Home » MODDING HQ 1.13 » v1.13 Coding Talk » STOMP ( v1.2 )
Re: STOMP ( v1.2 )[message #260585] Wed, 25 August 2010 18:30 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
smeagol
Sandro, I have another suggestion for Stomp:

Maybe you could add two new tags for merc abilities: eyesight and hearing.

Some mercs could be shortsighted or have better eyesight (like Lynx for example, who could have an increased sight range of 1 tile for example).

Same could apply to hearing range.


Always wanted to quote myself... any thoughts on this suggestion?

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Lieutenant

Re: STOMP ( v1.2 )[message #260586] Wed, 25 August 2010 18:54 Go to previous messageGo to next message
cdudau
What about: quoting yourself, quoting yourself?

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Re: STOMP ( v1.2 )[message #260600] Wed, 25 August 2010 21:14 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I think Sandro is not actively working on STOMP at the moment.

Anyway the idea is not bad but may require to change the code in lots of places.

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Lieutenant
Re: STOMP ( v1.2 )[message #261048] Mon, 30 August 2010 15:03 Go to previous messageGo to next message
Lord Leperman is currently offline Lord Leperman

 
Messages:31
Registered:February 2006
The Optimist personality trait seems to be too handicapped at the moment. Any merc with with the personality can't seem to disarm any traps (at least in real-time mode), instead of given a choice of disarming an armed trap or not, the trap instead explodes immediately regardless of explosive skill.

I don't know if it's just me, but its happening with my main IMP merc and with Sydney who also has the personality. All the other guys have the disarm trap flag though.

[Updated on: Mon, 30 August 2010 15:05] by Moderator

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Private 1st Class
Re: STOMP ( v1.2 )[message #261059] Mon, 30 August 2010 16:22 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
They should be able to disarm them but they are bad in finding traps. They have a penalty to their detect level.

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Lieutenant
Re: STOMP ( v1.2 )[message #261060] Mon, 30 August 2010 17:24 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
I just pick the mines up from the ground Razz
Ya know, IoV's EOD suit does it's job, tested and true by explosives (disarming) experts around the world

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Sergeant
Re: STOMP ( v1.2 )[message #261143] Tue, 31 August 2010 12:27 Go to previous messageGo to next message
GMV is currently offline GMV

 
Messages:79
Registered:August 2010
Location: The Netherlands
I would still like to request the return of the pessimist trait - just the reversed of optimist.

And as a 'honest' suggestion I would suggest a trait like 'snobbish' or ' well-schooled', which can be perfect for Buns, Clifford and Sydney and be pretty much the reversed of primitive. Getting tired a bit quicker (unless training militia or practicing/being a student for the following abilities), but able to gain wisdom, mechanics, medical and explosives a bit faster.
Another version may be they may be have a small penalty to talking to people, but a bonus to training militia and other mercenaries...

Just my two cents, and a great mod!

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Corporal
Re: STOMP ( v1.2 )[message #261198] Wed, 01 September 2010 00:22 Go to previous messageGo to next message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
I know Sandro's currently not around, but I want a ask a few questions regarding his default INI settings (from the latest STOMP 1.2).
Surely someone has some thoughts on this:

REALISTIC_TRACERS = 2
NUM_BULLETS_PER_TRACER = 5
CTH_BUMP_PER_TRACER = 20
RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1
- Here Sandro chose REALISTIC_TRACERS = 2, which reduces the autofire penalty of a weapon + a CTH_BUMP of 20.
Isn't this a too high bonus? Imagine a merc with the machinegunner trait, with a very good LMG + tracer rounds. Plus the RANGE_EFFECT is only 1 (HAM default is 3).
I just started a new game, and it's been HAM 2.8 since I last used tracers, so I'm asking for advice. What are your thoughts, will the machinegunners be too precise or is this an OK setting.

INCREASE_AIMING_COSTS = FALSE
FIRST_AIM_READY_COST_DIVISOR = 0
- Here I'm wondering why Sandro chose not to use this HAM feature. I don't like the old aim-click-camper tactics.
I doubt his choice has anything to do with the new traits, so what are your experiences in using HAM aimng with STOMP?

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Sergeant
Re: STOMP ( v1.2 )[message #261234] Wed, 01 September 2010 12:30 Go to previous messageGo to next message
sooger is currently offline sooger
Messages:3
Registered:September 2010
Location: Poland
I found small bug Wink I don't know if other players have similar problems but decided reported it to the STOMP autor.

I created IMP with ranger trait and hired Shadow to confirm bug. He has hunter trait with bonus travelling speed.

Ranger have 40% bonus speed, hunter only 20% but when i try travelling beetwen sectors don't see any diffrence. Mercenary with expert level trait become like hunter, time travelling should be smaller for ranger. The bug is in the STOMP 1.12 with IOV mod.

Can anyone confirm that bug? Maybe only in my game are some problems.

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Civilian
Re: STOMP ( v1.2 )[message #261387] Thu, 02 September 2010 20:02 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Thank you for reporting this bug. Found it, fixed it, so it will probably be gone in the next beta exe (some version > 3622).

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Lieutenant
Re: STOMP ( v1.2 )[message #262137] Fri, 10 September 2010 21:14 Go to previous messageGo to next message
Selene is currently offline Selene

 
Messages:23
Registered:July 2008
Um, I don't know if anyone has already posted this, but here goes:

We need 4 traits. 2 major and at least 2 minor. O 1 major and 3 minor and so on.

Or maybe unlock 1 or 2 trait points while playing.

Lets say I select Hunter for 1 point or Ranger for 2 major trait points. In my mind scouting is no brainer with a ranger specialty, it just fits. now I would also like to select Stealth, because I can't imagine scouting without stealth.

Same with Marksman. If I spend points for Sniper I would also like to select Stealth, because any Sniper has to be stealthy. Scouting also fits, cuz yeah, Sniper has to be good with optical sights and reconnaissance.

Maybe lesser bonuses from traits would help to even out.

[Updated on: Fri, 10 September 2010 21:16] by Moderator

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Private 1st Class
Re: STOMP ( v1.2 )[message #262138] Fri, 10 September 2010 21:27 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
It is a miracle :bow: that Sandro was able to make the 3. minor trade at all.

So be humble and make Ur decissions. :ewok:

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Sergeant Major
Re: STOMP ( v1.2 )[message #262139] Fri, 10 September 2010 21:29 Go to previous messageGo to next message
Selene is currently offline Selene

 
Messages:23
Registered:July 2008
Hey, I'm not being pushy Embarrassed Of course I appreciate Sandro's work. I just gave my opinion and suggestion Smile

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Private 1st Class
Re: STOMP ( v1.2 )[message #262146] Fri, 10 September 2010 23:08 Go to previous messageGo to next message
Loucipher

 
Messages:157
Registered:October 2009
Suggestions are always welcome Smile
And who knows... maybe Sandro actually finds a way to code in the 4th skill as well. But that may be overdoing it, and the last word on that is Sandro's word anyway, so no promises here.

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Staff Sergeant
Re: STOMP ( v1.2 )[message #262155] Fri, 10 September 2010 23:27 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I think that 3 traits are already good enough. We don't want Super Soldiers here, right? Just look at the bonuses that you can get. If you could select 4 traits Sandro would have to tune down the bonuses as well.

Actually it's not impossible to be good at sneaking or good at shooting without the traits. It will come with the levels and attributes. You're just not as good as someone who has specialized in this particular area. A sniper doesn't have to be a specialist in sneaking. He is a specialist in shooting and still has 1 trait left he can select on top of that. Be that stealth, scouting, night ops or whatever - it's your choice.

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Lieutenant
Re: STOMP ( v1.2 )[message #262186] Sat, 11 September 2010 09:30 Go to previous messageGo to next message
alph is currently offline alph

 
Messages:8
Registered:January 2010
Location: China
First off, a hopefully simple request: Is there any way we could switch the trait and personality selection screens so that we get to choose traits first and personality+defects second? Since I (and probably everyone else) tend to choose what traits I want and then pick the personality that best suits those traits, instead of the other way around.

Second, in regards to having more traits: I think everyone would want more control and customization in theory, and like selene said, a lot of the traits seem to naturally need each other and I always feel like I am crippling my imp somehow by skipping one or the other. but it's probably a lot of work to add more selections and you would have to figure out how to properly nerf every other trait to make them 1/4 less useful.

A better solution, I think, would be to just let some traits overlap. The way it is now, no trait has the same bonus as any other trait. This seems artificial and unrealistic to me, and is the main contributor to the incomplete feeling I, and I think selene, are talking about when you pick traits. Sniping is a good example, anyone who has studied enough to call himself a sniper is going to know a few things about concealment, so maybe a sniper doesn't get the full stealth bonus but maybe they get can get the cover bonus that stealth gets, just smaller. Another one that bugs me is the detect-mine/disarm-mine bonuses. They are on separate traits, so you feel like you need both to make the character complete and so then you're not really allowed to pick other traits. Personally I think a lot of traits should have the detect-mine skill, scouts and demos being the top of list, and engineer(the one who actually has it) maybe third. Another one is throwing, I don't really see why, just because demo gets a grenade throwing bonus, the actual throwing trait can't get one too, which it logically should. I don't mean to sound like I am complaining, because I love the new trait system, but you know how it is: you give the peasants a taste of freedom and suddenly they want a five bedroom house and a college education. And since a lot of traits (probably all for balancing reasons) will have to be redone for NCTH it might be a good time to rethink the one-trait-per-bonus design assumption.

Here's some off the top of my head skills that could\should be in more than one trait


cover/camo (sniper/stealth/ranger/scout)
mine detect(scout/demo/tech)
throwing (demo/throwing)
Melee+HtH bonuses mix, melee crowbar bonus
medical(ambidextrous+technician)
repair(ambi/tech)
militia training(squad leader/teach)

A lot of these I think would be be good to add only to double levels because there is a loss of value by specializing and not adding a whole second suite of bonuses so that, even though the second level is numerically equal to the first, it's not strategically equal. To that end I think the second level should give more than double the bonuses of the first level and or add new bonuses to cancel this effect out. I think maybe one or two traits do already do this but I can't remember.


And something totally unrelated to anything but that I just thought of and would be awesome: taunting. Similar to throwing a rock at a door but more effective and dependent on leadership. You can yell in what ever direction you want, triggering one of the prerecorded taunts, ideally goading the enemy into attacking you / giving away their position.

[Updated on: Sat, 11 September 2010 09:32] by Moderator

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Private
Re: STOMP ( v1.2 )[message #262193] Sat, 11 September 2010 12:39 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Alph
First off, a hopefully simple request: Is there any way we could switch the trait and personality selection screens so that we get to choose traits first and personality+defects second? Since I (and probably everyone else) tend to choose what traits I want and then pick the personality that best suits those traits, instead of the other way around.


UI work is never "simple". I wouldn't expect this request to come true if I was you. Anyway in my humble opinion I expect people to think first and act second. Why not think about what type of merc you want to create and what personality would fit for that purpose in advance? That's how I do it. Thanks to mouseover tool tips you can see what you will get and choose appropriately.


Alph

A better solution, I think, would be to just let some traits overlap.


This is a good idea! And like you said traits have to be reworked for NCTH anyway that might be a good time to make some of them overlap to some degree as well.


Alph

A lot of these I think would be be good to add only to double levels because there is a loss of value by specializing and not adding a whole second suite of bonuses so that, even though the second level is numerically equal to the first, it's not strategically equal. To that end I think the second level should give more than double the bonuses of the first level and or add new bonuses to cancel this effect out. I think maybe one or two traits do already do this but I can't remember.


Maybe the effect of the second trait point could be lowered a little but get those other bonuses instead. Like sniper won't get 2x CTH bonus but 5/6 and some cover and sneak bonus on top. Unfortunately this would require a lot of coding work because at the moment the game just takes trait levels * bonus and this would no longer be sufficient.

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Lieutenant
Re: STOMP ( v1.2 )[message #262195] Sat, 11 September 2010 12:44 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
It's is Sandro's mod! And if You want it the other way well mod it yourself

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Sergeant Major
Re: STOMP ( v1.2 )[message #262196] Sat, 11 September 2010 12:52 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
What Alph requested can not be done with modding. All of this requires coding work. Since Sandro is not available until I don't know when it is unlikely that Alphs wishes will come true in the near future. Still it is legitimate to tell them.
STOMP is now in the main code tree and anybody could make useful changes to it. It doesn't have to be Sandro but since most coders have their own projects it is unlikely that they will work on STOMP except for bug fixing.

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Lieutenant
Re: STOMP ( v1.2 )[message #262251] Sat, 11 September 2010 19:45 Go to previous messageGo to next message
cdudau
I think it would be cool if every character in the game, except for I.M.P.s, had their very own custom traits and skills.

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Re: STOMP ( v1.2 )[message #262391] Mon, 13 September 2010 00:36 Go to previous messageGo to next message
Lord_Danil is currently offline Lord_Danil

Messages:4
Registered:September 2010
Hello warriors of JA2.

I have some question probably of STOMP MOD.
Can you explain some text template how it right understand with samples?
(I working on Russian localization of this texts).

// These added by SANDRO

L"Do you want to perform surgery on %s before bandaging? (You can heal about %i Health.)",
L"Do you want to perform surgery on %s? (You can heal about %i Health.)",
L"Do you wish to perform necessary surgeries first? (%i patient(s))",
L"Do you wish to perform the surgery on this patient first?",
L"Apply first aid automatically with necessary surgeries or without them?",
L"Surgery on %s finished.",

L"%s has regained one point of lost %s",
L"%s has regained %d points of lost %s",
L"Your scouting skills prevented an ambush by the enemy!",

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Civilian
Re: STOMP ( v1.2 )[message #262393] Mon, 13 September 2010 00:45 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
I don't understand Your question since You seem to understand English.

What do You not understand the text or the variables?

[Updated on: Mon, 13 September 2010 11:08] by Moderator

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Sergeant Major
Re: STOMP ( v1.2 )[message #262395] Mon, 13 September 2010 00:56 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
Hello!

Look for the reply on ja2.su 1.13 forum

[Updated on: Mon, 13 September 2010 01:06] by Moderator

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Staff Sergeant
Re: STOMP ( v1.2 )[message #263241] Wed, 22 September 2010 11:08 Go to previous messageGo to next message
kazsneak is currently offline kazsneak

 
Messages:10
Registered:August 2008
Location: Philippines, under the ru...
Is there a table of the new STOMP skills in their ID numbers? I'm trying to edit back in Shadow's perma-camo...

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Private
Re: STOMP ( v1.2 )[message #263245] Wed, 22 September 2010 11:33 Go to previous messageGo to next message
Cafu is currently offline Cafu

 
Messages:35
Registered:February 2008
Location: Finnland, very north
new skills should be in Data-1.13\TableData\MercProfiles.xml

Offtopic; try notepad++ for xml editing, great editor..

[Updated on: Wed, 22 September 2010 11:36] by Moderator

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Private 1st Class
Re: STOMP ( v1.2 )[message #263252] Wed, 22 September 2010 12:08 Go to previous messageGo to next message
kazsneak is currently offline kazsneak

 
Messages:10
Registered:August 2008
Location: Philippines, under the ru...
Somewhat confusing when the skills themselves are referred to by their ID numbers. I've had to go into the game and buy each one to match the ID numbers to their skills. Gave me a headache, that...

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Private
Re: STOMP ( v1.2 )[message #263255] Wed, 22 September 2010 14:04 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
smeagol
smeagol
Sandro, I have another suggestion for Stomp:

Maybe you could add two new tags for merc abilities: eyesight and hearing.

Some mercs could be shortsighted or have better eyesight (like Lynx for example, who could have an increased sight range of 1 tile for example).

Same could apply to hearing range.


Always wanted to quote myself... any thoughts on this suggestion?


i think that

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First Sergeant
Re: STOMP ( v1.2 )[message #263263] Wed, 22 September 2010 15:11 Go to previous messageGo to next message
bipboy is currently offline bipboy

 
Messages:9
Registered:September 2006
I also see a little bit confusing in technician/engineer and demolition traits.
Now the technician/engineer trait bonuses are not very combat oriented. But basically a combat engineer should able to perform:

Mobility
-Clearing terrain obstacles
-Overcoming trenches and ditches
-Opening routes for armored fighting vehicles
-Constructing roads and bridges

game-wise is the ability to interact with map terrain and map objects (not plausible with current game engine)

Counter mobility
-Planting landmines
-Digging trenches and ditches
-Demolishing roads and bridges

Explosive material handling
-Clearing landmine fields
-Planting landmines (including using robots)

you see here the key word demolition and explosive handeling. Actually demolition is a key role in a combat engineer. Other role including but not limited to:

Assault
-Opening routes during assault
-Demolishing enemy structures (using bulldozers or explosive charges).

Defense
-Building fortifications
-Building outposts
-Building fences
-Defense against NBC weapon threats

so as a major trait technician/engineer should get all demolition bonuses plus a bonus in controling robots and all those non combat bonuses for technician.

All the lock picking/hacking bonuses could go to a minor trait security expert.
All the throwing grenades bonuses could go to thrower.

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Private
Re: STOMP ( v1.2 )[message #263264] Wed, 22 September 2010 15:29 Go to previous messageGo to next message
reVurt is currently offline reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
SneakerKat
Somewhat confusing when the skills themselves are referred to by their ID numbers. I've had to go into the game and buy each one to match the ID numbers to their skills. Gave me a headache, that...


There should be a large comment block at the beginning of MercProfiles.xml telling you what all the ID numbers correspond to. Well, there is in mine... Very Happy

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Corporal
Re: STOMP ( v1.2 )[message #263266] Wed, 22 September 2010 16:10 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
why don't you post that block, so anyone could use it avoiding 'double-work'

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Captain
Re: STOMP ( v1.2 )[message #263268] Wed, 22 September 2010 16:16 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
For everyone who doesn't have said block in his mercprofiles.xml:













	


	
































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Captain

Re: STOMP ( v1.2 )[message #263269] Wed, 22 September 2010 16:24 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
thx

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Captain
Re: STOMP ( v1.2 )[message #264373] Wed, 06 October 2010 19:05 Go to previous messageGo to next message
Kelron is currently offline Kelron

 
Messages:6
Registered:October 2010
Could someone tell me how I go about installing this alongside 1.13 without overwriting any settings? Do I need a second install?

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Private
Re: STOMP ( v1.2 )[message #264407] Thu, 07 October 2010 02:53 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
You can't install this without overwriting settings because it brings new options for the ini files and also a lot of XML files which already exist in old 1.13.

I wouldn't install this version at all because it is quite old and STOMP already made it into the main developer branch. If you want a more current version you might try one of Tais' Single Click Installers.

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=261665#Post261665

If you are worried about your current installation I suggest that you install JA2 into a new folder and copy this SCI on top of that.

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Lieutenant
Re: STOMP ( v1.2 )[message #264738] Tue, 12 October 2010 07:03 Go to previous messageGo to next message
Esgaro is currently offline Esgaro

 
Messages:11
Registered:September 2008
What counts as assault rifles for auto weapons and rifles for hunter? Are rifles all rifle type weapons, or only those that show up under 'rifle' at Bobby Ray? Are sniper rifles 'rifles'?

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Private
Re: STOMP ( v1.2 )[message #264751] Tue, 12 October 2010 15:08 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
As far as I remember, automatic rifles and sniper rifles do not count towards normal rifles.

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Sergeant 1st Class
Re: STOMP ( v1.2 )[message #265031] Mon, 18 October 2010 18:11 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Hey Sandro,

i gave your traits&system changes a go yesterday and so far i very much like what i see.
Almost a shame ive waited so long to try it out.
Game is definitly much more challenging and quite new overall.

Now some short questions,

1.Is there a list which shows what Mercs were changed skill wise?

2.This ties in with 1.
See, i usally hire Wolf to be in my night ops team but now that he has lost his NO skill i would have resort to hire Static for my mechanical needs. And i very much dislike him.
So what im asking is, can i change the traits of MERCS by myself?
And if so, would i need to restart?

regards

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Master Sergeant
Re: STOMP ( v1.2 )[message #265102] Tue, 19 October 2010 14:44 Go to previous messageGo to next message
GMV is currently offline GMV

 
Messages:79
Registered:August 2010
Location: The Netherlands
@ Hazmat

1. Look it up in the MercProfiles.xml (at least that is how I do with the SCI of TAIS)
2. Once again you can change this in the MercProfiles.xml and yes, you need to restart for this.

@ Esgaro

Marksman/Sniper -> Sniper Rifle. Nicely mentioned in descriptions. (I think the line is around 70+ range or so)
Autoweapons/Machinegunner -> SMG/Assault Rifles (? not sure of this)/LMG (100+ magazine guns to do it roughly)
Hunter/Ranger -> (Hunting) Rifles (ruger family of rifles (ruger-30, ruger 10/22, ruger-14 etc.) and those named hunting rifles in description.

[Updated on: Thu, 21 October 2010 11:36] by Moderator

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Corporal
Re: STOMP ( v1.2 )[message #271965] Tue, 01 February 2011 13:27 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:999
Registered:January 2009
I know this is a bit late, but i don't get why Wolf had his Traits changed so dramatically, he lost Night Ops for Bodybuilding?!

This really put me off using the New Trait system, Night Ops is a big part of his character...wolf etc...

And to make matters worse, Nails is given Night Ops... Again going against his character and changing the dynamic of the game/merc.

To put a point on it, this just leaves me not wanting to use it, as i don't trust the way it was implemented to be faithful to the original characters profile.

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First Sergeant

Re: STOMP ( v1.2 )[message #271966] Tue, 01 February 2011 13:35 Go to previous messageGo to previous message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
The STOMP traits assigned are more "sample" traits and should not be taken as the ultimato ratio. The core part of this mod the ability to assign more (and more usefull traits) as before. Just go into Mercprofiles.XML and change the traits to your likeing. In case of Wolf replace trait-number 16 with number 13.

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First Sergeant
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