v1.13 Main Talk thread
Moderator: Flashy
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There are actually a few mods in the process for 1.13.
UC - 1.13 Hybrid is coming along well.
There is a WWII mod being worked on using 1.13 as base.
And Scorpion has been porting some of his Vengeance mod to 1.13.
Now all I have to do to keep them working is fix the stupid editor code again. We broke it a few versions ago. Coincidently, right after we got it working.
UC - 1.13 Hybrid is coming along well.
There is a WWII mod being worked on using 1.13 as base.
And Scorpion has been porting some of his Vengeance mod to 1.13.
Now all I have to do to keep them working is fix the stupid editor code again. We broke it a few versions ago. Coincidently, right after we got it working.
also ich hab immer mehr als genug geld, du denk ich mal auchtaxacaria hat geschrieben:Überlegs mal genau : die jetzigen 18 positionen sind teilweise mit AE(s), Rebellen oder billigen RPCs besetzt.
+12 Mercs kosten eine Menge Geld. Sicher mehr als doppelt soviel wie jetzt.
Eine Option für mehr mercs wäre ziemlich sinnlos ohne finanzielle Deckung.
Das Argument "selber schuld" ist keins, das Spiel muß schließlich auch mit dieser Einstellung lauffähig sein, wenn man sie einführt.

versteh ich nicht, läuft doch auch

außerdem würden von mir aus auch 24 söldner reichen, zumindest OHNE dass das söldnerangebot erhöht wurde

richtig, gut Taxataxacaria hat geschrieben:Das wäre vielleicht noch etwas, was man generell ins Auge fassen sollte :
NPC, die nur im Rahmen von Quests vorübergehend mitgenommen werden, sollten nicht mitgerechnet werden.

übrigens der grund warum ich nur 17 Söldner eingerechnet hab

looks like Killerfaultier, dont?Kaiden hat geschrieben:Someone offered to work on it, but it seems as though they ditched it and never did anything with it. Haven't seen them on the forums since it was mentioned.

humpf!Kaiden hat geschrieben:There is a WWII mod being worked on using 1.13 as base.
da bin ich ja mal gespannt

nun ja, Metavira gibts zumindest noch in der planung, aber so richtig wird da auch nix...Nitrat hat geschrieben:1.13 ist ja eigentlich ein eigenständiger Mod
nein, größere Projekte nebst Fight For Freedom (Gunny) und
meinem TBoA gibt es garkeine !! und in naher Zukunft sehe ich auch
schwarz, weil anscheind keiner motiviert genug ist irgendwo was anzupacken.

die mapper sollten statt dessen für FFF modden!
gruss, -=[MAD]=-
neuestes Projekt: Ja2 - Fight For Freedom <-- Neuigkeiten!
Fundgrube für Ja2-Files: http://www.hoenir.de/ja2/
Fundgrube für Ja2-Files: http://www.hoenir.de/ja2/
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Sounds awesome, I was always hoping for a Wehrmacht mod. Great news.Kaiden hat geschrieben:There are actually a few mods in the process for 1.13.
UC - 1.13 Hybrid is coming along well.
There is a WWII mod being worked on using 1.13 as base.
And Scorpion has been porting some of his Vengeance mod to 1.13.
Now all I have to do to keep them working is fix the stupid editor code again. We broke it a few versions ago. Coincidently, right after we got it working.

@Nitrat, I suppose we could, although I'm not sure why. RoWa21 has done a great job of naming the files, filename_800x600.sti, filename_1024x768.sti, etc... So if you wanted just those files, you could seperate them.
I'm just not sure I understand where you're going with this, are you making a suggestion to lessen the download size a bit maybe?
The whole complete set of files including both English and German versions, the Speech, the optional load screens, the Hi-Res patch and Hotfix, and even with Snap's UB Tileset optional download, all combined is only 82.5mb.
That is what is currently being hosted at Softpedia, he doesn't yet have a way to list multiple related downloads conveniently, so he has them all grouped into one zip file.
@MAD, It was someone at Bear's pit, I think the name was Omega(like the tbs mod, but was not Lejardo), I'd have to look to make sure, but I think that was it.
@anyone,
I forgot, Bear's Pit and company are working on a mod as well, and it looks damn nice so far. It's not using 1.13 as a base, but 1.13 will beg, borrow, and steal from it when it's released
(With their permission of course).
I'm just not sure I understand where you're going with this, are you making a suggestion to lessen the download size a bit maybe?
The whole complete set of files including both English and German versions, the Speech, the optional load screens, the Hi-Res patch and Hotfix, and even with Snap's UB Tileset optional download, all combined is only 82.5mb.
That is what is currently being hosted at Softpedia, he doesn't yet have a way to list multiple related downloads conveniently, so he has them all grouped into one zip file.
@MAD, It was someone at Bear's pit, I think the name was Omega(like the tbs mod, but was not Lejardo), I'd have to look to make sure, but I think that was it.
@anyone,
I forgot, Bear's Pit and company are working on a mod as well, and it looks damn nice so far. It's not using 1.13 as a base, but 1.13 will beg, borrow, and steal from it when it's released

I have a question concerning the "EnemyGunChoice.xml".
Due to import of Urban Chaos guns and rebalancing the chance for each gun, I am currently operating with more than the pre-set 50 guns per index (in one or two of them).
I have not found infos regarding expanding the choice numbers anywhere.
Is this working ? I have not met any enemies with guns of choice above 50 yet.
Due to import of Urban Chaos guns and rebalancing the chance for each gun, I am currently operating with more than the pre-set 50 guns per index (in one or two of them).
I have not found infos regarding expanding the choice numbers anywhere.
Is this working ? I have not met any enemies with guns of choice above 50 yet.
Manchmal muss man gute Mine zum bösen Spiel legen.
@Nitrat, the button locations are hardcoded, so you can add new ones, but they have to be in the same spot.
I suppose we could externalize that eventually, then modders could design their own screens for 1.13 mods. Have a tactical screen with the merc panel at the top instead of the bottom :p Or even on the sides like JA.
It would take ALOT of coding though. And would probably be something RoWa21 (or someone else who takes the time to familiarize themselves with all of the graphic related code) would have to do.
@Callahan, Unfortunately that is hard-coded in XML_EnemyWeaponChoice.cpp.
I guess Mugsy figured that no one would have more than 50 of each type of weapon. The same restriction was put in XML_IMPItemChoices.cpp as well.
It can be raised, I'll have to ask him if there will be any implications of raising it that we need to consider, but raise it to what? 100?
I suppose we could externalize that eventually, then modders could design their own screens for 1.13 mods. Have a tactical screen with the merc panel at the top instead of the bottom :p Or even on the sides like JA.
It would take ALOT of coding though. And would probably be something RoWa21 (or someone else who takes the time to familiarize themselves with all of the graphic related code) would have to do.
@Callahan, Unfortunately that is hard-coded in XML_EnemyWeaponChoice.cpp.
I guess Mugsy figured that no one would have more than 50 of each type of weapon. The same restriction was put in XML_IMPItemChoices.cpp as well.
It can be raised, I'll have to ask him if there will be any implications of raising it that we need to consider, but raise it to what? 100?
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me
In my opinion this could possibly leed to such like things that Igor distrusts all nonsowiet/russian Models (-> less accuracy -> less marksmanship).
Perhaps such 'connections' could established for a lot of mercs.
(a modmerc named Arik Kohn who has a 50% higher marksmanship as long as he uses the special Uzi)
Leave this decissions to the modders who may need this for something realy freaky.
Is it possible to 'externalize' the stats for each merc?
I think about fixed stats for certain abilities with defined mercs.
e.g. Hamous has med=0.
This is nuts. Anyone can press a firstaid kit to a wound.
I'ld prefer Hamous having med 1 which will in his case rise to the maximum of 7. (externalized medlimit for Hamous would be 7)
To use a doctor's kit (?) a merc must have at least med=45 (my choice)
Therfore Hamous would be able to dress wounds (very slowly of course) but not to do somthing refined our outstanding.
This would also allow to fix the marksmanship of psychos at maybe 88.
I didn't see any psycho at my armytime who was able to get the ScharfschützenATN (snipers papers).
and so on.
In my opinion this could possibly leed to such like things that Igor distrusts all nonsowiet/russian Models (-> less accuracy -> less marksmanship).
Perhaps such 'connections' could established for a lot of mercs.
(a modmerc named Arik Kohn who has a 50% higher marksmanship as long as he uses the special Uzi)
Leave this decissions to the modders who may need this for something realy freaky.
Is it possible to 'externalize' the stats for each merc?
I think about fixed stats for certain abilities with defined mercs.
e.g. Hamous has med=0.
This is nuts. Anyone can press a firstaid kit to a wound.
I'ld prefer Hamous having med 1 which will in his case rise to the maximum of 7. (externalized medlimit for Hamous would be 7)
To use a doctor's kit (?) a merc must have at least med=45 (my choice)
Therfore Hamous would be able to dress wounds (very slowly of course) but not to do somthing refined our outstanding.
This would also allow to fix the marksmanship of psychos at maybe 88.
I didn't see any psycho at my armytime who was able to get the ScharfschützenATN (snipers papers).
and so on.
ehrwürdiges Kalkodil im RdgE
Irak[arab]: Vietnam
Me really hopes, me will not be to confused. There aren't many ways to communicate 'specialties' like this.

Same for the other skills - hammering your gun with a toolbox would represent mec=0
Pressing a fitst-aid-kit to a wound IS med=0.Gorro der Grüne hat geschrieben:e.g. Hamous has med=0.
This is nuts. Anyone can press a firstaid kit to a wound.


Same for the other skills - hammering your gun with a toolbox would represent mec=0
Cya: The Spectre
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No it aint for pressing a suitable firstaid kit to one of one's own wounds will defintly stop the bleeding.Spectre hat geschrieben: Pressing a fitst-aid-kit to a wound IS med=0.![]()
Hamous can't fix even a -1injury.
And Hamous has med=0.
I think not all modders will like to tell all of the sinister things they've done..
Surprise

I wouldn't (also I'm only able to deliver the ideas for the modding grunt)
ehrwürdiges Kalkodil im RdgE
Irak[arab]: Vietnam
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he who has eyes shall read
Even Swiss must not pay more to read the whole text of mineGorro der Grüne hat geschrieben:
Is it possible to 'externalize' the stats for each merc?
[...]
I'ld prefer Hamous having med 1 which will in his case rise to the maximum of 7. (externalized medlimit for Hamous would be 7)
To use a doctor's kit (?) a merc must have at least med=45 (my choice)

This would Hamous enable to carry on being the ignorant he is. But with a wee bit more realism and pride.
ehrwürdiges Kalkodil im RdgE
Irak[arab]: Vietnam
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You never gave Hamous med1
You never gunned down (~-60) one of your mercs than
You never ordered Hamous fixings this
AND
You never watched Your merc dying for Hamous was too dam' slow for the job.
To fix such an injury the medrecruit must at least have 10.
It's the same with a merc of 10 pts tech ordered to fix a roket gun
It does not work. The guy will report 'finished' any hour while nothing was done.
But JA does not discriminate between wee bleeding, havey bleeding, both legs off and most parts of the body scattered around but still alive.
Therfore the medlimit for a merc not able to fix havey injuries (more than e.g. 35 points off) must be set low enough to enable the wounded to die allthough the nut is doing anything he can.
By the way I do think that the average female soldier should have a lower strength limit than the average male.
Steroid, Bull and Grizzley maybe more. (I don't know whether the 100 pts limit may be knocked off)
Meltdown like the average man.
Flo and Fox below the average female.
The 'bodybuilders' should have a lower agility limit than normal mercs.
I'ld rather prefer 'tricky' mods than those only adding/removing mercs or guns
You never gunned down (~-60) one of your mercs than
You never ordered Hamous fixings this
AND
You never watched Your merc dying for Hamous was too dam' slow for the job.
To fix such an injury the medrecruit must at least have 10.
It's the same with a merc of 10 pts tech ordered to fix a roket gun
It does not work. The guy will report 'finished' any hour while nothing was done.
But JA does not discriminate between wee bleeding, havey bleeding, both legs off and most parts of the body scattered around but still alive.
Therfore the medlimit for a merc not able to fix havey injuries (more than e.g. 35 points off) must be set low enough to enable the wounded to die allthough the nut is doing anything he can.
By the way I do think that the average female soldier should have a lower strength limit than the average male.
Steroid, Bull and Grizzley maybe more. (I don't know whether the 100 pts limit may be knocked off)
Meltdown like the average man.
Flo and Fox below the average female.
The 'bodybuilders' should have a lower agility limit than normal mercs.
I'ld rather prefer 'tricky' mods than those only adding/removing mercs or guns
ehrwürdiges Kalkodil im RdgE
Irak[arab]: Vietnam
I liiiiike your style! Super Extra Difficult Skill [options] here we come!Spectre hat geschrieben: Maby one should only be able to heal wounds <= med skill.
Now, I want you to think "Explosives Skill" What comes to mine? And for "Mechanics Skill" ? How about "Leadership"
First, lets take a moment to reflect on the bracketed word, [Options], derived from the Latin word "optare" meaning to "choose". So no one freak out.
Now back to our regularly scheduled post:
How about:
Mechanics: Skill/10 = Highest "ubCoolness" you can repair?
Explosives: ? I'm drawing a blank.
Leadership: Imp - Restricted to a certain amount of Mercenaries based on leadership, so every 5 points = 1 Merc that can be hired, or 90 for all 18... or If we're going with 24 mercs, it would be 4 points with 99 skill being able to hire all 24.
Any thoughts?
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How about the player allows his AE/Imp to get shot.Kaiden hat geschrieben: Leadership: Imp - Restricted to a certain amount of Mercenaries based on leadership, so every 5 points = 1 Merc that can be hired, or 90 for all 18... or If we're going with 24 mercs, it would be 4 points with 99 skill being able to hire all 24.
Any thoughts?
Leadership than is ZERO -> game over.
I had games with all 6 Imps being killed and still the mercs were busy fighting the evil D.
This particular idea I don't like.
ehrwürdiges Kalkodil im RdgE
Irak[arab]: Vietnam
Kaiden hat geschrieben: @Callahan, Unfortunately that is hard-coded in XML_EnemyWeaponChoice.cpp.
I guess Mugsy figured that no one would have more than 50 of each type of weapon. The same restriction was put in XML_IMPItemChoices.cpp as well.
It can be raised, I'll have to ask him if there will be any implications of raising it that we need to consider, but raise it to what? 100?
Well, what about externalising that limit ? I fear that even 100 would not be enough if I'm given sufficient time to work with it.
It's not just about the rare number of weapons which lead to my "overflow", but the fact I want more Makarovs to appear than SW 38s, for example. The coolness factor proved to be inefficient in this case.
By the way, is there a limit to weapon attachments, too ?
Manchmal muss man gute Mine zum bösen Spiel legen.
Neue Screenshots
Ich habe 2 neue Screenshots (enthalten in der nächsten Version) der Site hinzugefügt!
http://v113.ja2mods.de/images.html
http://v113.ja2mods.de/images.html
The main thought behind this was: can one archiev the goal?Kaiden hat geschrieben:Now, I want you to think "Explosives Skill" What comes to mine? And for "Mechanics Skill" ? How about "Leadership"
First, lets take a moment to reflect on the bracketed word, [Options], derived from the Latin word "optare" meaning to "choose". So no one freak out.
Now back to our regularly scheduled post:
How about:
Mechanics: Skill/10 = Highest "ubCoolness" you can repair?
Explosives: ? I'm drawing a blank.
Leadership: Imp - Restricted to a certain amount of Mercenaries based on leadership, so every 5 points = 1 Merc that can be hired, or 90 for all 18... or If we're going with 24 mercs, it would be 4 points with 99 skill being able to hire all 24.
Any thoughts?
You can not be very successfull as a paramedic with no skill - definitely. You would do more harm than good. The question remains: Does this also applie to the other skills and if so: how?
* Leadership:
1) Militia:
Even the whorst soldier can train militia like a king, as long as hes leadership is ok. So 'leadership' must be the skill to organise thing. Therefore, i think everyone can archiev the goal, but time is the essence.
2) Leading peoples directly:
Maby leadership could give a bonus to the surrounding militia - say 20m.
3) Hiering mercs:
I find your idea quite appealing. But imho the highest leadership of any soldier should count and count for any hiered soldiers. Or the player might end up creating a "hire-dummy" IMP just to be able to get the remaining 23 IMPs (way to many if you ask me).
* Explosives:
Absolutely NO clue and i think, this is the only skill wich allready includes 'the hard way'. You can suffer a critical failure (DC==1) while dealing with explosives for example.
* Mechanics:
Is cool = complicated?
It is not completely impossible to archiev the goal ...to repair some damage, even if the target is a very sophisticated weapon. But you will most likely do things wrong and end up with a not-so-brand-new-anymore-weapon.
Since we have no *real* damage to the weapon ...and i am glad for this... we could just denie 100% success.
Maby a doublecheck would do the trick. Coolness goes from 1 to 10?
80 skill / 8 coolness = 8 // (8*100/8)=100% ...equals coolness and can be fully repaired.
50 skill / 8 coolness = 6.25 // (6.25*100)/8=78.125 ...the weapon can be reapired up to 78 points condition (if below).
Cya: The Spectre
Why don't make it a little simplier?Spectre hat geschrieben:* Mechanics:
Is cool = complicated?
It is not completely impossible to archiev the goal ...to repair some damage, even if the target is a very sophisticated weapon. But you will most likely do things wrong and end up with a not-so-brand-new-anymore-weapon.
Since we have no *real* damage to the weapon ...and i am glad for this... we could just denie 100% success.
Maby a doublecheck would do the trick. Coolness goes from 1 to 10?
80 skill / 8 coolness = 8 // (8*100/8)=100% ...equals coolness and can be fully repaired.
50 skill / 8 coolness = 6.25 // (6.25*100)/8=78.125 ...the weapon can be reapired up to 78 points condition (if below).
Instead of being able to repair a weapon up to a specific condition, a merc should only be able to repair a weapon if its status hadn't dropped below such a specific value. We could use your formula to calculate this value, so high-skilled mercs can fix items heavier damaged while those with lower skills can't.
Same as medic then...?
It's simple, but not task-specific. No influence from the weapon. Well ...fine with me, since we do a boost-up for an old game. It might be difficult to communicate complex stuff and formulas.
Not enuff feedback. The coolness factor is hidden.
@ Kaiden
BTW: Why did you pick the coolness factor? Isn't there allready a "hard to repair" value?
It's simple, but not task-specific. No influence from the weapon. Well ...fine with me, since we do a boost-up for an old game. It might be difficult to communicate complex stuff and formulas.
Not enuff feedback. The coolness factor is hidden.
@ Kaiden
BTW: Why did you pick the coolness factor? Isn't there allready a "hard to repair" value?
Cya: The Spectre
You're right - it then is actually similar to what you suggested for medical skill earlier.
But that doesn't mean that other weapons' characteristics can't have an effect on the formula as well.
But considering that an item that is hardly damaged is likely to be in a condition above the value to what a merc could cope with, it doesn't seem to be logical if one can repair heavily damaged items to a certain extend while he can't do anything with less damaged ones.
Ihmo it would be more difficult to code, either.
And yes, there already is a "hard to repair" factor.
But that doesn't mean that other weapons' characteristics can't have an effect on the formula as well.
But considering that an item that is hardly damaged is likely to be in a condition above the value to what a merc could cope with, it doesn't seem to be logical if one can repair heavily damaged items to a certain extend while he can't do anything with less damaged ones.
Ihmo it would be more difficult to code, either.
And yes, there already is a "hard to repair" factor.

Ah yes, i see your point.
My idea of the scenario was like this:
First small things start to happen. The barrel draws slightly left/right. Then the mechanic starts to go harder, or even jams. At the end the gun starts to fall appart.
With skill-level 20 you could maby glue the broken plastic on the grip, but not fine-tune the barrel. That's why my model starts from the bottom.
You could do something, but never really fix that gun. If you start at the top, then you can put an 80% gun back into perfect condition with only 20 points in repair skill. That somehow spoils the feature, doesn't it?
My idea of the scenario was like this:
First small things start to happen. The barrel draws slightly left/right. Then the mechanic starts to go harder, or even jams. At the end the gun starts to fall appart.
With skill-level 20 you could maby glue the broken plastic on the grip, but not fine-tune the barrel. That's why my model starts from the bottom.
You could do something, but never really fix that gun. If you start at the top, then you can put an 80% gun back into perfect condition with only 20 points in repair skill. That somehow spoils the feature, doesn't it?
Cya: The Spectre
@Spectre, Yeah I was just throwing ideas off the top of my head. The repair difficulty factor can be used instead of ubCoolness. I figured, it would give mechanics time to train up for the better weapons, but I like the other idea better. Also, some other factors could influence it as well. Such as type of weapon, would it be easier to repair a 9mm pistol than an AK?
-----------------------------------------------------------------------
Mechanics,
Skill 20
Item 80% - repair to 100%
Vs.
Only being able to repair 20 damage.
In the second scenario, the merc can repair 20 damage, and then repair 20 damage, and etc...
In the first scenario, if the gun is 70% damaged, the merc can't repair it at all, so the restriction remains intact.
It could be coded the other way, considering the game keeps track of every known weapon, but in that case, it would have to be like the following scenario:
MechA has skill 20
MechB has skill 30
MechC has skill 40
Weapon status is 60 - requiring a Merc with 40 skill to fully repair.
MechA repairs gun to 80. A variable is added to the weapon structure stored in memory, and this variable contains the value 60 representing the status of the gun before it's last repair.
Weapon status is now 80.
MechB (skill 30) repairs gun, code checks the new variable, and adds 30, so this merc is able to repair the gun to 90% status. The original value of the variable remains 60.
MechA and MechB can't repair the weapon to 100% even though it's only 10 points, and they both have over 10 points of skill.
However if they raise their skill to 40, or MechC repairs the gun, it can now fully be repaired and the value is set to 0.
Anytime the value = 0 this means that the next time the gun is repaired, any skill above 0 can be used and the value will be set based on that repair.
All of this would be modified of course, based on the repair difficulty of the gun. More complex weapons would have the number modified. So the value 60 could be 65 or even 70, I would suggest it be a small amount.
That will take some coding, and I'm not sure how it will effect other parts of the code related to weapons, so we'll have to walk on egg shells, especially to make it optional, which we will have to do.
------------------------------------------------------------------------
Medical is a bit more simple to code, and would work the opposite, if you have 20 medical, you can use a bandaid, but it won't help the -30hp merc leaving the blood trail. So it's just a Skill check like any other.
------------------------------------------------------------------------
Leadership,
We have to do something with it, aside from questing (and not even that in vanilla JA2) it has no use. ANY merc can train militia, leadership just speeds it up. Which at present, is one of the flaws of mechanics, an inept mechanic at this point, can still repair most items, it just takes them longer.
So we do need to come up with a way to balance leadership against the other skills. As it stands now, I drop mine to 35 or 0 every time. And I don't think twice about doing it. What we NEED, is a way to make me, and everyone else think twice about doing it. Without making it required (ala wildfire quests and loyalty etc..)
I shouldn't HAVE TO HAVE leadership any more than any other skill, but I also should not be able to just blow it off like it's nothing.
----------------------------------------------------------------------
Marksmanship,
Like explosives, is already a skill that has it's uses, and the higher the better. But maybe there could be more to it? Maybe less to it? It is the fastest skill to raise, so anything we do to it (short of slowing it down) won't effect it much. And almost anyone can get 100 in a short amount of time. Especially in 1.13 on one of the higher difficulty levels.
-----------------------------------------------------------------------
Mechanics,
Skill 20
Item 80% - repair to 100%
Vs.
Only being able to repair 20 damage.
In the second scenario, the merc can repair 20 damage, and then repair 20 damage, and etc...
In the first scenario, if the gun is 70% damaged, the merc can't repair it at all, so the restriction remains intact.
It could be coded the other way, considering the game keeps track of every known weapon, but in that case, it would have to be like the following scenario:
MechA has skill 20
MechB has skill 30
MechC has skill 40
Weapon status is 60 - requiring a Merc with 40 skill to fully repair.
MechA repairs gun to 80. A variable is added to the weapon structure stored in memory, and this variable contains the value 60 representing the status of the gun before it's last repair.
Weapon status is now 80.
MechB (skill 30) repairs gun, code checks the new variable, and adds 30, so this merc is able to repair the gun to 90% status. The original value of the variable remains 60.
MechA and MechB can't repair the weapon to 100% even though it's only 10 points, and they both have over 10 points of skill.
However if they raise their skill to 40, or MechC repairs the gun, it can now fully be repaired and the value is set to 0.
Anytime the value = 0 this means that the next time the gun is repaired, any skill above 0 can be used and the value will be set based on that repair.
All of this would be modified of course, based on the repair difficulty of the gun. More complex weapons would have the number modified. So the value 60 could be 65 or even 70, I would suggest it be a small amount.
That will take some coding, and I'm not sure how it will effect other parts of the code related to weapons, so we'll have to walk on egg shells, especially to make it optional, which we will have to do.
------------------------------------------------------------------------
Medical is a bit more simple to code, and would work the opposite, if you have 20 medical, you can use a bandaid, but it won't help the -30hp merc leaving the blood trail. So it's just a Skill check like any other.
------------------------------------------------------------------------
Leadership,
We have to do something with it, aside from questing (and not even that in vanilla JA2) it has no use. ANY merc can train militia, leadership just speeds it up. Which at present, is one of the flaws of mechanics, an inept mechanic at this point, can still repair most items, it just takes them longer.
So we do need to come up with a way to balance leadership against the other skills. As it stands now, I drop mine to 35 or 0 every time. And I don't think twice about doing it. What we NEED, is a way to make me, and everyone else think twice about doing it. Without making it required (ala wildfire quests and loyalty etc..)
I shouldn't HAVE TO HAVE leadership any more than any other skill, but I also should not be able to just blow it off like it's nothing.
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Marksmanship,
Like explosives, is already a skill that has it's uses, and the higher the better. But maybe there could be more to it? Maybe less to it? It is the fastest skill to raise, so anything we do to it (short of slowing it down) won't effect it much. And almost anyone can get 100 in a short amount of time. Especially in 1.13 on one of the higher difficulty levels.
Callahan hat geschrieben:Well, what about externalising that limit ? I fear that even 100 would not be enough if I'm given sufficient time to work with it.
It's not just about the rare number of weapons which lead to my "overflow", but the fact I want more Makarovs to appear than SW 38s, for example. The coolness factor proved to be inefficient in this case.
By the way, is there a limit to weapon attachments, too ?
Use the coolness factor along with damage and ubDeadliness. These are the three things that determine which weapons an enemy is more likely to choose.
If this is the reason for wanting the limit raised, then there will have to be a new way to handle this file, because 1000 would never be enough, 1 million might not be enough, etc.... if you have 500 G11's and 600 Barretta's etc..
It would be easier to change the mechanic than to create a new one allowing you to customize the number of entries.
But I could raise it to 100, and using the 3 factors listed above, you should be able to have the variety you want, and still narrow down the choices to the weapons you want them to carry mostly.
And you could do so with 50, but I see your point, this limits the number of items you can duplicate to make the enemy more likely to choose those items. If you have 20 items in there twice, you're only allowed to add another 10, etc...
@Realist:
Simpler explanation for the med/mec thing:
Search the most diffucult action.
* Med:
The most difficult task you can think of is to bring one back from 1HP. Beyond that - ask your local necromancer. So, you start at the top of the scale and try to reach and pull up the target.
*Mec:
But here it's exactly the other way 'round. The most difficult task is to squeeze the last percent of accuracy out of a gun. So, you start at the bottom of the scale and push upwart.
Simpler explanation for the med/mec thing:
Search the most diffucult action.
* Med:
The most difficult task you can think of is to bring one back from 1HP. Beyond that - ask your local necromancer. So, you start at the top of the scale and try to reach and pull up the target.
*Mec:
But here it's exactly the other way 'round. The most difficult task is to squeeze the last percent of accuracy out of a gun. So, you start at the bottom of the scale and push upwart.
Cya: The Spectre
@Kaiden
This sounds quite ...complicated to me and it still somehow spoils the feature.
If the accuracy of any weapon starts to drop below 80% then pushing the weapon from 79% to 80% means to add 1.25% accuracy on top of everything else and that's something only a good mech can do. But it requires as good as no skill to do this in any from-top-down model.
To bring a weapon from 99 to 100 is absolute finesse. The technically unexperienced merc wouldn't even see what has to be done. Still you need only mec=1 to do it in this formula.
PS: about the leadership:
I could be wrong, but doesn't a high leadership (and the feat: teaching/expert) allready speed up your learning process?
This sounds quite ...complicated to me and it still somehow spoils the feature.
If the accuracy of any weapon starts to drop below 80% then pushing the weapon from 79% to 80% means to add 1.25% accuracy on top of everything else and that's something only a good mech can do. But it requires as good as no skill to do this in any from-top-down model.
To bring a weapon from 99 to 100 is absolute finesse. The technically unexperienced merc wouldn't even see what has to be done. Still you need only mec=1 to do it in this formula.
Isn't that allready in the game? I mean... you can repair those things and they all have a difficulty level.Kaiden hat geschrieben:...would it be easier to repair a 9mm pistol than an AK?
PS: about the leadership:
I could be wrong, but doesn't a high leadership (and the feat: teaching/expert) allready speed up your learning process?
Cya: The Spectre
Ok, I misunderstood your top down suggestion then, but I got it now. You're suggesting that a mechanic only be able to repair up to his skill in %Status, not %damage. Meaning a Merc with 80 Mechanics can ONLY repair a weapon up to 80 status. To get it to 100, he'd have to have 100 skill.Spectre hat geschrieben: @Kaiden
This sounds quite ...complicated to me and it still somehow spoils the feature.
If the accuracy of any weapon starts to drop below 80% then pushing the weapon from 79% to 80% means to add 1.25% accuracy on top of everything else and that's something only a good mech can do. But it requires as good as no skill to do this in any from-top-down model.
To bring a weapon from 99 to 100 is absolute finesse. The technically unexperienced merc wouldn't even see what has to be done. Still you need only mec=1 to do it in this formula.
I got it now, and hey, that's a whole lot easier to code too, even being optional.
And, all we have to do about repair difficulty, is find the range (in the code, maybe it's 0-100 haven't looked) and give easier guns a %modifier to the merc's skill, so on a really easy gun, a merc with 80 mechanics, might be able to pull off repairing a gun to 90%.
Yeah, every weapon has a difficulty level for repairing, I was asking simply because I'm not really sure it's balanced correctly, and I was seriously ignorant on the subject, I know the capability is in the game, but I honestly do not know in Real Life, what effects the difficulty of repairing something.Spectre hat geschrieben: Isn't that allready in the game? I mean... you can repair those things and they all have a difficulty level.
So I was asking... Is it easier to repair pistols rather than LMG's? Are the parts more complex? I mean I can use common sense on some things like a bolt action rifle is more than likely easier to repair than a 9mm pistol. And a 9mm pistol is probably easier to repair than something like a rocket rifle or G11, but what about all the stuff in the middle? Leave it for the gun nuts to argue about till someone decides to share some modified XML's?
I don't think so, Wisdom speeds up your learning, leadership/teaching speeds up your ability to train another merc in one of your skills, however, it does not change the limit that you can only train them up to your current skill level.Spectre hat geschrieben: PS: about the leadership:
I could be wrong, but doesn't a high leadership (and the feat: teaching/expert) allready speed up your learning process?
Yes and no...Kaiden hat geschrieben:Meaning a Merc with 80 Mechanics can ONLY repair a weapon up to 80 status. To get it to 100, he'd have to have 100 skill.
Would be really hard for the player.
This is where your 1 to 10 coolness scale came in.
The math:
Weapon can be repaired up to X%
X% = ((skill level/10)/weapon level)*100
For example: 54 skill
Enough to repair a level 5 weapon and below up to 100%
level 6 weapons up to 90%
level 7 weapons up to 77%
level 8 weapons up to 68%
level 9 weapons up to 60%
level 10 weapons up to 54%
Just a sugestion, but it gives a halveway realistic looking result PLUS you don't need this freaky slvl100 mech so badly... you just need him for the complicated lvl10 weapons later in the game.
Cya: The Spectre
Yea, the repair difficulty would be more realistic ...but...Kaiden hat geschrieben:@Spectre, why not use the repair difficulty instead of ubCoolness though? We seem to have switched sides on that issue :p
Repair difficulty seems to be a range of -5 to +5.
The range of course could be larger than that, but this is the range currently being used in the XML's.
One thing that made me think twice about this repair difficulty is the fact that there is no cheap tech-guru. Any hard to repair low-level gun will be doomed. Nobody will be able to repair them.
The other thing is: it's a 1 to 11 scale.
So how about this:
The repair difficulty sets the time you need to repair, while the coolness tells you how sophisticated that thing is.
Like a Japanes car compared to one made in US. The tech is pretty much the same, but you have to disassemble the whole jap-car to change the air filter. That would be the repair difficulty, while the coolness would tell you if the car is equipped with stuff like electronic injection and theft-locks. Things you need to know and understand to repair them.
Cya: The Spectre
@Spectre,
Love the japanese car analogy, mainly because it's sooo true. And this sounds like a great idea for mechanics. And gonna go with the Med Idea also, we'll have to come up with some solid ideas for the other skills though.
Anyway I'm on it... As soon as I finish with all those savegames you sent me, which btw if you didn't catch my e-mail or my post here, you have my gratitude for sending all of them in and dealing with it being a huge pain in the ass!
You weren't the only one helping out, but you did account for almost half of them, all on your own, sorry I didn't get around to them sooner!
Love the japanese car analogy, mainly because it's sooo true. And this sounds like a great idea for mechanics. And gonna go with the Med Idea also, we'll have to come up with some solid ideas for the other skills though.
Anyway I'm on it... As soon as I finish with all those savegames you sent me, which btw if you didn't catch my e-mail or my post here, you have my gratitude for sending all of them in and dealing with it being a huge pain in the ass!
You weren't the only one helping out, but you did account for almost half of them, all on your own, sorry I didn't get around to them sooner!
Cool.
You guys put quite an effort into that game. Glad i can help.
Ok, leadership and explosives. Let's try this methodical.
1) What are the points of action?
2) How can they be modified?
* Explosives:
The points of action for explosives are "set", "disarm" and "combine".
All three can go bad (critical failure). I can't see one damn thing we could do to improve this experience. It allready is on extra difficult level.
Either it goes boom - or it doesn't. So, we need something completely new. Sugestions?
* Leadership:
The points of action for leadership are "militia training" and "merc training".
- "militia training" could be related to leadership. Not only in time spent for the training, but also in the possible max-amount of militias in one sector. The group one can hold together with a given leadership.
Math:
The possible amount of militias in one sector is X.
The absolute max amount of militias a sector can hold (.ini file) is Xmax.
X = int(leadership*(Xmax/100))
Example:
Leadership is 40, Xmax is 30... 30/100 = 0.3, 40*0.3 = 12 militias can be trained.
The best leadership within all sectors of one town counts for the entire town. This way you need only one "supervisor" per town.
- "Merc training".
I can't see anything wich would make much sence. It allready runns on hardcore mode - you can't train beyond your own ability.
Possible new points of action:
- "hiering mercs"
Math:
X is the max amount of mercs you can hire.
Xmax is the absolute max amount you can hire (18 now)
X = int(best_leadership*((Xmax-6)/100))+6
This formula lets you allways hire at least 6 mercs, but within the first 6 mercs must be a leader or you won't be able to hire more. You can allways replace casulties, but will never have more than 6 mercs at one time...
- "morale"
The best leadership skill in one sector gives a morale bonus of 0 to 20 (leadership/5) to every Merc and 0 to 40 to every militia (leadership/2.5). The militia gets more, becouse: a) they really need it and b) they are no pros. Makes them way more happy and feel save than professional mercs.

You guys put quite an effort into that game. Glad i can help.
Ok, leadership and explosives. Let's try this methodical.
1) What are the points of action?
2) How can they be modified?
* Explosives:
The points of action for explosives are "set", "disarm" and "combine".
All three can go bad (critical failure). I can't see one damn thing we could do to improve this experience. It allready is on extra difficult level.
Either it goes boom - or it doesn't. So, we need something completely new. Sugestions?
* Leadership:
The points of action for leadership are "militia training" and "merc training".
- "militia training" could be related to leadership. Not only in time spent for the training, but also in the possible max-amount of militias in one sector. The group one can hold together with a given leadership.
Math:
The possible amount of militias in one sector is X.
The absolute max amount of militias a sector can hold (.ini file) is Xmax.
X = int(leadership*(Xmax/100))
Example:
Leadership is 40, Xmax is 30... 30/100 = 0.3, 40*0.3 = 12 militias can be trained.
The best leadership within all sectors of one town counts for the entire town. This way you need only one "supervisor" per town.
- "Merc training".
I can't see anything wich would make much sence. It allready runns on hardcore mode - you can't train beyond your own ability.
Possible new points of action:
- "hiering mercs"
Math:
X is the max amount of mercs you can hire.
Xmax is the absolute max amount you can hire (18 now)
X = int(best_leadership*((Xmax-6)/100))+6
This formula lets you allways hire at least 6 mercs, but within the first 6 mercs must be a leader or you won't be able to hire more. You can allways replace casulties, but will never have more than 6 mercs at one time...
- "morale"
The best leadership skill in one sector gives a morale bonus of 0 to 20 (leadership/5) to every Merc and 0 to 40 to every militia (leadership/2.5). The militia gets more, becouse: a) they really need it and b) they are no pros. Makes them way more happy and feel save than professional mercs.
Cya: The Spectre
Hello,
I couldn't keep my hands away from the High-resolution-version of Ja2-1.13, so I installed it some days ago and started a new game on Insane, Drop all, no Airstrikes, MERC from the beginning, bla ...
I noticed a strange bug and while doing a screenshot, I found another one.
First: Grizzly has two Glock17. He should do a sidestep on "walking". His appearance changes into a man wielding a longbarreled rifle while strafing and after that back.
I wanted to do some screenshots, but they are "damaged". I play on 800x600, their size ist 640x480 and they look like this:

After applying HiRes the hiring-equipment of the AIM-mercs changes back to the old one from original JA2? Right?
I couldn't keep my hands away from the High-resolution-version of Ja2-1.13, so I installed it some days ago and started a new game on Insane, Drop all, no Airstrikes, MERC from the beginning, bla ...
I noticed a strange bug and while doing a screenshot, I found another one.
First: Grizzly has two Glock17. He should do a sidestep on "walking". His appearance changes into a man wielding a longbarreled rifle while strafing and after that back.
I wanted to do some screenshots, but they are "damaged". I play on 800x600, their size ist 640x480 and they look like this:

After applying HiRes the hiring-equipment of the AIM-mercs changes back to the old one from original JA2? Right?
In the HiRes version you can't create screenshots by only hitting the "print" key.
You have to paste the clipboard's content into your favorite graphics program instead and create an image file manually.
You have to paste the clipboard's content into your favorite graphics program instead and create an image file manually.
Right. This one already existed in original JA2.First: Grizzly has two Glock17. He should do a sidestep on "walking". His appearance changes into a man wielding a longbarreled rifle while strafing and after that back.
Huh?After applying HiRes the hiring-equipment of the AIM-mercs changes back to the old one from original JA2? Right?
or use screenscapturing programm like fraps -> downloadRealist hat geschrieben:In the HiRes version you can't create screenshots by only hitting the "print" key.
You have to paste the clipboard's content into your favorite graphics program instead and create an image file manually.
@morki
please translate it into german
MFG.....
Es geht einfach darum, dass Kaiden einen optionalen "Supermann" Modus einbauen will.
Heilen nur solange der Verletzungsgrad innerhalb des medizinischen Skills ist.
Waffen nur so weit reparieren, wie es der Tech-Skill relativ zum Waffenlevel zulässt.
Zum Leadership Skill habe ich noch die Vorschläge gemacht, dass man nur entsprechend Leute andheuern und Milizen trainieren kann, dass Leadership einen Moralbonus gibt... lauter so Zeugs.
In Sachen Sprengstoff-Fähigkeit scheinen wir aber alle ratlos. Das Problem ist, dass es nicht besonders viel rund um den Sprengstoff gibt - entweder Bumm, oder nicht Bumm. Aber vielleicht hat jemand ne zündende Idee.
Heilen nur solange der Verletzungsgrad innerhalb des medizinischen Skills ist.
Waffen nur so weit reparieren, wie es der Tech-Skill relativ zum Waffenlevel zulässt.
Zum Leadership Skill habe ich noch die Vorschläge gemacht, dass man nur entsprechend Leute andheuern und Milizen trainieren kann, dass Leadership einen Moralbonus gibt... lauter so Zeugs.
In Sachen Sprengstoff-Fähigkeit scheinen wir aber alle ratlos. Das Problem ist, dass es nicht besonders viel rund um den Sprengstoff gibt - entweder Bumm, oder nicht Bumm. Aber vielleicht hat jemand ne zündende Idee.
Cya: The Spectre