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Re: STOMP ( v1.2 )[message #261048]
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Mon, 30 August 2010 15:03
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Lord Leperman |
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Messages:31
Registered:February 2006 |
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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 Report message to a moderator
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Private 1st Class
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Re: STOMP ( v1.2 )[message #262186]
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Sat, 11 September 2010 09:30
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alph |
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Messages:8
Registered:January 2010 Location: China |
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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 Report message to a moderator
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Private
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Re: STOMP ( v1.2 )[message #262391]
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Mon, 13 September 2010 00:36
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Lord_Danil |
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Messages:4
Registered:September 2010 |
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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!",
Report message to a moderator
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Civilian
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Re: STOMP ( v1.2 )[message #262395]
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Mon, 13 September 2010 00:56
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Alex_SPB |
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Messages:169
Registered:February 2008 Location: Russia, St.Petersburg |
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Hello!
Look for the reply on ja2.su 1.13 forum
[Updated on: Mon, 13 September 2010 01:06] by Moderator Report message to a moderator
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Staff Sergeant
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Re: STOMP ( v1.2 )[message #265102]
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Tue, 19 October 2010 14:44
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GMV |
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Messages:79
Registered:August 2010 Location: The Netherlands |
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@ 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 Report message to a moderator
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Corporal
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