Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » 1.13 Stock Data Overhaul
|
|
Re: 1.13 Stock Data Overhaul[message #327690]
|
Wed, 06 November 2013 18:52
|
|
cnagorneac |
|
Messages:190
Registered:April 2012 |
|
|
StrohmannIt is possible, but i don't see what purpose adding the current 3 large pocket types general large, weapon sling and combat pack as MOLLE versions would serve. There is a clear usefullness ranking between the 3, so there would be no meaningful choice between them and i don't want to artificially nerf them down to enable a choice.
Like i said in the previous post i need proposals for new meaningful large pocket variants before i would decide to expand the MOLLE system to large pocket slots.
Proposal:
Enable General large (for backpack) and combat pack (for combat pack) MOLLE versions. =)
The reason is simple. As I understand, the pockets have "volume" and the maximum volume of an item is limited, so you will have to choose either to install big pocket or install 2-3 smaller. And combat packs can be limited to only combat packs if it is possible.
And as far as I am here, I want to ask a question. What is the volume? is it an option of the item, or of a slot type? and where can I edit it, in which xml file?
[Updated on: Wed, 06 November 2013 18:59] by Moderator Report message to a moderator
|
Staff Sergeant
|
|
|
|
|
|
|
Re: 1.13 Stock Data Overhaul[message #327703]
|
Thu, 07 November 2013 03:13
|
|
cnagorneac |
|
Messages:190
Registered:April 2012 |
|
|
Want to give some feedback on the balance of this mod. Have to mention that I played only first couple of locations of AR + overhaul.
First of all, I had to decrease parameters of suppression. My mercs became suppressed to fast. 2-3 bullets flying near them and they start screaming like babies. What it means in game terms is that it is very risky to change position during the gunfight. If you catch an interrupt you have a lot of chances to become frozen in one place without any chance to run away. The same with enemy. one good volley can suppress a bunch of troops. Maybe this is intended, but I didn't like it.
I changed SUPPRESSION_EFFECTIVENESS back to 100 and limited MAX_SUPPRESSION_SHOCK to 50 and it became much better for me.
Second. 20 view range instead of 13 looks like to much for me. Maybe it would be nice for BigMaps, but I really do not enjoy it here. Maps are simply to small.
3rd. I am not sure what caused it, but my mercs die to fast. There could be 2 reasons for it. Weapons in the beginning are definitely better, but I still do not have any good armor. And you mentioned that you increased the damage, maybe this is the reason also. I do not like my mercs dying in 2, max 3 hits. I understand that it gives more challenge, but it also forces me to use Save/Load.
4th. I did not try it myself, but I am very concerned about CAMO_EFFECTIVENESS = 100. according to description in .ini file, it looks like with 100 the viewing range will be decreased for 100%. But it is unchecked.
5th. Shotguns are really good now with buckshot ammo. they suppress like hell and kill. A bit overpowered, but I like it. Now when I see the guy with the shotgun - he is my first priority to kill.
6th. Weapon variety in the beginning of the game is excellent.
So at the moment I think I will just edit .ini file and some items and this mod will become perfect for me.
1. I leave 100 suppression effectiveness.
2. I will compare the damage of stock 1.13 and this mod and if possible will decrease weapon effectiveness overall without editing weapons.
3. I will restore default visibility range. Cover effectiveness will remain on 30. Maybe I will reduce view distance not to 13, but to 15, because now more items have camo values.
3. I will edit camo kits so they will become as default or a little bit less effective.
EDIT:
I tried to use XML editor for editing this mod's items, but I failed. I copied everything file by file so XML editor would have all files necessary to load, but when it came to tabledata\items\merges.xml, it wrote me the following:
One or more of your files contain invalid data. Please fix the data and restart the editor.
Error:
Failed to enable constraints. One or more rows contain values violating non-null, unique, or foreign-key constraints.
After that I can only press OK button and the next dialogue box appears:
Error Loading Files
Details:
File: Utems\Merges.xml
ForeignKeyConstraint Constraint5 requires the child key values (12) to exist in the parent table.
Maybe you can give me an advice of how can I fix it and finally load this mod to XmlEditor?
[Updated on: Thu, 07 November 2013 03:27] by Moderator Report message to a moderator
|
Staff Sergeant
|
|
|
|
Re: 1.13 Stock Data Overhaul[message #327706]
|
Thu, 07 November 2013 06:41
|
|
Strohmann |
|
Messages:287
Registered:August 2011 Location: Division Thought Crimes |
|
|
That was an excellent post.
1) Acknowledged, i can decrease the default suppression effectiveness further down to 125% or even 100%, as you are not the first bringing that up.
2) The vanilla situation was that every(?) scope gave you a vision range bonus. So at some point in the game it came to "scope wars" during day; you were often just sitting and waiting for the enemy to charge into your increased field of view. Also i didn't like, that most (unscoped) weapons could immediately fire at targets, that just stepped into the default sight range; also the ratio possible distance traveled per turn to sight range.
The situation is now: spotting doesn't mean immediate engagement, at least in early phases of the game. Scopes with magnification lower than ~5.0 don't give vison range bonuses, so you are at equal footing with the ai most of the time. And you can't run as far you can see in one turn (unless ubermerc). I know the old maps are reaching their limits, but i can't do something about that.
3) With the higher proliferation of automatic weapons comes a general balance problem: because successive hits in a volley increase the damage exponentially, many single shot weapons had to have their damage increased to have any chance to compete at all. Also there are many ammuntion types (early), that give bonus damage against flesh, but quickly loose potential against armour. I'm willing to do some tweaks, but i won't likely change the general damage to protection ratio, as hitting at all is harder with NCTH. Any specific weapons?
There isn't much difference in the armour anymore. First vanilla vest gave 20 protection and came with coolness 4, here it's 15 and coolness 3.
4) That's possible, theoretically. But if i didn't miss something, the maximum you can reach is 65 (ghillie hood, jacket and leggings + camo kit) at the cost of 0 protection. I won't recommend restoring the 100% camo value the kits gave you in vanilla, unless you want to tweak the complete camouflage system and items.
XML editor problem: that's strange, i copied the file from the last update and could start the editor without any problems. In the file itsself i couldn't find anything with index 12 that could cause an error. Could it be a problem with merge type 12 (Tripwire Roll), that you are missing up-to-date files from stock 1.13?
Report message to a moderator
|
Master Sergeant
|
|
|
|
|
|
|
|
Re: 1.13 Stock Data Overhaul[message #327714]
|
Thu, 07 November 2013 10:10
|
|
JMich |
|
Messages:546
Registered:January 2011 Location: Greece |
|
|
cnagorneacI tried to use XML editor for editing this mod's items, but I failed. I copied everything file by file so XML editor would have all files necessary to load, but when it came to tabledata\items\merges.xml, it wrote me the following:
One or more of your files contain invalid data. Please fix the data and restart the editor.
Error:
Failed to enable constraints. One or more rows contain values violating non-null, unique, or foreign-key constraints.
After that I can only press OK button and the next dialogue box appears:
Error Loading Files
Details:
File: Utems\Merges.xml
ForeignKeyConstraint Constraint5 requires the child key values (12) to exist in the parent table.
Maybe you can give me an advice of how can I fix it and finally load this mod to XmlEditor? As Strohman already replied, your Lookup\MergeType.xml is missing entry 12, Tripwire roll. Editor finds a merge that uses type 12, doesn't find a corresponding entry, so it throws an error. So just add
to the end of it, or grab an svn revision greater than 1802.
Report message to a moderator
|
First Sergeant
|
|
|
Re: 1.13 Stock Data Overhaul[message #327716]
|
Thu, 07 November 2013 10:38
|
|
cnagorneac |
|
Messages:190
Registered:April 2012 |
|
|
Sevenfmcnagorneac:
As for suppression, there are
AP_MAX_SUPPRESSED
AP_MAX_TURN_SUPPRESSED
constants in APBPconstants.ini
So you can make suppressed soldier still be able to run away or change position, but not shoot accurately.
This can make different tactic options.
Hmmmm........
It looks very promissing. Theoretically you can leave suppression high as it was and changing this values it is possible to simulate situation when it is very hard to shoot back with precision and you will have to use another soldier for cover fire. So Cover fire will become more effective without making enemy helpless.
BUT... that will limit the suppression in some way. Maybe you wish your enemy stay without AP and this will not be possible. So with High suppression effectiveness, I think the best option would be be to make some adjustments in INI file.
To make something like
AP_SUPPRESSION_EFFECTIVENESS = 50
CHT_SUPPRESSION_EFFECTIVENESS = 100
MORALE_SUPPRESSION_EFFECTIVENESS = 100
or similar
we have MAX_CTH_PENALTY_FROM_SHOCK
But can have CTH_PENALTY_FROM_SHOCK_MOD midifier.
Same for AP_PENALTY_FROM_SHOCK_MOD
If you tweak this values, I think the fights can be more interesting with better use of civering fire.
EDIT:
Thank you, JMich.
[Updated on: Thu, 07 November 2013 10:41] by Moderator Report message to a moderator
|
Staff Sergeant
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: 1.13 Stock Data Overhaul[message #327767]
|
Fri, 08 November 2013 05:57
|
|
Deleted. |
|
Messages:2663
Registered:December 2012 Location: Russian Federation |
|
|
[Moved code to Code Snippets thread]
[Updated on: Sun, 10 November 2013 23:56] by Moderator Report message to a moderator
|
|
|
|
|
Re: 1.13 Stock Data Overhaul[message #327903]
|
Mon, 11 November 2013 00:31
|
|
Dyson |
|
Messages:204
Registered:December 2008 |
|
|
Hello,
first of all:
Thank you for the whole work. I really like the surprising gun bags, too. As already mentioned above, the weapons balancing comes way more differing than in other 1.13 adaptions.
Here is my question:
After liberating Drassen, repelling the counter-attacks and making my way through enemy sectors to Estoni Airport, I started to attack Grumm.
I've collected many items and bought the rest via BR, brought myself in a good equiped state.
Also, I have relativley good Mercs (Scope, IMP with sniper trait, hired Mike in Estoni).
The problem is, I have a lot of misses. I know that NCTH changes a lot and the accuracy can't be compared to vanilla 1.13 stable without NCTH but I barely hit 10% hit percentage (according to the laptop stats). The only one who has made his hit percentage from around 35% to around 65%, is the shotgunner...
What am I doing wrong? I check the distance via "f" and change the weapon or the scope/scope mode but even prone from a distance around 25-35 I hit nothing with SVD with Bipod, PSO-3, sniper trait, match ammo.
- SCI_Unstable_Revision_6520_on_GameDir_1838
- Arulco_Revisited_(AR_v1.4_20130120)
- AR_Compatibility_GameDir_r1842
- AR_RndItem_Maps_GameDir_r1842
Bugs:
- Several problems when trying to attach attachements with are mentioned as compatible but turn out to be not compatible. If I make a wrong click, it returns an ownership or nada-item and the game session is broken.
- M21 EBR/M14 EBR loose iron sights and the gear-icon for the rebuild option
- Many weapons don't accept on-top mounting of reflex sights (yes, I changed them)
- After the batlle in Estoni Airport (H6), I got 4 nada-items in the inventory. They appear in the full sector inventory between the weapons but in the detailed inventory only in Misc.
Report message to a moderator
|
Sergeant 1st Class
|
|
|
|
Re: 1.13 Stock Data Overhaul[message #327919]
|
Mon, 11 November 2013 02:18
|
|
Strohmann |
|
Messages:287
Registered:August 2011 Location: Division Thought Crimes |
|
|
DysonThe problem is, I have a lot of misses. I know that NCTH changes a lot and the accuracy can't be compared to vanilla 1.13 stable without NCTH but I barely hit 10% hit percentage (according to the laptop stats). The only one who has made his hit percentage from around 35% to around 65%, is the shotgunner...
What am I doing wrong? I check the distance via "f" and change the weapon or the scope/scope mode but even prone from a distance around 25-35 I hit nothing with SVD with Bipod, PSO-3, sniper trait, match ammo. 25-35 tiles are way too close for the PSO-3, you should get a red instead of green/white magnification indicator and a growing aperture size. The lowest magnification the PSO-3 offers is 6x, meaning a optimal range of 42+ tiles. Either switch to a scope with lower magnification like the PSO-1 or PO 3.5x21P or avoid firing at targets, that are too close for the particular scope.
The explaination for the shotgunner could be, that even hitting with just 1 pellet counts as score for the laptop, even if the rest of the load misses.
Quote:Several problems when trying to attach attachements with are mentioned as compatible but turn out to be not compatible. If I make a wrong click, it returns an ownership or nada-item and the game session is broken. I need more precise info: which attachments/weapons and which index have the nada items?
Quote:M21 EBR/M14 EBR loose iron sights and the gear-icon for the rebuild option Add this to Item_Transformations.xml:
897
897
2105
150
0
Generate missing Attachments
Only use this if the weapon is missing its default attachments, like iron sights or integral scopes/stocks etc. and reattach them to this weapon.
The m14 ebr should already have this transformation.
Quote:Many weapons don't accept on-top mounting of reflex sights (yes, I changed them) On-top mounting of the reflex sight rmr should only be possible for the ACOG 4x/5.5x. If you have edited that, it's your own responsibility to make them compatible.
Quote:After the batlle in Estoni Airport (H6), I got 4 nada-items in the inventory. They appear in the full sector inventory between the weapons but in the detailed inventory only in Misc. Which index do they have?
Gambigobilla Today i started a game with similar config (r6567-r1859) my mercs couldn't hit broadside of a barn. My most successful guy had 18% hit ratio. After that i had to do some intensive cth_constants.ini editing. But overall your mod is very nice and map compatibility is much appreciated and random items are nice. But needs moar gunporn tongue ~20% is within the exspected range without scopes, much full-auto and firing at targets too far away at the beginning of the game. And nope, this mod precisely should not become another AFS, i want to work with the existing arsenal and only sparsly expand it, if ever.
Report message to a moderator
|
Master Sergeant
|
|
|
Re: 1.13 Stock Data Overhaul[message #327949]
|
Mon, 11 November 2013 19:53
|
|
Dyson |
|
Messages:204
Registered:December 2008 |
|
|
Strohmann25-35 tiles are way too close for the PSO-3, you should get a red instead of green/white magnification indicator and a growing aperture size. The lowest magnification the PSO-3 offers is 6x, meaning a optimal range of 42+ tiles. Either switch to a scope with lower magnification like the PSO-1 or PO 3.5x21P or avoid firing at targets, that are too close for the particular scope.
Got that!
StrohmannI need more precise info: which attachments/weapons and which index have the nada items?
Benelli M4 Super 90: Mouse-tooltip says ISM-V-IR is attachable. If I try to attach it, I got the message, that this is not compatible with the open iron sights. They can't be closed. All attachement slots turn greyed out. If I click in the slot, I get an ownership item which I can't drop. Have to kill the .exe then. Same with ITL Mars, Aimpoint M2, Magnifier 3x. This occured with other weapons, too. Do not have a savegame at the moment with that weapons.
The other problems occur with the most weapons when I try to attach e.g. a nightscope to a weapon which already has an attachement which can't be used together. Then it returns an ownership item or sometimes a nada item (which can't be dropped).
StrohmannIf you have edited that, it's your own responsibility to make them compatible.
Haven't edited files
StrohmannWhich index do they have?
How do I find that? Can't right click them.
Report message to a moderator
|
Sergeant 1st Class
|
|
|
|
|
|
|
Goto Forum:
Current Time: Fri Mar 29 06:37:48 GMT+2 2024
Total time taken to generate the page: 0.02870 seconds
|