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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262969] Sat, 18 September 2010 21:41 Go to previous messageGo to next message
tais

 
Messages:670
Registered:February 2008
Location: NL
Nori
Tais
any new release with an exe version higher than 3672 will have the fix for the mines shutting down..
i compile beta code, dont expect it to be perfect Smile


Well thank you for compiling it in the first place it was very helpful! I'll keep a eye on this thread for a updated EXE, but until them I can live with one mine going bye-bye. Wink


maybe it's better to follow this thread then, because there are releases on newer code versions now Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262981] Sun, 19 September 2010 04:51 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Adding two new guns right now that'll require a new calibre as well...


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262999] Sun, 19 September 2010 13:01 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
I found that it is possible to use the Kobra together with scopes. Isn't that a bit too powerful? The Kobra has a big AP to shoot reduction bonus.

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263005] Sun, 19 September 2010 14:34 Go to previous messageGo to next message
Friendly Fire

 
Messages:74
Registered:January 2006
Kobra without a scope won't get you far.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263009] Sun, 19 September 2010 15:14 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
The point is that in real life it is not possible to mount a scope + Kobra together on the side mount of AK style rifles.

This is the side mount:
http://tantal.kalashnikov.guns.ru/media/xAKS74315.jpg

Here you can see a PSO-1 mounted to it:
http://tantal.kalashnikov.guns.ru/media/pso1slr1.jpg

Here you can see a Kobra mounted:
http://tantal.kalashnikov.guns.ru/media/kobslr4.jpg


For gameplay reasons it could be allowed to mount both at the same time but the bonus of the Kobra should be greatly reduced to - let's say 10% like the SMR?

At the moment AK style guns are UberRifles. Just look at this:
http://img255.imageshack.us/img255/5112/screen003g.jpg

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263015] Sun, 19 September 2010 16:57 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
Smeagol, can we see the Valmet M78/83 LMG in the AIMNAS? It would be a cool addition to the Valmet/AK-family, and since it is like a RPK and there isn't many RPK-like weapons, why not?

Especially I like the looks of the skeleton-polymer stock.

http://img822.imageshack.us/img822/6317/150945330515045303.jpg


http://www.imfdb.org/images/thumb/2/24/Valmet_M78_LMG.jpg/450px-Valmet_M78_LMG.jpg

More info:
http://www.milsurps.com/showthread.php?t=21798

http://www.sturmgewehr.com/bhinton/Valmet/Valmet_ADM78Odin1981.jpg

http://www.valmetweapons.com/Valmet_Rifles.html

[Updated on: Sun, 19 September 2010 17:25] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263039] Sun, 19 September 2010 22:29 Go to previous messageGo to next message
Friendly Fire

 
Messages:74
Registered:January 2006
You are right, of course, about the Kobra.
The problem is that IMO you can't have realism for one thing and not for all the rest.
I would be delighted to have realism as the only guideline for allowing and rating attachments and weapons.
Maybe Smeagol could enlighten us on his criteria.

About AK rifles and balance : on your pictures I don't see a provision to add a reflex sight of any kind on PSO scopes.
Enforcing that facet of reality would make them very unattractive.
The solution would be to multiply the accessories that convert russian weapons to RIS attachments.
Another thing :
I did not see a possibility for the Valmet 82 to accept the attachments this mod allows it to take.
http://world.guns.ru/assault/valmet_82-2.jpg
With those attachments, you can make in this mod an UberUber very cheap rifle with a very fast ROF !
And that by using a weapon that was a failure in real life !
There are many other examples, so I assumed that Smeagol is not so much interested in that kind of realism, and I take the mod content as it comes.
I don't imply that you should do the same ! I do only so myself because of the current situation of the XML editor unable to cope with NAS.
I would by far prefer to have realistic equipment, balance is an elusive ghost anyway.
Realism in equipment would be consistent with the other efforts to improve the simulation ( the NCTH project for example ).
It would enhance the feeling of immersion and be educational too !

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263042] Sun, 19 September 2010 23:15 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
Well almost ready with my 'old' AIMNAS_V6 playthrough before I update and see if I can find the same bugs I found in this version in the newer version before I report any (or else I get the 'update to V10' again (or perhaps 11 at the speed you are going)).

I did want to make a point about two hirable mercs their traits (and as a side note I have begun to understand other combo's you added (stealth+acro+melee and no throwing for razor for instance, even the pacifist of Thor when listening to his lines very closely).

The ones I want to propose an alteration are:

Lynx - I can understand he is no sniper, no problems there - something just simply struck me. In JA1 his pasttime was described as 'hunting endangered animals', perhaps making him a hunter instead of an autoweapons may be a nice alteration. You get more hunters (one of the sub reasons to give it to sydney) and I can see Lynx being good in difficult weather and assault rifles (due to the rifle bonus).

Vince Beaumont - I skipped last time the hirable mercs from Arulco a bit and found I was a bit sleepy apparently. I noticed once you gave Danny acrobatics instead of ambidex for you had to many doctors had ambidex(I actually found a slight hint to it in his profile I missed before 'this two-handed doctor'). Since vince is free you can alter that perhaps even to nothing.
More importantly, IMO, is his 'pacifist' ability. I was a bit surprised as he clearly wants to fight with lines like 'I always wanted to do this and here we go!' and 'One for Arulco', I give in he says he is going to be sick if he sees corpes. However, I think that a normal reaction for a non-combat doctor. So perhaps you would want to change this?

P.s. I noticed that XML editor on mercprofiles causes troubles. Now I always used notepad, but just to be sure - that does not cause trouble does it?

[Updated on: Sun, 19 September 2010 23:15] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263055] Mon, 20 September 2010 03:08 Go to previous messageGo to next message
xenon2050

 
Messages:11
Registered:October 2009
Not to make it sound like I have all kinds of issues, but I just started a new game, took the airport and waited for a day to get bobby ray stuff. Well I set my guys to practicing agility and a few hours in one of the IMPs loses a point of health for working in the sector? Is that normal and can I stop it happening? The only thing I saw that might do this is FACILITY_DANGER_RATE
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263060] Mon, 20 September 2010 05:19 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Nori
Well I set my guys to practicing agility and a few hours in one of the IMPs loses a point of health for working in the sector? Is that normal and can I stop it happening? The only thing I saw that might do this is FACILITY_DANGER_RATE


Now I'm not an expert at this stuff by any means, but I think I found the problem...

Take a look in your \Data-1.13\TableData\Maps directory for the files Facilities.xml and FacilityTypes.xml, specifically the latter file. Sector B13 contains an airport, which is Facility number 5, so hunt through the xml for 5. What you're looking for is the AMBIENT effect (it's coded as an "assignment") of airports, which looks to me in mine that there's a 2% chance someone will lose a point of health. Play around with the numbers there to your satisfaction.

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263082] Mon, 20 September 2010 16:10 Go to previous messageGo to next message
Mauser

 
Messages:769
Registered:August 2006
Location: Bavaria - Germany
hey smeagol, could you maybe take a look at the central SAM site map?

on my current Expert game with v10 i found it to be somewhat understaffed, especially after the queen ordered the remaining SAM sites to be most heavily guarded.

i would love to see at least around 30+ or so elite enemys and maybe even a tank, as well as more extensive minefields as an alternative map for a greater challenge. right now, the time i take the central SAM it

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263107] Mon, 20 September 2010 21:00 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
Catapults are useful too , stealth/night ops..... Razz


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263111] Mon, 20 September 2010 21:24 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
Mauser
hey smeagol, could you maybe take a look at the central SAM site map?

on my current Expert game with v10 i found it to be somewhat understaffed, especially after the queen ordered the remaining SAM sites to be most heavily guarded.


Heavily guarded? Can't say so.

http://img834.imageshack.us/img834/6435/screen004y.jpg


That's my first time in this area and there are only 9 guards? Kingpin has more men in his drug labs. Razz

Is the queen running out of troops? Drassen SAM was heavily guarded - 20+ men but these guys in D2 are already dead. They just don't know it yet...

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263115] Mon, 20 September 2010 22:15 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
Quote:
on my current Expert game with v10 i found it to be somewhat understaffed, especially after the queen ordered the remaining SAM sites to be most heavily guarded.


Heavily guarded? Can't say so.



In context , Mauser is saying that the queen has ordered the sams to be heavily guarded , but that he and you don't find it so . I think... Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263120] Mon, 20 September 2010 22:44 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
If I got Mauser right, he has heavily guarded SAM sites except for Cambria SAM. In my game Chizena SAM has only a few troops. Maybe it has nothing to do with the maps because when I open them in the map editor I have about 30 soldiers in each of them.

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263123] Mon, 20 September 2010 23:02 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
That's because of screwed up garrison groups.


Most garriosons are staffed with about 20 men. It might take the queen some time though to actually get the troops there. It is quite possible, especially on lower difficulties, to have important sectors guarded by only 10 men.



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263124] Mon, 20 September 2010 23:24 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
bobby ray cheats customers - according to his homepage the ar-7 comes with a small scope - bought two without it - i want my money back
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263126] Mon, 20 September 2010 23:38 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
Quote:
bobby ray cheats customers - according to his homepage the ar-7 comes with a small scope - bought two without it - i want my money back


You didn't haggle ? Shame on you , BR is perhaps of Arabic stock..... Very Happy , tell him you will buy his sister instead !


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263127] Mon, 20 September 2010 23:40 Go to previous messageGo to next message
sorca_2

 
Messages:202
Registered:September 2010
Location: California, USA
lockie
You didn't haggle ? Shame on you , BR is perhaps of Arabic stock..... Very Happy , tell him you will buy his sister instead !

Well, I can tell you that the next guy I meet named Bobby Ray who is "of Arabic stock" will be the first. :bluegrin:
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263131] Mon, 20 September 2010 23:49 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
well actually his name is osama al kadil - but for biz reasons he calls himself bobby ray as those bloody americans are the only ones to mail-order guns and ammo
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263418] Fri, 24 September 2010 00:47 Go to previous messageGo to next message
loonyphoenix

 
Messages:45
Registered:September 2010
Don't know if it is this build's fault or not, but I noticed this bug here.

If there's both a locksmith kit and a utility knife in inventory, the merc will use the utility knife (or maybe it's random), which seems to get worse results.

Also, if you try to load an empty gun which is part of a pack of several of the same kind in the same box, you are left with an empty magazine. It says it has 0 bullets, but it's still there, in the inventory Wink
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263419] Fri, 24 September 2010 00:57 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
loonyphoenix
Don't know if it is this build's fault or not, but I noticed this bug here.

If there's both a locksmith kit and a utility knife in inventory, the merc will use the utility knife (or maybe it's random), which seems to get worse results.

Also, if you try to load an empty gun which is part of a pack of several of the same kind in the same box, you are left with an empty magazine. It says it has 0 bullets, but it's still there, in the inventory Wink


Both not my fault (though Locksmith Kit and Utility knife should have the same bonus to picking locks - same as in none... they just allow you to pick locks... as far as I know, the bonus thing for skill checks was on a certain coders to-do list, but I don't know, if it has been implemented...).

Thanks for reporting, maybe someone will fix this.



Also found a small item bug: the FN FAL carbine takes a 5.56 C-Mag adapter (instead of the 7.62x51 drum adapter...). I already fixed this and it will be in the next version.

Also fixed rocks, those somehow missed the AP costs, so were practically even more useless as they already are...

Also added the aforementioned two guns and a new pic for the magazine those guns use.



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263425] Fri, 24 September 2010 02:00 Go to previous messageGo to next message
loonyphoenix

 
Messages:45
Registered:September 2010
smeagol
Locksmith Kit and Utility knife should have the same bonus to picking locks - same as in none... they just allow you to pick locks...


A few locks simply refused to give in until I removed the utility knife, and then they opened the first time I tried them. It was definitely the knife somehow.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263431] Fri, 24 September 2010 02:44 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
You don't need the knife and the kit at the same time. None has an advantage over the other. The game will select the first picklock that it finds in the inventory.

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263432] Fri, 24 September 2010 02:51 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
I've got a really strange bug--at least I'm hoping it's a bug--that I've noticed in multiple versions of AIMNAS... Over time, Dr. Q. begins to exhibit signs of dementia.

I like to use him as my night-ops guy when not using the "drop all" game option, since he can spot, run to and beat up enemies with his chop-sockey, and then relieve them of all their gear. But as the game progresses, I've noticed that he's started doing fairly random things when the game is not in turn-based mode. For example, sometimes, during a move order, he'll stop and talk on the radio. Other times when he's supposed to be staying put watching for an enemy to walk into view, he'll turn around to face a different direction, or he'll get up and start walking away. It's almost like he's listening in to the enemy's radio and following their orders, and it's frakking annoying!

It's only Dr. Q., none of my other mercs ever seem to do this. Anyone else ever see this kind of behaviour?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263453] Fri, 24 September 2010 10:38 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
Smeagy Smeagol:

When you say "Also fixed... ", " Also added..." and stuff like that, does it mean it will be in the NEXT version (in this case V11) or have you just updated the current V10 version? It has been a little bit unclear for me. At least your MSN upload-sit says the last V10 was updated like 6 days ago.

And how'bout the M78, eh? Wink
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263458] Fri, 24 September 2010 11:34 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
as typical for smeag it will be in the next update aka v11 (in this case)
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263461] Fri, 24 September 2010 12:03 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
K0ukku
And how'bout the M78, eh? Wink


Hmmmm..... still undecided... they will make it in probably (but don't expect that too soon Wink I already tried, but the pic I made looked bad).


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263467] Fri, 24 September 2010 12:53 Go to previous messageGo to next message
Friendly Fire

 
Messages:74
Registered:January 2006
@Revurt : did Dr Q take part in extreme fighting in San Mona ?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263481] Fri, 24 September 2010 15:32 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Friendly Fire
@Revurt : did Dr Q take part in extreme fighting in San Mona ?


Why yes, yes he did! Is this a known issue or did you just find the bug?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263483] Fri, 24 September 2010 15:41 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
It is indeed a known issue, has been reported several times with different mercs (IMP, Shadow). Seems like boxing in San Mona is an activity they all have in common.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263486] Fri, 24 September 2010 16:00 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
DepressivesBrot
It is indeed a known issue, has been reported several times with different mercs (IMP, Shadow). Seems like boxing in San Mona is an activity they all have in common.


Thanks for the heads up. San Mona is quite the little f-ed up place, eh?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263489] Fri, 24 September 2010 16:19 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
So far San Mona has worked out fine for me.

Spoiler about vehicles.
Toggle Spoiler

[Updated on: Fri, 24 September 2010 16:19] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263506] Fri, 24 September 2010 20:22 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Changed the metal detector.

It is now longer and will no longer fit a small pocket slot (now you can put it into a gun sling or a large combat pack slot).


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263512] Fri, 24 September 2010 21:15 Go to previous messageGo to next message
Cafu

 
Messages:35
Registered:February 2008
Location: Finnland, very north
reVurt
I've got a really strange bug--at least I'm hoping it's a bug--that I've noticed in multiple versions of AIMNAS... Over time, Dr. Q. begins to exhibit signs of dementia.

I like to use him as my night-ops guy when not using the "drop all" game option, since he can spot, run to and beat up enemies with his chop-sockey, and then relieve them of all their gear. But as the game progresses, I've noticed that he's started doing fairly random things when the game is not in turn-based mode. For example, sometimes, during a move order, he'll stop and talk on the radio. Other times when he's supposed to be staying put watching for an enemy to walk into view, he'll turn around to face a different direction, or he'll get up and start walking away. It's almost like he's listening in to the enemy's radio and following their orders, and it's frakking annoying!

It's only Dr. Q., none of my other mercs ever seem to do this. Anyone else ever see this kind of behaviour?


Its happened to my IMP which is H2H/Marksman/NO. And after San mona fight.
Its really annoying on night ops assaults, i just started new gamem made 6 imps now if someone "break" so dimitri can put shotgun round on badly behaving imp head, i think i will just avoid san mona boxing now.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263513] Fri, 24 September 2010 21:29 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Uploading V11 now.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263515] Fri, 24 September 2010 21:49 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Cafu
Its happened to my IMP which is H2H/Marksman/NO. And after San mona fight.
Its really annoying on night ops assaults, i just started new gamem made 6 imps now if someone "break" so dimitri can put shotgun round on badly behaving imp head, i think i will just avoid san mona boxing now.


I have a save game from before boxing in San Mona, but using it means I lose over a week of progress. In retrospect, the hassle of having a merc go crazy is totally not worth the money one makes fighting in the ring, and until this is fixed, I too will be avoiding that sector like the plague.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263516] Fri, 24 September 2010 21:57 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Never had any problems with boxing in san mona. dunno... might be that this bug got introcuded in a newer exe or something... never had that in my game...


Only strange merc behaviour I ever encountered was the non-movable merc after too much helicopter flying and the guy on the vehicle roof... (which you get when you put a merc who is standing on a roof directly in a vehicle).



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263526] Fri, 24 September 2010 23:03 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
Is there really a reasonable purpose for the metal detector? Like can you get some kind of reward if you "use" it? Is it enough just to hold it in your hand while moving around or how does it work?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263527] Fri, 24 September 2010 23:05 Go to previous messageGo to previous message
Minty

 
Messages:112
Registered:July 2009
Location: UK
Far as I know, the metal detector, simply by being in your inventory, gives you a detection-bonus to finding active mines.
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