Assertive
A: Has bonus on training militia and is better at communication with people.
D: He gains no morale for actions of other mercs.
* Intellectual
A: Faster learning when assigned on practicing or as a student.
D: Has lesser suppression and fear resistance.
* Primitive
A: His energy goes down slower except when doctoring, repairing, training militia and learning certain skills (those listed below).
D: His wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.
* Aggressive
A: Better chance to hit on burst/autofire, inflicts slightly bigger damage in close combat, and gains more morale for killing.
D: Has penalty for actions which needs patience like repairing items, picking locks, removing traps, doctoring, training militia.
* Phlegmatic
A: Has bonus for actions which needs patience like repairing items, picking locks, removing traps, doctoring and training militia.
D: His interrupts modifier is slightly lowered.
* Dauntless
A: Incresed resistance to suppression and fear and morale loss for taking damage and other mercs
Report message to a moderator
|
|
|
|
Re: S.T.O.M.P. v1.0 Alpha[message #241485]
|
Sat, 09 January 2010 21:07 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
|
|
|
Sandro, Can I add this to a previous savegame? or Can I use a previous savegame? I mean I used Goc man's install of WF mod. If I follow your directions will my save game still work?
[Updated on: Sat, 09 January 2010 21:23] Report message to a moderator
|
|
|
|
|
|
|
Re: STOMP v1.0 Alpha[message #241505]
|
Sun, 10 January 2010 04:47 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
|
|
Forral |
![](http://thepit.ja-galaxy-forum.com/images/avatars/default/grizzly.jpg) ![](/images/ranks/corporal.png) |
Messages:71
Registered:May 2009 Location: Sweden |
|
|
Everything seems to be working okay for me, but I get quite the number of alerts that things are askew in my ini file upon game start. As far as I can see, there isn't anything actually wrong with the settings however, and I notice no adverse effects. However, I worry that the errors are an indication that I made a mistake somewhere and that I'm just waiting for everything to explode on me. :crazy:
My installation was as follows:
1. Kaerar's Latest Single Click installer (SVN 1203)
4. STOMP v1.0
2. WFmod 6.06 into Stomp's newly created folder
3. Alpha Item mod into the same folder
4. STOMP *Again* with the Wildfire Tabledata added into the correct folder
The Ini Editor shows a bunch of the various entires as "Missng property" and won't let me modify them, which was expected. I simply changed them manually, but even when changed manually I still get the same errors upon game start.
These are the errors:
The value [JA2 HAM Settings][BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 HAM Settings][SMART_ROAMING_MILITIA_GENERATOR] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 HAM Settings][ALLOW_MILITIA_MOVE_THROUGH_MINOR_CITIES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 HAM Settings][APPROXIMATE_CTH] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 HAM Settings][INCREASE_AI_WILLINGNESS_TO_SUPPRESS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 HAM Settings][DYNAMIC_AIM_LIMITS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 HAM Settings][INCREASED_AIM_COST] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 HAM Settings][ALLOW_DYNAMIC_RESTRICTED_ROAMING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 HAM Settings][ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Gameplay Settings][ALWAYS_USE_PROF_DAT] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Gameplay Settings][RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Gameplay Settings][AUTOMATICALLY_FLAG_MINES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Gameplay Settings][SMART_GOGGLE_SWITCH] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Gameplay Settings][DEVIN_USES_BR_SETTING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Gameplay Settings][TONY_USES_BR_SETTING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Gameplay Settings][NEW_AGGRESSIVE_AI] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Tactical Settings][QUIET_REAL_TIME_SNEAK] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Tactical Settings][ALLOW_UDT_DETAIL] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Tactical Settings][ALLOW_UDT_RANGE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 System Settings][AUTO_SAVE_ON_ASSERTION_FAILURE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
Worth to note is that I used to have HAM 3.6. I'm using fresh folders now though, and the replaced files from the base directory that could potentially be causing me issues would have been again overwritten by the 'Single Click installer, I'd reckon.
Where did I go wrong? Any guesses?
[color:#FF0000]Solved it. I'm just a moron and managed to misplace the correct .ini. Not sure how that happened though. I have no excuses.[/color]
[Updated on: Sun, 10 January 2010 05:04] by Moderator Report message to a moderator
|
Corporal
|
|
|
|
|
Re: S.T.O.M.P. v1.0 Alpha[message #241513]
|
Sun, 10 January 2010 09:26 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
|
|
|
CptMooreWhats a rifle, sniper rifle and an assault rifle? Really?
A rifle is a firearm designed to be fired from the shoulder, with a barrel that has a helical groove or pattern of grooves ("rifling") cut into the barrel walls.
A sniper rifle is a rifle used to ensure accurate placement of bullets at longer ranges than other small arms. A typical sniper rifle is built for optimal levels of accuracy, fitted with a telescopic sight and chambered for a military centerfire cartridge.
An assault rifle is loosely defined as a selective fire rifle designed for combat that uses an intermediate cartridge and a detachable magazine. Assault rifles are the standard infantry weapons in most modern armies.
Report message to a moderator
|
|
|
|
|
|
|
Re: STOMP v1.0 Alpha[message #241535]
|
Sun, 10 January 2010 14:49 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
|
|
Doomhunk |
![](/images/ranks/private_1stclass.png) |
Messages:26
Registered:October 2004 Location: england |
|
|
Thanks for your work Sandro but can you help me with some questions?
1) Is HAMS suppresion set to be working as default as ive tried a very brief game and nothing seemed to indicate it is. How do i switch it on?----- DONT WORRY HAVE NOW FOUND IT IS ON ALTHOUGH HARDER TO ACHIEVE THAN I REMEMBER------
2) Love the trait idea although im surprised Buns isnt considered a sniper.
3) Maybe change the deputy title to something else howabout leader? or non-com, officer candidate?
[Updated on: Sun, 10 January 2010 15:03] by Moderator Report message to a moderator
|
Private 1st Class
|
|
|
|
Re: STOMP v1.0 Alpha[message #241540]
|
Sun, 10 January 2010 15:59 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
|
|
CptMoore |
![](/images/ranks/sergeant_1stclass.png) |
Messages:224
Registered:March 2009 |
|
|
Thx craigmsandy. I hope the Ranger rifle bonus applies a bit to the assault rifles, there are only limited rifles available to buy *very sad face* which can benifit from the Ranger bonus.
Btw, somehow my cover display doesn't work correctly when the ranger camo is active.
Report message to a moderator
|
Sergeant 1st Class
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: STOMP v1.0 Alpha[message #241622]
|
Mon, 11 January 2010 17:45 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
|
|
Forral |
![](http://thepit.ja-galaxy-forum.com/images/avatars/default/grizzly.jpg) ![](/images/ranks/corporal.png) |
Messages:71
Registered:May 2009 Location: Sweden |
|
|
I'm encountering crashes on the creation of second IMPs. Just as a new imp is finalized and I press the "done button" [color:#FF0000]Correction: The "Yes I do button" that follows[/color] the game CTDs. It doesn't seem to be due to any specific selections of traits, skills or personalities but it has never happened on the creation of my first IMP. It happens with no traits selected, with no pesonalities, and with no disabilities. It also happens with any combination that I've been able to think of.
I *am* running with a personally modified IMPchoices file (modifications made through the XML editor upon the IMPchoices that came with STOMP) and everything looks okay with that file. Just thought I'd mention it in case it might effect something. It's a bare bones setup anyways, that doesn't provide anything more than absolutely necessary.
Update 1:
It happens both with and without Dynamic IMP Profile Costs.
It happens both with old and new inventory systems.
It happens with both male and female characters.
I simply can't seem to manage to make more than the first IMP even though 6 should have been possible through the option in the new game menu. It'd appear as if I've screwed up somewhere, but does anyone have a clue where exactly? :confused:
Update 2:
The crashes cease when the new traits are disabled, but that's naturally not a desireable way of playing the game.
[color:#FF0000]Probable bug:[/color]
Disabling the new traits also exposes another problem with the attribute allocation screen that is not present otherwise. I can keep putting attributes down all the way to 0, beyond the usual minimum levels whilst getting points each step of the way. When finally reaching 0, I get the 15 points I'd have normally gotten when reducing it from 35 to 0.
So rather than getting 15 extra attribute points from 35 to 0 I'm getting 35+15 points (50), also whenever the value is zeroed, the bar seems to bug out and refuse to move any further, simply leeching attribute points.
It's perhaps not the most important thing to worry about, as anyone who downloads the mod likely does it for the new traits to begin with, but I thought I'd mention it regardless.
Separate question:
The externalization of various traits into the STOMP.ini was mentioned earlier so I had a brief nosy at it. I haven't fiddled with it any, but I thought I'd ask if it's possible to shift the various bonuses around between the traits, or if only the numbers themselves can be changed.
For example... Suppose I'd copy BONUS_CTH_KNUCKLES = 25 from Martial Artist and paste that on say... Teacher (just to be stupid) would that work?
Report message to a moderator
|
Corporal
|
|
|
|
Re: STOMP v1.0 Alpha[message #241627]
|
Mon, 11 January 2010 20:17 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
|
|
Forral |
![](http://thepit.ja-galaxy-forum.com/images/avatars/default/grizzly.jpg) ![](/images/ranks/corporal.png) |
Messages:71
Registered:May 2009 Location: Sweden |
|
|
It actually did seem to work perfectly fine. The only quirk I noted within the XML Editor was that Lockpicking, Electronics and Camouflage seemed to remain at the bottom of the list even though the traits could no longer be selected. Otherwise it loaded up everything seemingly fine.
If it's not supposed to work at all, it'd possibly explain my troubles though. I thought it was something up with the allocation of items, which is why I tried with the old inventory system as well. Should be easy enough replace my IMPChoices with yours though, and copy some of my changes over.
Thanks. That'd have taken me an absolute age to figure out.
Edit:
Actually, are you sure that you can't use the XML editor? Have you tried it? I was just now comparing my IMPItemChoices modified through the XML editor, with the original that was supplied with the STOMP download, and the structure remains unchanged. All of the entries remains, and everything still has the same names as well.
It looks perfect to me.
I'll still try using your originals and see if it gets rid of the crashes.
Update:
Nope. Still no go. On creation of my second IMP I still crash to desktop, even when reverting back to your original IMPItemChoices.xml.
Report message to a moderator
|
Corporal
|
|
|
|
|
|
Re: STOMP v1.0 Alpha[message #241650]
|
Tue, 12 January 2010 04:06 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
|
|
Forral |
![](http://thepit.ja-galaxy-forum.com/images/avatars/default/grizzly.jpg) ![](/images/ranks/corporal.png) |
Messages:71
Registered:May 2009 Location: Sweden |
|
|
I meant in-game yeah. Sorry about the lack of clarity there.
While I was repeatedly testing with various settings in a vain attempt to figure out why the heck I can't create any more than 1 IMP while having New Traits active, I made a few random tests without New Traits active just to ensure that I'm in fact correct in that my crash occurs only with new traits.
Anyways, while doing that test I noticed that my Expert Sniper was given both a Bipod and a Sniper scope. Looking in the default IMPItemChoices, which I was using at the time, I noted that Snipers were set up to have the choice of two items, and that two items would also be given. The items were Bipods and Sniper Scopes.
However, as far as I can remember the Item selected based on traits would simply be selected randomly, and then if multiple items were supposed to be given, you'd recieve multiples of that item only.
In this case, I'd for example expect the Sniper to recieve either two Bipods or two Sniper scopes. She didn't though, which is good, but also leads to my question:
[color:#FF0000]Did you change the way IMPItemChoices distributes items in the various categories?[/color]
Edit:
I managed to finally make multiple IMPs with new traits active, but it unfortunately took a full re-install. I'm still tinkering with my .INIs though to see if there might have been a setting somewhere in there that caused my issues, because I did the installation just the same this time as the last time, only now it works. The only difference is that I haven't customized the setup.
I don't know if anyone's actually interessted, but I'll keep you posted on my findings regardless. ![Very Happy](images/smiley_icons/icon_biggrin.gif)
Edit 2:
Uh... I've now gone through my old settings in the various inis and returned the values to what they were, and there's still no trouble. With my re-done installation I simply cannot re-create the problems I had earlier. I suppose this means I'm a retard who must've somehow managed to get the installation wrong at first.
[color:#FF0000]Anyways, this means that the issue in which I was unable (due to CTDs) to create more than 1 IMP is solved. It was my fault. If you spent any time looking into it for me, I apologize.[/color]
Report message to a moderator
|
Corporal
|
|
|
|
Re: STOMP v1.0 Alpha[message #241672]
|
Tue, 12 January 2010 11:22 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
|
|
Sandro |
![](/images/ranks/master_sergeant.png) |
Messages:420
Registered:November 2008 Location: Mars |
|
|
ForralDid you change the way IMPItemChoices distributes items in the various categories?
You are very clever. Actually yes, I've changed the way, the game gives you IMP items. Now, it will not give you one choice twice. So if you have three choices and 3 items in xml, you should always gain one piece of all three. If you actually need to have a chance for getting more identical items, place the same item number several times in the xml. I forgot to mention this feature. ![Smile](images/smiley_icons/icon_smile.gif)
ForralI know that thay are intentionaly made for the balance of your mod, but I don't get two of them:
MINE_INCOME_PERCENTAGE = 80 (why?)
COWERING_REDUCES_SIGHTRANGE = 0 (isn't this a bit too drastic? ..cuz this is a major HAM feature, I think)
You are right, I am aware the ini options are not the same as for full HAM settings. Here is why:
The subpoints to improve stats is slightly higher, because of increased power of your mercs due to skills. It also makes trained/leveled mercs more valuable.
Suppression effectiveness is lower because HAM tends to turn the game to a "strategy", STOMP however gives some of the emphasis back on the "RPG" style (if we can call it that), so the suppression shouldn't be the main way to play.
COWERING_REDUCES_SIGHTRANGE - well, I got problems with this one. You know, every quarter of a second the game goes through various calculations to determine soldier's sight range. If this is on, then it also runs through a cycle to determine if cowering is in place, then what suppression tolerance does the soldier has, where also counts friendlies around to help that tolerance, then also number of squadleaders in vicinity.... Cycles inside cycles for EVERY person in the sector EVERY bit of second. When I saw this, I decided to turn this option off by default because it feels messy. But it does not mean, it is anyhow bad. If you are used to full HAM settings, switch it back on.
Mine income percentage... heh, why the hell did I left there 80%? I honestly don't remember. It is probably a remnant of my own personal settings (even that I normally play with 50% though). I'm sorry for that. ![Smile](images/smiley_icons/icon_smile.gif)
Report message to a moderator
|
|
|
|
Re: STOMP v1.0 Alpha[message #241674]
|
Tue, 12 January 2010 12:18 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
|
|
puer |
![](/images/ranks/private.png) |
Messages:9
Registered:April 2007 Location: Estonia |
|
|
Quote:Based on the difficulty, there is also a specific number of squadleaders in every enemy army group. Mostly it is one squadleader per squad (plus one deputy maybe). For now I haven't changed the soldier's colors in this case, but it can come later if players would wish.
I think different specific soldier's color is great idea. For example only squadleaders wear red shirt & black trousers.
Additionally it would be nice that some other traits/professions can be recognized by color. For example: snipers; close combat professions (melee, martial arts); bombardier, night ops.
[Updated on: Tue, 12 January 2010 12:20] by Moderator Report message to a moderator
|
Private
|
|
|
Goto Forum:
Current Time: Sat Feb 15 03:43:38 GMT+2 2025
Total time taken to generate the page: 0.01702 seconds
|