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#241482 - 09/01/2010 STOMP v1.1 Release

Sandro
first sergeant
Registered: 01/11/2008
Posts: 951
Loc: Mars
S.T.O.M.P. (Sandro's Traits and Other Modifications Project)
Version 1.1 on Source Code revision 3548 (game revision 1225)

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Download:

Release v1.1: http://www.mediafire.com/?mgtwmejynytzz1j

Release v1.0A: http://www.mediafire.com/?4vze2dtmtxm

For installing STOMP1.0 + HAM3.5 + Wildfire + AIM check the following link:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=240116&page=1

Source Code v1.1: http://www.mediafire.com/?djtlmlwm3oinzgz

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Basic Info: This mod is mostly about changing skill traits and personalities of mercs. The focus and intention was to create a balanced trait system to give the player more attractive choices for his mercs.

Installation v1.1: Get freshest SVN version of game. Unzip the STOMP into your JA2 directory. Play using included exe.

Installation v1.0A: Just unzip the STOMP into your JA2 directory. None of your files will be rewritten. Play using included exe.

Notes to the source code: It's based on latest development version of the 1.13 code. This version is ahead of the original SC provided and contains certain unfinished features. Use this at your own risk (you may miss important code updates).

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IMPORTANT NOTE TO THE 1.1 VERSION

This version is released ahead of the future 1.13 SVN version. Because so many people wished to see the STOMP altogether with HAM3.6 and latest SVN 1.13 release, I am making this version public before it will be accessable through the SVN. But it is (hopefully still) planned to be added to the 1.13 SVN main branch soon.
Enjoy.


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--- TRAITS ---
Summary: The system for traits have been changed. From now, if you choose "New Traits" on the beginning of new campaign, all mercs (and enemies/militia) can have up to three skill traits. Up to two major traits and one minor trait or three minor traits or one major trait and two minor traits.
On IMP creation, when reached attributes settings for your merc, there are now minimal attributes you have to have for certain chosen traits. These minimums are listed in the brackets after the trait names. Major traits usually set the basic attributes needed, while minor traits can add more on top of it or set the minimum themself(the second number).
Also I should say: All values of these new skill traits are externilized in "Traits_Settings.INI".

Here is the default trait list:
Click to reveal.. (Traits Descriptions)

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MAJOR TRAITS

(can have one on expert or two different; numbers are doubled for experts if not said otherwise)
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AUTO WEAPONS -> MACHINEGUNNER : (mrk 45-60, str 40-55, dex 50-65, hlt 45-60)
* +5% Chance to Hit with Assault Rifles, SMGs and LMGs
* -30% penalty to chance to hit on auto fire/burst
* Reduces chance for shooting unwanted bullets on autofire
* -10% APs needed to fire light machine guns
* -10% APs needed to ready light machine guns

HEAVY WEAPONS -> BOMBARDIER : (str 45-60, wis 55-70, exp 35-50, dex 45-60)
* +25% chance to hit with rocket launchers and grenade launchers (even underbarrel)
* -20% APs needed to fire rocket launchers and grenade launchers (even underbarrel)
* -10% APs needed to fire mortar
* Reduce penalty for mortar CtH by half (penalty is set to 60% by default)
* +30% damage to tanks with heavy weapons, grenades and explosives
* +15% damage to other targets with heavy weapons

MARKSMAN -> SNIPER : (mrk 65-80, dex 55-70, wis 50-65 )
* +5% Chance to Hit with Sniper Rifles
* -5% effective range to target with all weapons
* +10% aiming bonus per aim click (except for handguns)
* +5% damage on shot per aim click after third
* -25% APs needed to chamber a round with bolt-action rifles
* Adds one more aim click for rifle-type guns (max is eight)

HUNTER -> RANGER : (mrk 55-70, agi 45-60, hlt 55-70, ldr 35-50)
* +5% Chance to Hit with Rifles
* +10% Chance to Hit with Shotguns
* -25% APs needed to pump Shotguns
* +20% group travelling speed between sectors if traveling by foot
* +10% group travelling speed between sectors if traveling in vehicle (except helicopter)
* -30% less energy spent for travelling between sectors
* -50% weather penalties
* -50% worn out speed of camouflage by water or time (i.e. experts have permanent camo)

GUNSLINGER -> GUNFIGHTER : (mrk 55-70, dex 50-65, agi 50-65)
* +10% chance to hit with pistols and revolvers
* +5% chance to hit with machine pistols (on single shots only)
* +5% aiming bonus per click with pistols, machine pistols and revolvers
* +15% firing speed with pistols and revolvers
* +10% effective range with pistols and revolvers
* -15% APs needed to raise pistols and revolvers
* +25% reload speed of pistols, machine pistols and revolvers
* Adds one more aim click for pistols, machine pistols and revolvers

HAND TO HAND -> MARTIAL ARTS : (dex 55-70, agi 55-70, str 50-65, hlt 45-60)
* +30% chance to hit with hand to hand attacks with bare hands
* +25% chance to hit with hand to hand attacks with brass knuckles
* -15% AP cost of hand to hand attacks(bare hands or with brass knuckles)
* +30% damage of hand to hand attacks(bare hands or with brass knuckles)
* +30% breath damage of hand to hand attacks(bare hands or with brass knuckles)
* enemy breath lost due to your HtH attacks takes much longer to regenerate
* Focused (aimed) punch deals +75% damage (spinning kick in case of regular merc)
* +35% change to dodge hand to hand attacks(+another 5% with bare hands or with knuckles)
* +20% chance to dodge attacks by melee blade
* -33% APs needed to steal weapon from enemy hands
* -25% APs needed to change state (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles
* +25% chance to kick doors

DEPUTY -> SQUADLEADER : (ldr 50-65, wis 60-75 )
* +5% APs per round of other mercs in vicinity
* +1 effective exp level of other mercs in vicinity, which have lesser level than the squadleader
* +20% total suppression tolerance of other mercs in vicinity and squadleader himself
* +1 morale gain of other mercs in vicinity
* -1 morale loss of other mercs in vicinity
* +50% fear resistence for Squadleader (expert SL cannot cower)
(Only three bonuses can stack, i.e. for one expert squadleader and one deputy or three deputies)
(Minor Drawback: triple morale loss for squadleader's death for all other mercs.)

TECHNICIAN -> ENGINEER : (mec 45-60, expl 35-50, dex 50-65, wis 45-60)
* +30% to repairing speed
* +30% to lockpicking (normal/electronic locks)
* +40% to disarming electronic traps
* +40% to attaching special items and combining things
* +20% to unjamming a gun in combat
* Reduce penalty(which is -75%) to repair electronic items by half
* increased chance to detect traps and mines
* +10% CtH of robot controlled by Technician (it has normally -10% CtH)
* Only Technicians can repair the robot

PARAMEDIC -> DOCTOR : (med 45-60, dex 50-65, wis 55-70)
* Ability to make surgical intervention by using medical bag on wounded soldier instantly returning 30% of lost health back to him (50% with expert). This drains the medical bag a lot. (This can only be done once for every injury, the remaining HPs missing have to be regenerated normally.)
* Can heal lost stats (from critical hits) by the surgery/doctor assignment.
* +25% effectiveness (speed) on doctor-patient assignment
* +30% bandaging speed
* +15% natural regeneration speed of all soldiers in the same sector

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MINOR TRAITS

(you can trade major traits for minor traits, so if not taking major trait at all, you can have three of these; if one major taken, you can have two minors; if both major taken, you can have just one minor trait; the minor traits have no expert level;)
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AMBIDEXTERITY: (dex +10 / 60)
* Eliminates the penalty for using two guns at once
* +20% reload speed of all weapons with magazines
* +33% reload speed of all weapons with loose rounds or wrong magazine
* -33% APs needed for picking items, work backpack, handle doors, traps, burying/disarming bombs and mines, attaching/removing items

MELEE: (str +10 / 60 )
* -20% APs needed to attack by blades
* +40% chance to hit with blades
* +30% chance to hit with blunt melee weapons (except brass knuckles)
* +30% damage of all melee weapons (except brass knuckles)
* +30% chance to dodge attack by melee blades (+ another 20% with a blade in hands)
* +20% chance to dodge attack by blunt melee weapons
* Aimed attack by any melee weapon deals +50% damage

THROWING: (dex +10 / 60 )
* +15% max range when throwing blades
* -20% basic APs needed to throw blades
* +20% chance to hit when throwing blades
* +5% chance to hit when throwing blades per aim click
* +20% damage of throwing blades
* +5% damage of throwing blades per aim click
* +20% chance to inflict critical hit by throwing blade if not seen or heard

NIGHT OPS: (wis +10 / 60 )
* +1 to effective sight range in dark
* +1 to general effective hearing range
* +2 to effective hearing range in dark on top
* +2 to interrupts modifier in dark
* Needs to sleep less than others

STEALTHY: (agi +10 / 60)
* -50% APs needed to move quietly (does not work for 25AP system)
* +40% chance to move quietly
* +25% stealth (being "invisible" if unnoticed regardless the terrain)
* -25% reduced chance to being seen for movement

ATHLETICS: (agi +10 / 60 )
* -25% APs needed for moving (running, walking, swatting, crawling, swimming, etc.)
* -33% energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.

BODYBUILDING: (hlt +10 / 60 )
* Has 20% damage resistance
* +30% effective strength for carrying weight capacity
* Suffers only half energy loss when hit by HtH attack
* Has lesser chance to fall if hit to the legs

DEMOLITIONS: (exp + 10 / 45 )
* +20% max range when throwing grenades
* +30% chance to hit when throwing grenades
* -25% APs needed to throw grenades
* +25% damage of bombs and mines
* +50% to attaching detonators and planting/removing bombs
* Decreases chance enemy will detect bombs and mines set by ourselves
* increased chance shaped charge will open the doors

TEACHING: (ldr + 10 / 45 )
* + 40% bonus(speed) to train militia
* + 40% bonus to effective leadership for determining militia training
* + 40% bonus to teaching other mercs
* Skill value counts to be +25 higher for being able to teach this skill to other mercs
* +25% speed to train stats through self-practising assignment

SCOUTING: (wis +10 / 60 )
* +40 to effective sight range with binoculars (and scopes separated from weapons)
* +10 to effective sight range with scopes on weapons
* -20 tunnel vision with binoculars (and scopes separated from weapons)
* If in sector, adjacent sectors will show exact number of enemies
* Prevents the enemy to ambush your squad
* Prevents the bloodcats to ambush your squad

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You should know, that for many actions - like shooting with certain weapon types, doctoring, repairing, close combat, throwing knives/grenades, many skill checks, which are covered with these new traits - were added some small penalties. For example.. All sniper rifles have penalty to chance to hit -5%. This penalty is in fact 'deleted' if you have one "Marksman" skill trait. So having (doubled Marksman) "Sniper" trait, you just have +5% CtH (than with old traits) for a price of taking both your major trait choices. These penalties represent the 'lack of knowledge' without proper trait. So without being at least paramedic, your doctoring ability willbe much less effective (than in the original game). Same for repairing things without technician etc.
All these penalties only applies if you have chosen "New Traits" on the new campaign start. Also take into account that all these modifiers are externilized, so if you want to see all of them and their default settings, look into "Traits_Settings.INI" under section "Generic Traits Settings".


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--- PERSONALITY ---
Summary: If you choose New Traits on the beginning of game, you will also have the original "attitudes" and "personalities" changed. These were renamed to "Character Traits" and "Disabilities". Character traits were made to consist some advantage and some disadvantage, disabilities are always negative features of merc, but if you pick one, you'll gain a good bonus to attribute points on IMP creation. Most of Disabilities remained the same, I just made Heat Intolerant working (penalties in desert/tropical sectors if not raining), slightly changed Fear of Insects (those are distracted in tropical sectors and have lower performance there), and repaired the Psycho (no insane CtH bonus like before, and they can loose morale if using a gun uncapable of auto/burst fire).
The bonuses of character traits are small, about 5-10%, it is not meant to boost your mercs, but just to diversify them more.

Here is the character traits list:
Click to reveal.. (Character Types)


CHARACTER TRAITS

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* Neutral
A: No advantage.
D: No disadvantage.

* Sociable
A: Has better performance when in a large group (number of mercs around in a certain distance)
D: Gains no morale when no other merc is within certain distance.

* Loner
A: Has better performance when no other merc is within a certain radius
D: Gains no morale when in a large group (more than 1 other merc in certain distance)

* Optimistic
A: His morale sinks slower and grows faster than normal.
D: Has lesser chance to detect traps and mines.

* Assertive
A: Has bonus on training militia and is better at communication with people.
D: He gains no morale for actions of other mercs.

* Intellectual
A: Faster learning when assigned on practicing or as a student.
D: Has lesser suppression and fear resistance.

* Primitive
A: His energy goes down slower except when doctoring, repairing, training militia and learning certain skills (those listed below).
D: His wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.

* Aggressive
A: Better chance to hit on burst/autofire, inflicts slightly bigger damage in close combat, and gains more morale for killing.
D: Has penalty for actions which needs patience like repairing items, picking locks, removing traps, doctoring, training militia.

* Phlegmatic
A: Has bonus for actions which needs patience like repairing items, picking locks, removing traps, doctoring and training militia.
D: His interrupts modifier is slightly lowered.

* Dauntless
A: Incresed resistance to suppression and fear and morale loss for taking damage and other mercs’ death is lower for him.
D: Can be hit easier and enemy penalty for moving target is lesser in his case.

* Pacifist
A: He gains morale when on non-combat assignments (except training militia).
D: Gains no morale for killing.

* Malicious
A: Has bigger chance for inflicting stat loss and can inflict special painful wounds when able to, they also gain bonus morale for inflicting stat loss.
D: Has penalty for communication with people and his morale sinks faster if not fighting.

* Show-off
A: Has better performance when there are some mercs of opposite gender nearby.
D: Morale of other mercs of the same gender grows slower if nearby.

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I'm not enlisting the disabilties, as they are very much the same as before and you can find them in IMP creation process with descriptions.

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--- OTHER FEATURES ---

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ASSINGING TRAITS TO ENEMY & MILITIA

Ini options:
ASSIGN_TRAITS_TO_ENEMY = TRUE/FALSE
ASSIGN_TRAITS_TO_MILITIA = TRUE/FALSE
ASSIGNED_SKILL_TRAITS_RARITY = -50 to 25

This function first look into the soldiers hands at the stage of his creation and according what it finds, rolls and tries to assign traits to that soldier.
The system the enemy choose their guns is quite efficient and first of all editable via the XMLs. I assign the traits according to the gear they carry, not assign the gear according to their traits. But the result is the same. The chances for assigning the traits are based on game progress and type of soldier (admin/regular/elite).

However only elites/veterans can acquire third trait.
Overally, you can be sure the enemy will be more skilled with their gear. If the enemy has a mortar (only one is allowed per enemy squad), he most likely have the heavy weapons trait as well, if he will take out a knife and charge you, he will most likely have a knifing skill, and when he starts to throw knives at you, he probably is a skilled thrower.
Based on the difficulty, there is also a specific number of squadleaders in every enemy army group. Mostly it is one squadleader per squad (plus one deputy maybe). For now I haven't changed the soldier's colors in this case, but it can come later if players would wish.

Because the traits were significially improved, this compensate the incresed power of mercs with traits. Before this, enemies had no traits (the only 2 exceptions were Night Ops and Ambidextrous).

The assagning traits works roughly like this:
Click to reveal..

First determine squadleader(s) (only with new traits)
Then based on what soldier carries:
Assault rifle/LMG - chance to gain Auto Weapons trait/s
Sniper Rifle - chance to gain Sniper trait/s
SMG - chance to gain Auto Weapons trait/s and small chance to gain Ambidextrous (gains second SMG)
Rifle/Shotgun - chance to gain Ranger trait/s (sniper on old traits)
Pistol - chance to gain Gunslinger trait/s plus chance to gain Ambidextrous (gains second pistol)
Machine pistol - chance to gain Gunslinger trait/s and small chance to gain Auto Weapons or Ambidextrous (gains second m-pistol)
..if any trait haven't been assigned, try this:
If mortar guy - automatically gains one Heavy weapons trait(and very good chance to be Bombardier)
If having some other heavy weapons - chance to gain Heavy weapon trait/s
Chance to gain Hand to Hand or Martial Arts for anyone (better chance if having brass knuckles or similar)
If at night(only) - chance to assign Night Ops trait
If having a knife/blunt melee weapon in inventory - chance to assign Melee trait (knifing on old traits)
If having throwing knives - chance to assign Throwing trait
If having grenades - chance to gain demolitions trait (for new traits only)
If still some space for traits remains - good chance to gain Athletics or Bodybuilding (based on type and chance, females gain Athletics more likely, big guys BB...)


One minor feature added as well - Show enemy traits on soldier tooltips.
Ini option for this:
SOLDIER_TOOLTIP_DISPLAY_TRAITS = TRUE/FALSE
(Note: This is only shown when tooltips level is set to debug - 4.)


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IMPROVED IMP CREATION

The IMP creation should be now a bit more intuitive especially when choosing the skill traits.

First I've made the Help Popup Boxes to show effects of skill traits, character traits and disabilities.
Simply hover your mouse over the name of the trait to see the text windows.
You might also notice that if you change ini settings of traits, those will reflect in these help texts as well.

For example, if you remove some bonus from trait, the line will not be shown there.
You can see the descriptions when hovering your mouse over the name of skills [/b]in personnel section within your laptop as well[/b].

Second, I've changed the way you choose skill traits. Now you have a "double button" for every trait. If you want to take a trait on expert level, simply check both buttons for that trait. The name of trait changes accordingly (adds "expert" if with old traits) and the bonuses in popup help as well.

Third, the attribute selection page isd also tweaked to be more intuitive, even with old traits. All values are set to minimum at the start.

The texts around there were changed as well. (English version so far.)


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ENHANCED CLOSE COMBAT SYSTEM

Ini option:
ENHANCED_CLOSE_COMBAT_SYSTEM = TRUE/FALSE

This ini option consists following minor features enhancing the close combat system in JA:

* Attributes used for HtH attacks or stealing slightly tweaked.

* HtHand hit to head deal more damage. There is a -20% chance to hit to head but +25% damage bonus there. Also reduced slightly the overall HtH damage (by 1) as you now have this possibility.

* HtH hit to legs do half damage but has much better chance to hit. Damage is only 50% of normal damage dealt to body, but chance is +25%.

* HtH damage on lying enemies increased. If an opponent is on the ground and you want to beat him, you can do it much more effectively than if he stands. Kneel on him, bash his head against the ground, break his neck, rather not to imagine.. but this is war. HtH damage to lying enemis is increased by 50%. (Note that it would be weird if you can hit enemy harder to head if he stands but only normally if he is on the floor).

* Aimed HtH attack cost less APs. Now the aimed punch can actually be of any use. It gives you +20% chance to hit while the AP cost is decreased (+75% normal punch time).If you have MA or HtH trait, this is converted into "focused punch" - martial artists perform their spinning kick then.

* Always notice a character after stealing. The enemy will always notice you after you have tried to steal his gun. (If you are behind him.) It's rather a fixed bug, when you were able to take a gun from an enemy and he just walked away without noticing his 9kg-heavy weapon is gone.

* Reduced AP cost for stealing items if the enemy has no item. Your merc will probably see, that the enemy is naked so will not spend so much APs fighting for things that do not exist.

* Experience recieved for certain actions changed. Exp tweaked to be more logical. Like.. for successful dodging, you gain exp mostly for agility (was dexterity), beating a guy on ground gives more strength exp, stealing gives more exp overall and mostly to dext/agility (was strength), focused punch(Ma/HtH traits) gives you double exp.. etc.

* Stealing all items is now possible only when the enemy is knocked unconcious. The APs you need to do this are initialy double the APs for pickup item(AP_PICKUP_ITEM in APBP_constants.ini) plus APs to pickup for every item you selected to take. If you select more items to take from the enemy than what you have APs for, the rest will remain with the enemy and a message occures that you haven't taken all you wanted. Note that this action will give you almost no experience, while tearing gun from conscios enemy hands gives you a lot of experience in str/dex/agi.

* If a character fights hand to hand, got hit or dodged an enemy melee attack, he will turn to the boxing stance (ninja stance for martial artists or knife stance with knife). This is cosmetical, but very nice. The hand to hand battle now looks pretty cool as they don't stand there like idiots now.


Other features may be added into this in time..


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CAMOUFLAGE CAN BE REPAINTED

Ini options:
CAMO_REMOVING = TRUE/FALSE

It is now possible to repaint one camo type with another one. If you are about to apply new camo on yourself, the old camo is removed as much as needed.

This means if you have desert camo 40%, urban 40%, jungle 20%, and apply jungle camo kit (with enough points to give you 100% jungle camo), you will simply repaint the urban and desert camo, resulting in reducing desert and urban camo to 0, keeping those 20% of jungle and add 80% from the kit. The kit percentage will be reduced accordingly (-40% in this case).
Now.. if you have 80% urban camo and want to add 50% jungle camo, it will reduce the urban camo by 30%, so you can apply the 50% of jungle camo.
And so on.
Also a tooltip window showing exact types of camo you have on is added. This window can be shown when hovering over the camo % in inventory(tactical only for now).
I also added the possibility to use a rag on a merc to remove all the camo (don't know if it will work with some super-modified items.xml like from dbb mod).
Note that this is important for "Ranger" trait (or old "Camouflaged" trait), where your camo is not fading over time. Without this feature, you wouldn't be able to change the type of your permanent camo at all.


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AN INI OPTION TO MAKE MILITIA STRONGER

I have externilized overall militia combat ability in autoresolve and in tactical battles.
Because we are not likely to improve their tactical AI any soon, these options can at least make them stronger.

You can actually turn them to demigods on battlefield if you set this very high.
This option can allow you to set max team size to high values while not need to set max militia per sector to high value as well. You can have enemy teams of even 40 soldiers and still have only 20 militia per sector and be able to defend your cities as before. With 50 militia you would be annoyed to when rearranging militia in cities on strategic map, not to mention the interface is not made for such numbers right now.

There are these ini settings for this:

; Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can be also
; negative, meaning the militia will be weaker.
GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = -100 to 500
REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = -100 to 500
VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = -100 to 500

; Flat bonus to Militiamen Action Points.
GREEN_MILITIA_APS_BONUS = -75 to 75
REGULAR_MILITIA_APS_BONUS = -75 to 75
VETERAN_MILITIA_APS_BONUS = -75 to 75

; Percentual bonus to Militia total precalculated CtH every shot. (100 here means the militia has always CtH doubled.)
GREEN_MILITIA_CTH_BONUS_PERCENT = -100 to 500
REGULAR_MILITIA_CTH_BONUS_PERCENT = -100 to 500
VETERAN_MILITIA_CTH_BONUS_PERCENT = -100 to 500

; Normal and energy damage is reduced by this many percents.
GREEN_MILITIA_DAMAGE_RESISTANCE = -50 to 90
REGULAR_MILITIA_DAMAGE_RESISTANCE = -50 to 90
VETERAN_MILITIA_DAMAGE_RESISTANCE = -50 to 90

; Determines bonus to assigned weapon and gear quality (coolness).
GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = -5 to 10
REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = -5 to 10
VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = -5 to 10

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AN INI OPTION TO MAKE SPECIAL NPCS STRONGER

Ini option:
SPECIAL_NPCS_STRONGER = 0-200

Special NPCs (like the queen, Mike, terrorists, hitmans..) can be made much tougher by this. It is percentual, so setting there 100, means they will be VERY TOUGH. It includes increased CtH, APs and overall damage resistance the very similar way as militia strength bonus settings. This is a little RP, story realted feature. So you can have a "feeling", that these guys are really something special.
NPCs included: Deidranna, Mike, Kingpin, Carmen, Joe, General and all terrorrists and hitmans.


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ENEMY AMBUSHES CHANCE

Ini option:
ENABLE_CHANCE_OF_ENEMY_AMBUSHES = TRUE/FALSE
ENEMY_AMBUSHES_CHANCE_MODIFIER = -100 to 100

This actually replaces the "ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE" option.
It allows the enemy to ambush you no matter on what difficulty you play.
However the chance is now based on many factors:
* Game difficulty.
* Whether you know if the enemy is there or not.
* How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely).
* Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs
mean higher chance).
* Highest level amongst the mercs in your squad.
* Some other small circumstances.
* Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER

This makes sense as long as you play with new traits, because of the "Scouting" trait's ability to prevent these ambushes.


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ENEMY TAUNTS

An option can be found within game preferences menu.

The taunts were implemented for many offensive actions of enemies (fire gun, throw,..).
It is still in a stage of development, I hope I'll be able to make a xml for the taunt quotes and make more situations where taunts may occur.


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STARTING GAME OPTION SCREEN CHANGED

Certain settings were put out from ini into the game itself.

Some of them make an effect only when you start new game and some would only break the game balance if changed in the middle of a campaign (as is mentioned in the ini).
Option added:
Old/New traits - here you simply choose if you want to play with original skill traits and attitudes or with new trait system and new character traits.
Options moved:
Slow progress for enemy item choices - actually you can now choose if the speed is normal, or slow for enemy only and not for militia or vice versa, or slow for both enemy and militia.
Enable all terrorrists - simple, this option has effect only if starting new game anyway.
Enable all weapon caches - this option has effect only if starting new game as well. I just renamed it to "special arsenals", it's shorter and not only weapons might be there there anyway.
Enemies drop all items - this option can make disbalance ongoing campaign if switched in the middle of the game. Also, there is no point to turn it off if you've played half game with it on. Accept this as an extra challange option - playing with drop all on is kinda easy. I would suggest to change xmls for enemy drops if you need the enemy to drop more stuff (like ammo, because of HAM).

The graphical face is also adjusted a bit.


***************************************************************************************************

SMALL CHANGES AROUND

Some little things and fixed bugs, that are not even worthy reminding, like:

* Fixed bug around amount of energy regained for unused APs. (Calculation was wrong - the less APs you've had, the more energy you gained.)
* Fixed bug with taking dexterity into account when calculating moving silently ability instead of agility.
* Fixed bug the ultra dynamic tooltips restricts the tooltips even if tooltip level set to debug.
* Tweaked several code related things.
* Added a possibility the enemy can charge you with HtH attacks (mostly if having HtH/martial arts trait), not only if having no weapon at all. Also added a possibiliy the enemy can steal your weapon from your hands the way you can do it.
* Externalized IMP cost. Ini option - IMP_PROFILE_COST = 0-50000
* Added "Dynamic IMP costs" feature, if TRUE, every other IMP profile cost is increased by it's basic value (i.e 3000$ for first, 6000$ second, 9000$ third) . Ini option - DYNAMIC_IMP_PROFILE_COST = TRUE/FALSE
* Merc laughs maniacally if goes psycho on autofire. (Was not there, don't know why.)
* Chance for going psycho is pre-counted(like shooting and so), so save-load doesn't help.
* When you intentionaly attack your own militia, it is considered as a betrayal and loalty in ALL towns are drastically reduced.
* You cannot steal items from your militia. (This is because with stronger militia options, they can get very powerful weapons, you would have too big advantage then.)
* Added some small chance that carried explosives can explode when struck by heavy explosion.
* Many things I don't even remember...


***************************************************************************************************
***************************************************************************************************

Sandro
_________________________
Maker of improved IMP creation, New Trait System (aka STOMP), Alternate Weapon Holding, Improved Interrupt System, also added several animations etc.

Consider me as a "modder on retirement". No guarantees on more features from me.
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#241485 - 09/01/2010 Re: S.T.O.M.P. v1.0 Alpha [Re: Sandro]

tao
A man who doesn't spend time with his family can never be a real man. -Vito Corleone
Major
Registered: 03/08/2009
Posts: 4126
Loc: The Known Universe
Sandro, Can I add this to a previous savegame? or Can I use a previous savegame? I mean I used Goc man's install of WF mod. If I follow your directions will my save game still work?


Edited by craigmsandy (09/01/2010)
_________________________
The journey is the reward...
He who knows he has enough is rich...
T.A.O. E.I.

tao
playboy
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#241488 - 09/01/2010 Re: S.T.O.M.P. v1.0 Alpha [Re: tao]

Nickfighter
sergeant
Registered: 07/12/2007
Posts: 140
Loc: Poland
HAM 3.5? Meh, then i won't use STOMP then. I just can't get used not-to-play 3.6
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#241493 - 10/01/2010 Re: S.T.O.M.P. v1.0 Alpha [Re: Nickfighter]

Slax
Sergeant Major
Registered: 16/07/2006
Posts: 1496
Loc: People riding polar bears outs...
So glad you used HAM 3.5 and not something newer. I'll definitely have to try this out after I finish my current playthrough.
_________________________
How to play:
Install JA2, unpack latest, overwrite, play.
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#241499 - 10/01/2010 Re: S.T.O.M.P. v1.0 Alpha [Re: tao]

Sandro
first sergeant
Registered: 01/11/2008
Posts: 951
Loc: Mars
Originally Posted By: craigmsandy
Sandro, Can I add this to a previous savegame? or Can I use a previous savegame? I mean I used Goc man's install of WF mod. If I follow your directions will my save game still work?


If you mean previous STOMP savegame, then it should work. Just make sure to place your savegames into the right profile directory (HAMSTOMP).


Edited by Sandro (10/01/2010)
_________________________
Maker of improved IMP creation, New Trait System (aka STOMP), Alternate Weapon Holding, Improved Interrupt System, also added several animations etc.

Consider me as a "modder on retirement". No guarantees on more features from me.
Top
#241505 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: Sandro]

Forral
sergeant
Registered: 12/05/2009
Posts: 130
Loc: Sweden
Everything seems to be working okay for me, but I get quite the number of alerts that things are askew in my ini file upon game start. As far as I can see, there isn't anything actually wrong with the settings however, and I notice no adverse effects. However, I worry that the errors are an indication that I made a mistake somewhere and that I'm just waiting for everything to explode on me. crazy

My installation was as follows:

1. Kaerar's Latest Single Click installer (SVN 1203)
4. STOMP v1.0
2. WFmod 6.06 into Stomp's newly created folder
3. Alpha Item mod into the same folder
4. STOMP *Again* with the Wildfire Tabledata added into the correct folder

The Ini Editor shows a bunch of the various entires as "Missng property" and won't let me modify them, which was expected. I simply changed them manually, but even when changed manually I still get the same errors upon game start.

These are the errors:

Code:
The value [JA2 HAM Settings][BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][SMART_ROAMING_MILITIA_GENERATOR] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][ALLOW_MILITIA_MOVE_THROUGH_MINOR_CITIES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][APPROXIMATE_CTH] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][INCREASE_AI_WILLINGNESS_TO_SUPPRESS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][DYNAMIC_AIM_LIMITS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][INCREASED_AIM_COST] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][ALLOW_DYNAMIC_RESTRICTED_ROAMING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 HAM Settings][ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][ALWAYS_USE_PROF_DAT] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][AUTOMATICALLY_FLAG_MINES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][SMART_GOGGLE_SWITCH] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][DEVIN_USES_BR_SETTING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][TONY_USES_BR_SETTING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][NEW_AGGRESSIVE_AI] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Tactical Settings][QUIET_REAL_TIME_SNEAK] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Tactical Settings][ALLOW_UDT_DETAIL] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Tactical Settings][ALLOW_UDT_RANGE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 System Settings][AUTO_SAVE_ON_ASSERTION_FAILURE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.


Worth to note is that I used to have HAM 3.6. I'm using fresh folders now though, and the replaced files from the base directory that could potentially be causing me issues would have been again overwritten by the 'Single Click installer, I'd reckon.

Where did I go wrong? Any guesses?


Solved it. I'm just a moron and managed to misplace the correct .ini. Not sure how that happened though. I have no excuses. widegrin


Edited by Forral (10/01/2010)
Edit Reason: Because I'm stupid
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#241506 - 10/01/2010 Re: S.T.O.M.P. v1.0 Alpha [Re: Sandro]

entar
private 1st class
Registered: 08/11/2009
Posts: 13
Nice job Sandro. Is the calculation bug for the bombadier fixd in this version?
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#241511 - 10/01/2010 Re: S.T.O.M.P. v1.0 Alpha [Re: entar]

CptMoore
master sgt
Registered: 06/03/2009
Posts: 273
Whats a rifle, sniper rifle and an assault rifle?
Top
#241513 - 10/01/2010 Re: S.T.O.M.P. v1.0 Alpha [Re: CptMoore]

tao
A man who doesn't spend time with his family can never be a real man. -Vito Corleone
Major
Registered: 03/08/2009
Posts: 4126
Loc: The Known Universe
Originally Posted By: CptMoore
Whats a rifle, sniper rifle and an assault rifle?
Really?

A rifle is a firearm designed to be fired from the shoulder, with a barrel that has a helical groove or pattern of grooves ("rifling") cut into the barrel walls.

A sniper rifle is a rifle used to ensure accurate placement of bullets at longer ranges than other small arms. A typical sniper rifle is built for optimal levels of accuracy, fitted with a telescopic sight and chambered for a military centerfire cartridge.

An assault rifle is loosely defined as a selective fire rifle designed for combat that uses an intermediate cartridge and a detachable magazine. Assault rifles are the standard infantry weapons in most modern armies.
_________________________
The journey is the reward...
He who knows he has enough is rich...
T.A.O. E.I.

tao
playboy
Top
#241514 - 10/01/2010 Re: S.T.O.M.P. v1.0 Alpha [Re: tao]

Tbird94lx
Bobs your Uncle
Brigadier General
Registered: 13/04/2002
Posts: 6665
Loc: ohhhhhh canada
started playing with this..its pretty nifty tool..really fleshes out imps to be more unique and eprsonalized smile

one warning though..am playing it with DBB installed..and while the enemy and militia and shops etc aint messed up..the imp choices are badly..for instance..my stealth dude ended up recieving 2 AS50 .50bmg sniper rifles with schmitt and bender 12x scopes as defaults..i sold them after taking the intial sector as i prefer no biggie rifles till at least grumm..but as a warning..if you use dbb-mod with stomp...your imps gonna be goofy smile (also my doctor ended up with two platunum watches as default..lol..kinda OCD on time keeping widegrin )
_________________________
and on thursday..god created the remington bolt action rifle..so man could fight the dinosaurs...and the homosexuals..amen..
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#241515 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: Sandro]

Randok
master sgt
Registered: 12/03/2004
Posts: 440
Loc: Poland
Thanks for STOMP,for big info, for your work. smile
_________________________
Many thanks to all those who make new features for Jagged Alliance 2.
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#241517 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: Randok]

Tbird94lx
Bobs your Uncle
Brigadier General
Registered: 13/04/2002
Posts: 6665
Loc: ohhhhhh canada
dont want to overstate this..but ALL who want an improved ja2 NEED to try stomp..for the first time since i can remember..finally..an advance (seemingly) in militia and enemy AI..with the assign traits option i see actual tactical movements and actions by my militia..oh god its beautiful..and the enemy is alot better at handling you..sure there are still instances of gathering in big mobs easy for a grenade..but its only happened once so far in my game smile

will keep playing and see if any bugs pop up..but "so far"..this is looking like a 'must add" to 1.13 standard..3 cheers to sandro..awesome work dude smile
_________________________
and on thursday..god created the remington bolt action rifle..so man could fight the dinosaurs...and the homosexuals..amen..
Top
#241535 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: Tbird94lx]

Doomhunk
sergeant
Registered: 03/10/2004
Posts: 124
Loc: england
Thanks for your work Sandro but can you help me with some questions?

1) Is HAMS suppresion set to be working as default as ive tried a very brief game and nothing seemed to indicate it is. How do i switch it on?----- DONT WORRY HAVE NOW FOUND IT IS ON ALTHOUGH HARDER TO ACHIEVE THAN I REMEMBER------

2) Love the trait idea although im surprised Buns isnt considered a sniper.

3) Maybe change the deputy title to something else howabout leader? or non-com, officer candidate?


Edited by Doomhunk (10/01/2010)
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#241538 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: Doomhunk]

Nickfighter
sergeant
Registered: 07/12/2007
Posts: 140
Loc: Poland
Deputy->Lieutenant
BTW. Do you plan on making it HAM 3.6 compatible?


Edited by Nickfighter (10/01/2010)
Top
#241540 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: Nickfighter]

CptMoore
master sgt
Registered: 06/03/2009
Posts: 273
Thx craigmsandy. I hope the Ranger rifle bonus applies a bit to the assault rifles, there are only limited rifles available to buy *very sad face* which can benifit from the Ranger bonus.

Btw, somehow my cover display doesn't work correctly when the ranger camo is active.
Top
#241542 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: Nickfighter]

Sandro
first sergeant
Registered: 01/11/2008
Posts: 951
Loc: Mars
Originally Posted By: entar
Nice job Sandro. Is the calculation bug for the bombadier fixd in this version?

Yes.

Originally Posted By: Tbird94lx Moderator
..finally..an advance (seemingly) in militia and enemy AI..

Actually I forgot to mention I have added two things to AI.. The soldier can now decide to engage a bare hand fight with you (mostly if having martial arts trat) and they can even steal your weapon the same way you are able to.. smile
I shall add this to the descriptions.
Anyway.. I'm glad you like the mod. smile

Originally Posted By: Doomhunk
2) Love the trait idea although im surprised Buns isnt considered a sniper.

I tried to stay the way the original mercs' traits are assigned.

Originally Posted By: Doomhunk
3) Maybe change the deputy title to something else howabout leader? or non-com, officer candidate?

This one's name was very tricky. I discussed this with many people around. The thing is it shouldn't be a military rank. So lieutenant does not fit either.

Originally Posted By: Nickfighter
BTW. Do you plan on making it HAM 3.6 compatible?

In time, yes. I am very interested in HAM 3.6 facility and spending system. Although I'll wait until it's beta at least.

_________________________
Maker of improved IMP creation, New Trait System (aka STOMP), Alternate Weapon Holding, Improved Interrupt System, also added several animations etc.

Consider me as a "modder on retirement". No guarantees on more features from me.
Top
#241544 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: Sandro]

Nickfighter
sergeant
Registered: 07/12/2007
Posts: 140
Loc: Poland
Deputy->Second in Command ;D
Oh, and HAM 3.6 is completely stable and bug free (at least for me ;D) It's declared as alpha because Headrock haven't updated it for quite a long and he thinks that the current features of it are too less for a full HAM release trooper


Edited by Nickfighter (10/01/2010)
Top
#241547 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: Nickfighter]

Tbird94lx
Bobs your Uncle
Brigadier General
Registered: 13/04/2002
Posts: 6665
Loc: ohhhhhh canada
ok..bugs/goofiness time..one enemy got down on a knee and started plunging a knife into a militia..from 10 squares away..thats one flippin long knife widegrin
and..twice loyalty in cambria went down to 4 from over 30 after taking sectors..no civillians were even sneezed on..twas very very weird..these are things that have never happened in my game pre-STOMP
_________________________
and on thursday..god created the remington bolt action rifle..so man could fight the dinosaurs...and the homosexuals..amen..
Top
#241551 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: Tbird94lx]

tao
A man who doesn't spend time with his family can never be a real man. -Vito Corleone
Major
Registered: 03/08/2009
Posts: 4126
Loc: The Known Universe
Originally Posted By: Tbird94lx
ok..bugs/goofiness time..one enemy got down on a knee and started plunging a knife into a militia..from 10 squares away..thats one flippin long knife widegrin
and..twice loyalty in cambria went down to 4 from over 30 after taking sectors..no civillians were even sneezed on..twas very very weird..these are things that have never happened in my game pre-STOMP
....And it did damage to your mercenary?
_________________________
The journey is the reward...
He who knows he has enough is rich...
T.A.O. E.I.

tao
playboy
Top
#241552 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: tao]

Tbird94lx
Bobs your Uncle
Brigadier General
Registered: 13/04/2002
Posts: 6665
Loc: ohhhhhh canada
the enemy that stabbed the militia from bout 10 squares away did 32 points of damage on him widegrin
_________________________
and on thursday..god created the remington bolt action rifle..so man could fight the dinosaurs...and the homosexuals..amen..
Top
#241553 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: Tbird94lx]

tao
A man who doesn't spend time with his family can never be a real man. -Vito Corleone
Major
Registered: 03/08/2009
Posts: 4126
Loc: The Known Universe
MAN! I want a 30 foot knife (sword)!
_________________________
The journey is the reward...
He who knows he has enough is rich...
T.A.O. E.I.

tao
playboy
Top
#241555 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: tao]

Tbird94lx
Bobs your Uncle
Brigadier General
Registered: 13/04/2002
Posts: 6665
Loc: ohhhhhh canada
think it was a ginsu MK5 turbo blade the enemy used..swear i could here a infomercial voice in the background tongue
_________________________
and on thursday..god created the remington bolt action rifle..so man could fight the dinosaurs...and the homosexuals..amen..
Top
#241557 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: Tbird94lx]

tao
A man who doesn't spend time with his family can never be a real man. -Vito Corleone
Major
Registered: 03/08/2009
Posts: 4126
Loc: The Known Universe
BILLY MAYS HERE WITH THE MK5 TURBOOO BLADE!
_________________________
The journey is the reward...
He who knows he has enough is rich...
T.A.O. E.I.

tao
playboy
Top
#241559 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: tao]

Mauser
The one who knocks
lt
Registered: 16/08/2006
Posts: 2472
Loc: Bavaria - Germany
@ Sandro: great work man! STOMP is quite an achievement on the roleplaying/tactical roles level, a thing long overdue and with great potential. now, specialisation is a must for IMPs to become really effective.

i currently tried STOMP over WF6.06 install+AIM+HAM3.5 and so far i got some little issues:

mostly, NPCs and non enemy faction armed civilians/guards suddenly become hostile for no reason and start shooting at my mercs at random, not necessarily when they first see them.

there seems to be no apparent trigger, they are not attacked or wounded by me. don´t know if that´s a STOMP issue or maybe HAM or anything else. but since i´ve had this already long before STOMP, i reckon its not really STOMP related. strange and annoying nonetheless.

anyways, great mod overall. now character creation finally is as complex and rewarding as it should have been from the very beginning. also great that all values are externalized in XMLs.

but one thing i´ve noticed is that most of my mercs seem to have more than 100 AP available, some even up to 115 or more when fully rested. is that carryover from previous turn or is that because of general STOMP bonuses?

another thing i´ve noticed is that the colors chosen in the character creation are not always taken over correctly, i often end up with different pant/shirt colors as the ones i´ve selected.

so far that´s all i´ve noticed in my quick drassen playthrough until now.

and from now on i want nobody here bitching about how 1.13 developement makes no or not enough progress! STOMP is a great progress and feature that´s essential for further character modding!
_________________________
though I walk thru the valley of the shadow of death, I shall fear no evil, 'cause I am DEATH INCARNATE!

Top
#241566 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: Mauser]

Sandro
first sergeant
Registered: 01/11/2008
Posts: 951
Loc: Mars
Originally Posted By: Tbird94lx
ok..bugs/goofiness time..one enemy got down on a knee and started plunging a knife into a militia..from 10 squares away..thats one flippin long knife widegrin

Whack it! This is a STOMP bug that's for sure, I've already been reported about this. I'll take a look at it when I got time.

Originally Posted By: Tbird94lx
and..twice loyalty in cambria went down to 4 from over 30 after taking sectors..no civillians were even sneezed on..twas very very weird..these are things that have never happened in my game pre-STOMP

Hmm, anybody else experienced this? May be something about facilities, but I'm not sure.

Originally Posted By: Mauser
mostly, NPCs and non enemy faction armed civilians/guards suddenly become hostile for no reason and start shooting at my mercs at random...

This actually never happened to me, but I've heard about this several times even before STOMP. I have no idea what the cause is and I haven't been examining anything about this so far.

Originally Posted By: Mauser
... also great that all values are externalized in XMLs.

Actually it's externalized in STOMP's ini. Just for no confuse.

Originally Posted By: Mauser
but one thing i´ve noticed is that most of my mercs seem to have more than 100 AP available, some even up to 115 or more when fully rested. is that carryover from previous turn or is that because of general STOMP bonuses?

Don't you have a squadleader and/or deputy around? This should actually be a feature for these traits. Giving AP bonuses to mercs under command radius. 15% is default maximum bonus you can reach for a single merc, which can give you 115 APs then.

Originally Posted By: Mauser
another thing i´ve noticed is that the colors chosen in the character creation are not always taken over correctly, i often end up with different pant/shirt colors as the ones i´ve selected.

This is because of your WF mod. It changes the colors of enemies, however very rough way - the the basic pallettes are messed up. You can solve it either with trying to figure which color in IMP creation matches to which color in game... or delete "ja2pal.dat" from the mod (it's located in "BinaryData" folder) and play with original enemy colors. It's not STOMP related.
_________________________
Maker of improved IMP creation, New Trait System (aka STOMP), Alternate Weapon Holding, Improved Interrupt System, also added several animations etc.

Consider me as a "modder on retirement". No guarantees on more features from me.
Top
#241571 - 10/01/2010 Re: STOMP v1.0 Alpha [Re: Sandro]

Marlboro Man

Major General
Registered: 12/10/2005
Posts: 7801
Loc: USA
Looks very good Sandro! Keep up the nice work. smile
_________________________
You smell that?
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#241582 - 11/01/2010 Re: STOMP v1.0 Alpha [Re: Sandro]

Mauser
The one who knocks
lt
Registered: 16/08/2006
Posts: 2472
Loc: Bavaria - Germany
Quote:
This actually never happened to me, but I've heard about this several times even before STOMP. I have no idea what the cause is and I haven't been examining anything about this so far.


yeah it´s weird. a real PITA. can make the game very frustrating to play. but it definitely is not your fault.

Quote:
Actually it's externalized in STOMP's ini. Just for no confuse.


ah yes, of course. sorry got that mixed up. still great that it´s externalized anyways. wink

Quote:
Don't you have a squadleader and/or deputy around? This should actually be a feature for these traits. Giving AP bonuses to mercs under command radius. 15% is default maximum bonus you can reach for a single merc, which can give you 115 APs then.


ah, so that´s the power of the squadleader eh? yes, i have one squadleader IMP around. interesting feature.

Quote:
This is because of your WF mod. It changes the colors of enemies, however very rough way - the the basic pallettes are messed up. You can solve it either with trying to figure which color in IMP creation matches to which color in game... or delete "ja2pal.dat" from the mod (it's located in "BinaryData" folder) and play with original enemy colors. It's not STOMP related.


ah thanks. so it´s a wildfire palette issue then. oh well, you never stop learning!

anyways, keep uo the good work Sandro. i think STOMP will become a 1.13 basic feature very soon. it just adds too much to gameplay depth to remain a separate mod. moddders sure will LOVE this, once they get to know it´s potential!
_________________________
though I walk thru the valley of the shadow of death, I shall fear no evil, 'cause I am DEATH INCARNATE!

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#241584 - 11/01/2010 Re: STOMP v1.0 Alpha [Re: Mauser]

Forral
sergeant
Registered: 12/05/2009
Posts: 130
Loc: Sweden
I was kind of waiting for STOMP as somekind of Messiah that would bring all my inspiration for modding back to me as well as my will to play the game. You know what? It worked! I'm having tons of fun and feeling the need to return right back to my little pet modding projects. widegrin

Great job, Sandro! Sorry's it's been leeching off your inspiration though as it's done much to give me mine back. ok
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#241590 - 11/01/2010 Re: STOMP v1.0 Alpha [Re: Sandro]

zwwooooo
Corporal 1st class
Registered: 09/02/2009
Posts: 76
Good work! ok
Top
#241612 - 11/01/2010 Re: STOMP v1.0 Alpha [Re: zwwooooo]

Tbird94lx
Bobs your Uncle
Brigadier General
Registered: 13/04/2002
Posts: 6665
Loc: ohhhhhh canada
hmmm..did you give the enemy +5 potty mouth? widegrin they sure call me mother F****** alot...ya know..lockie is only 11 years old..ya sure his mommy would want him seeing that word ? tongue
_________________________
and on thursday..god created the remington bolt action rifle..so man could fight the dinosaurs...and the homosexuals..amen..
Top
#241622 - 11/01/2010 Re: STOMP v1.0 Alpha [Re: Tbird94lx]

Forral
sergeant
Registered: 12/05/2009
Posts: 130
Loc: Sweden
I'm encountering crashes on the creation of second IMPs. Just as a new imp is finalized and I press the "done button" Correction: The "Yes I do button" that follows the game CTDs. It doesn't seem to be due to any specific selections of traits, skills or personalities but it has never happened on the creation of my first IMP. It happens with no traits selected, with no pesonalities, and with no disabilities. It also happens with any combination that I've been able to think of.

I *am* running with a personally modified IMPchoices file (modifications made through the XML editor upon the IMPchoices that came with STOMP) and everything looks okay with that file. Just thought I'd mention it in case it might effect something. It's a bare bones setup anyways, that doesn't provide anything more than absolutely necessary.

Update 1:
It happens both with and without Dynamic IMP Profile Costs.
It happens both with old and new inventory systems.
It happens with both male and female characters.

I simply can't seem to manage to make more than the first IMP even though 6 should have been possible through the option in the new game menu. It'd appear as if I've screwed up somewhere, but does anyone have a clue where exactly? confused

Update 2:
The crashes cease when the new traits are disabled, but that's naturally not a desireable way of playing the game.

Probable bug:
Disabling the new traits also exposes another problem with the attribute allocation screen that is not present otherwise. I can keep putting attributes down all the way to 0, beyond the usual minimum levels whilst getting points each step of the way. When finally reaching 0, I get the 15 points I'd have normally gotten when reducing it from 35 to 0.

So rather than getting 15 extra attribute points from 35 to 0 I'm getting 35+15 points (50), also whenever the value is zeroed, the bar seems to bug out and refuse to move any further, simply leeching attribute points.

It's perhaps not the most important thing to worry about, as anyone who downloads the mod likely does it for the new traits to begin with, but I thought I'd mention it regardless.

Separate question:
The externalization of various traits into the STOMP.ini was mentioned earlier so I had a brief nosy at it. I haven't fiddled with it any, but I thought I'd ask if it's possible to shift the various bonuses around between the traits, or if only the numbers themselves can be changed.

For example... Suppose I'd copy BONUS_CTH_KNUCKLES = 25 from Martial Artist and paste that on say... Teacher (just to be stupid) would that work?
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#241625 - 11/01/2010 Re: STOMP v1.0 Alpha [Re: Forral]

Sandro
first sergeant
Registered: 01/11/2008
Posts: 951
Loc: Mars
Originally Posted By: Tbird94lx Moderator
hmmm..did you give the enemy +5 potty mouth? \:D they sure call me mother F****** alot...ya know..lockie is only 11 years old..ya sure his mommy would want him seeing that word ? tongue

Then just turn the taunts off in the game preferences menu. smile

2 Forral:
Xml editor shouldn't even work with the IMPchoices from STOMP. Its structure has been changed, not just the choices inside. You have to use some txt editor to handle this one. That's most probably the cause of your problem.

As for the bug with attributes on old traits, I'll check it out, thanks.
_________________________
Maker of improved IMP creation, New Trait System (aka STOMP), Alternate Weapon Holding, Improved Interrupt System, also added several animations etc.

Consider me as a "modder on retirement". No guarantees on more features from me.
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#241627 - 11/01/2010 Re: STOMP v1.0 Alpha [Re: Sandro]

Forral
sergeant
Registered: 12/05/2009
Posts: 130
Loc: Sweden
It actually did seem to work perfectly fine. The only quirk I noted within the XML Editor was that Lockpicking, Electronics and Camouflage seemed to remain at the bottom of the list even though the traits could no longer be selected. Otherwise it loaded up everything seemingly fine.

If it's not supposed to work at all, it'd possibly explain my troubles though. I thought it was something up with the allocation of items, which is why I tried with the old inventory system as well. Should be easy enough replace my IMPChoices with yours though, and copy some of my changes over.

Thanks. That'd have taken me an absolute age to figure out.

Edit:
Actually, are you sure that you can't use the XML editor? Have you tried it? I was just now comparing my IMPItemChoices modified through the XML editor, with the original that was supplied with the STOMP download, and the structure remains unchanged. All of the entries remains, and everything still has the same names as well.

It looks perfect to me.

I'll still try using your originals and see if it gets rid of the crashes.

Update:
Nope. Still no go. On creation of my second IMP I still crash to desktop, even when reverting back to your original IMPItemChoices.xml.
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#241628 - 11/01/2010 Re: STOMP v1.0 Alpha [Re: Forral]

Tbird94lx
Bobs your Uncle
Brigadier General
Registered: 13/04/2002
Posts: 6665
Loc: ohhhhhh canada
NOTE
the xml editor works fine with stomps impitemchoices.xml..i copied it to my data-1.13/tabledata folder and altered it fine and dandy without errors and ALL new stomp traits showed fine..i did so to remove the annoying AS50 sniper rifles from my imp choices..SUCESS..so go ahead..works fine smile
_________________________
and on thursday..god created the remington bolt action rifle..so man could fight the dinosaurs...and the homosexuals..amen..
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#241637 - 11/01/2010 Re: STOMP v1.0 Alpha [Re: Tbird94lx]

Tbird94lx
Bobs your Uncle
Brigadier General
Registered: 13/04/2002
Posts: 6665
Loc: ohhhhhh canada
how can ya tell when a modification is epic?..when tbird gets off his lazyarse mouse and digs into it in hopes it becomes standardized widegrin nuff said
_________________________
and on thursday..god created the remington bolt action rifle..so man could fight the dinosaurs...and the homosexuals..amen..
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#241645 - 12/01/2010 Re: STOMP v1.0 Alpha [Re: Tbird94lx]

Sandro
first sergeant
Registered: 01/11/2008
Posts: 951
Loc: Mars
widegrin widegrin widegrin

...

Yeah, I see it now, the xml editor works. It was my faulty presumption. And actually Electronics, lockpicking and Camouflage traits can be selected. Well if you mean ingame... Those are there for playing with old traits.


Edited by Sandro (12/01/2010)
_________________________
Maker of improved IMP creation, New Trait System (aka STOMP), Alternate Weapon Holding, Improved Interrupt System, also added several animations etc.

Consider me as a "modder on retirement". No guarantees on more features from me.
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#241650 - 12/01/2010 Re: STOMP v1.0 Alpha [Re: Sandro]

Forral
sergeant
Registered: 12/05/2009
Posts: 130
Loc: Sweden
I meant in-game yeah. Sorry about the lack of clarity there.

While I was repeatedly testing with various settings in a vain attempt to figure out why the heck I can't create any more than 1 IMP while having New Traits active, I made a few random tests without New Traits active just to ensure that I'm in fact correct in that my crash occurs only with new traits.

Anyways, while doing that test I noticed that my Expert Sniper was given both a Bipod and a Sniper scope. Looking in the default IMPItemChoices, which I was using at the time, I noted that Snipers were set up to have the choice of two items, and that two items would also be given. The items were Bipods and Sniper Scopes.

However, as far as I can remember the Item selected based on traits would simply be selected randomly, and then if multiple items were supposed to be given, you'd recieve multiples of that item only.

In this case, I'd for example expect the Sniper to recieve either two Bipods or two Sniper scopes. She didn't though, which is good, but also leads to my question:

Did you change the way IMPItemChoices distributes items in the various categories?

Edit:
I managed to finally make multiple IMPs with new traits active, but it unfortunately took a full re-install. I'm still tinkering with my .INIs though to see if there might have been a setting somewhere in there that caused my issues, because I did the installation just the same this time as the last time, only now it works. The only difference is that I haven't customized the setup.

I don't know if anyone's actually interessted, but I'll keep you posted on my findings regardless. widegrin

Edit 2:
Uh... I've now gone through my old settings in the various inis and returned the values to what they were, and there's still no trouble. With my re-done installation I simply cannot re-create the problems I had earlier. I suppose this means I'm a retard who must've somehow managed to get the installation wrong at first.

Anyways, this means that the issue in which I was unable (due to CTDs) to create more than 1 IMP is solved. It was my fault. If you spent any time looking into it for me, I apologize.
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#241657 - 12/01/2010 Re: STOMP v1.0 Alpha [Re: Forral]

goc_man
staff sgt
Registered: 12/11/2007
Posts: 167
Loc: Croatia
Sandro, your work is fantastic. I couldn't wait for this version grin and I'm just setting up a combo of your mod + WF + AIM for a test run.

I'm just wondering about some stuff in your INI files..
The following setting are different from HAM 3.5 default ones:
Click to reveal..

MINE_INCOME_PERCENTAGE = 80
SUPPRESSION_EFFECTIVENESS = 100
CTH_BUMP_PER_TRACER = 25
MOVEMENT_EFFECT_ON_AIMING = 2.0
AUTORESOLVE_LUCK_FACTOR = 2.0
STRENGTH_SUBPOINTS_TO_IMPROVE = 55
WISDOM_SUBPOINTS_TO_IMPROVE = 55
DEXTERITY_SUBPOINTS_TO_IMPROVE = 55
AGILITY_SUBPOINTS_TO_IMPROVE = 55
MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 35
MECHANICAL_SUBPOINTS_TO_IMPROVE = 30
EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 30
MEDICAL_SUBPOINTS_TO_IMPROVE = 30
LEADERSHIP_SUBPOINTS_TO_IMPROVE = 30
LEVEL_SUBPOINTS_TO_IMPROVE = 600
MILITIA_DROP_EQUIPMENT = 0
COWERING_REDUCES_SIGHTRANGE = 0

I know that thay are intentionaly made for the balance of your mod, but I don't get two of them:
MINE_INCOME_PERCENTAGE = 80 (why?)
COWERING_REDUCES_SIGHTRANGE = 0 (isn't this a bit too drastic? ..cuz this is a major HAM feature, I think)

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#241672 - 12/01/2010 Re: STOMP v1.0 Alpha [Re: goc_man]

Sandro
first sergeant
Registered: 01/11/2008
Posts: 951
Loc: Mars
Originally Posted By: Forral
Did you change the way IMPItemChoices distributes items in the various categories?

You are very clever. Actually yes, I've changed the way, the game gives you IMP items. Now, it will not give you one choice twice. So if you have three choices and 3 items in xml, you should always gain one piece of all three. If you actually need to have a chance for getting more identical items, place the same item number several times in the xml. I forgot to mention this feature. smile


Originally Posted By: Forral
I know that thay are intentionaly made for the balance of your mod, but I don't get two of them:
MINE_INCOME_PERCENTAGE = 80 (why?)
COWERING_REDUCES_SIGHTRANGE = 0 (isn't this a bit too drastic? ..cuz this is a major HAM feature, I think)

You are right, I am aware the ini options are not the same as for full HAM settings. Here is why:
The subpoints to improve stats is slightly higher, because of increased power of your mercs due to skills. It also makes trained/leveled mercs more valuable.
Suppression effectiveness is lower because HAM tends to turn the game to a "strategy", STOMP however gives some of the emphasis back on the "RPG" style (if we can call it that), so the suppression shouldn't be the main way to play.
COWERING_REDUCES_SIGHTRANGE - well, I got problems with this one. You know, every quarter of a second the game goes through various calculations to determine soldier's sight range. If this is on, then it also runs through a cycle to determine if cowering is in place, then what suppression tolerance does the soldier has, where also counts friendlies around to help that tolerance, then also number of squadleaders in vicinity.... Cycles inside cycles for EVERY person in the sector EVERY bit of second. When I saw this, I decided to turn this option off by default because it feels messy. But it does not mean, it is anyhow bad. If you are used to full HAM settings, switch it back on.
Mine income percentage... heh, why the hell did I left there 80%? I honestly don't remember. It is probably a remnant of my own personal settings (even that I normally play with 50% though). I'm sorry for that. smile

_________________________
Maker of improved IMP creation, New Trait System (aka STOMP), Alternate Weapon Holding, Improved Interrupt System, also added several animations etc.

Consider me as a "modder on retirement". No guarantees on more features from me.
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#241674 - 12/01/2010 Re: STOMP v1.0 Alpha [Re: Sandro]

Puer
private 1st class
Registered: 23/04/2007
Posts: 10
Loc: Estonia
Quote:
Based on the difficulty, there is also a specific number of squadleaders in every enemy army group. Mostly it is one squadleader per squad (plus one deputy maybe). For now I haven't changed the soldier's colors in this case, but it can come later if players would wish.


I think different specific soldier's color is great idea. For example only squadleaders wear red shirt & black trousers.
Additionally it would be nice that some other traits/professions can be recognized by color. For example: snipers; close combat professions (melee, martial arts); bombardier, night ops.


Edited by Puer (12/01/2010)
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#241675 - 12/01/2010 Re: STOMP v1.0 Alpha [Re: Puer]

Tbird94lx
Bobs your Uncle
Brigadier General
Registered: 13/04/2002
Posts: 6665
Loc: ohhhhhh canada
there are occasional wild freak of nature happenings in the stomp realm..such as Mike..encountered him..took 22 shots my sniper imp with M14 using ap ammo..not hp..8 of the shots being headshots..before mike was dead..22 shots dude..mutant bastard child from hell!!! weird thing is..Mike didnt even move..he just sat there crouched going ugh ugh 21 times before oOoOOOoooo on the 22nd widegrin

Note:to be proper STOMP..meant my marksman hunter scout imp widegrin as sniper is just so olddd now tongue


Edited by Tbird94lx (12/01/2010)
_________________________
and on thursday..god created the remington bolt action rifle..so man could fight the dinosaurs...and the homosexuals..amen..
Top
#241677 - 12/01/2010 Re: STOMP v1.0 Alpha [Re: Tbird94lx]

Sandro
first sergeant
Registered: 01/11/2008
Posts: 951
Loc: Mars
Originally Posted By: Tbird94lx
there are occasional wild freak of nature happenings in the stomp realm..such as Mike..encountered him..took 22 shots my sniper imp with M14 using ap ammo..not hp..8 of the shots being headshots..before mike was dead..22 shots dude..mutant bastard child from hell!!! weird thing is..Mike didnt even move..he just sat there crouched going ugh ugh 21 times before oOoOOOoooo on the 22nd \:D

Uh, this is actually a feature. Making special NPCs stronger. But it seems the ini setting is too high.

_________________________
Maker of improved IMP creation, New Trait System (aka STOMP), Alternate Weapon Holding, Improved Interrupt System, also added several animations etc.

Consider me as a "modder on retirement". No guarantees on more features from me.
Top
#241685 - 12/01/2010 Re: STOMP v1.0 Alpha [Re: Sandro]

Forral
sergeant
Registered: 12/05/2009
Posts: 130
Loc: Sweden
Originally Posted By: Sandro

You are very clever. Actually yes, I've changed the way, the game gives you IMP items. Now, it will not give you one choice twice. So if you have three choices and 3 items in xml, you should always gain one piece of all three. If you actually need to have a chance for getting more identical items, place the same item number several times in the xml. I forgot to mention this feature. smile

That's brilliant! It's also exactly as I suspected it would have worked given the setup of your IMPItemChoices. I've previously done a lot of changes to the IMPItemChoices.xml but always been quite displeased with the end results as there was simply no good way to properly differentiate between the various roles in the group in terms of their equipment. That should be but a memory now.

Great work! smile

I amused myself with writing up a little description of the party I deviced in STOMP as well, with descriptions based on their stats, traits and personalities. It gets me a little deeper into the "RPG Mood" that STOMP brings and helps me better envison the behavior of the mercs:

Click to reveal..

Richard von Sechenstien (Hotshot) Squad Leader - Body Builder / Show Off
According to himself Richard was “born with this handsome face and deep voice, but these fiendishly sexy pecs had to be earned.” To the great dismay of Richard’s comrades, he also takes every opportunity to show them off and encourages everyone to admire them. They reckon that it’s only due to his father’s rank and the Sechenstein fortune that he ever made it through the officer’s academy.

At least the ladies seem to like him well enough and enjoy his company, only shaking their heads when he refers to them as “his little nymphs”. Wolf simply keeps his distance and lets his narcissistic squad leader prance about as he wishes. Chubbie? Well he’s off in his own world.

Adrian Summerstedt (Chubbie) Engineer - Demolitions / Phlegmatic & Forgetful
Many say Adrian drew the short straw in life. Sometimes won’t remember to eat anything and sometimes he forgets the difference between left from right. He’s a bit dense and drools a little, so one can imagine the reluctance of the rest of the squad when Chubbie tags along with a backpack full of explosives. Truth be told, they probably lucky to have him though. He might be a bit awkward to deal with, but his clumsy little fingers seem to find their way through the most complex devices like a lab rat through a labyrinth.

Vladimir Chedovik (Wolf) Ranger - Scout / Loner - Claustrophobic
Wolf isn’t much for socializing, especially when his companions are literally beginning to drive him insane. On one side he’s got Chubbie slobbering all over himself, and on the other is Hotshot slobbering all over the women. Needless to say, he’ll find every excuse to be as far away from these two as possible. Luckily his experience as a hunter in the forests of his old motherland has given the experience needed to get the lay of the land and scout for enemy ambushes. So he gets some slight respite from his companions amid the forests of Arulco.

Colleen Kennedy (Firehair) Machinegunner - Bodybuilder / Agressive - Psychotic
This red-headed damsel really embodies the stereotypical Irish woman: she’s hot tempered and stubborn as a mule to boot. Despite her flaming stare and shrill cries, she quickly found that the only way to avoid Hotshots wandering hands during the nights was to kick him right in the family jewels. Now he leaves her alone, mostly.

As the automatics expert of the group, Colleen has taken to the unusual habit of cradling her machinegun during the evening and kiss it goodnight before bed time, which is somewhat disconcerting considering the mad sneer that crosses her features every time she holds the weapon in her hands.

Yukie Takashi (Scrubs) Doctor - Melee / Intellectual
It is probably a good thing that this foreign beauty does not fully understand Richard’s crude requests and the open flaunting their alleged antics together, or she might decide to put a bullet in him instead of taking them out. Her English is restricted to only the simplest of phrases, but they would be hard pressed finding a surgeon matching her skill that would be willing to work in these conditions. With a background of more academic studies than you can shake a stick at Scrubs might not exactly be the girl you want watching your back in a fire fight, but she’s pretty mean with a scalpel.

Annika Behrenhoff (Patience) Sniper - Night Ops / Dauntless
While an excellent sharpshooter, when Annika looks into the scope of her rifle the world around her ceases to exist. She will no longer hear the whistling of bullets passing by her head, nor the call for the retreat, or the dying screams of her companions; it’s just her and her target. The passing of time dissapear, and dusk turns to dawn while Annika lays there unmoving.

Richard claims she’s much livelier in bed, but we regard his claims with suspicion.



Kind of pointless, I guess, but it's my way of saying that I appreciate what you've accomplished here, Sandro. ok
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#241690 - 12/01/2010 Re: STOMP v1.0 Alpha [Re: Puer]

tao
A man who doesn't spend time with his family can never be a real man. -Vito Corleone
Major
Registered: 03/08/2009
Posts: 4126
Loc: The Known Universe
Originally Posted By: Puer
Quote:
Based on the difficulty, there is also a specific number of squadleaders in every enemy army group. Mostly it is one squadleader per squad (plus one deputy maybe). For now I haven't changed the soldier's colors in this case, but it can come later if players would wish.


I think different specific soldier's color is great idea. For example only squadleaders wear red shirt & black trousers.
Additionally it would be nice that some other traits/professions can be recognized by color. For example: snipers; close combat professions (melee, martial arts); bombardier, night ops.
IS this possible for enemies?
_________________________
The journey is the reward...
He who knows he has enough is rich...
T.A.O. E.I.

tao
playboy
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#241695 - 12/01/2010 Re: STOMP v1.0 Alpha [Re: tao]

Tbird94lx
Bobs your Uncle
Brigadier General
Registered: 13/04/2002
Posts: 6665
Loc: ohhhhhh canada
will admit..there is one thing i must whine about..scopes and sightlines/cover..ira can spot and hit enemies better with her .38 than my 90 mrks 5.56 w/7x battle scope hunter/marksman/scoutand often..an enemy will run towards my imp..i see him..now i dont..see him again..now i dont..he aint wearing camo..theres no trees or..MY GOD.."the grass of zero vision" in the way..why does he keep blinking out..ooops..he just shot me and my C7 is aimed right at him the whole time..this is not one turn..this is multiple turns..an extremely clear line of vision that he appears during his turn..but is poof gone during mine..discovered..if i go to crouched i suddenly see him..on the road..in front of me..damn pebbles blocked my view..prone really sucks too..cant see a dang thing tongue
my stealth guy rarely hits a thing with 80 mrks and a scope on his assault rifle..remove the scope and he hits better..that aint realistic..first time i..me the live guy..fired a scoped gun i hit better than ever tongue so if an insane fellow like me in reality improves with use of scope..why dont my professional mercs? widegrin


Edited by Tbird94lx (12/01/2010)
Edit Reason: crouching and laying down fuzed my circuits thus leading to further insanity :)
_________________________
and on thursday..god created the remington bolt action rifle..so man could fight the dinosaurs...and the homosexuals..amen..
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#241696 - 12/01/2010 Re: STOMP v1.0 Alpha [Re: tao]

HLTV
master sgt
Registered: 26/10/2008
Posts: 360
Loc: USA / PRC
EDIT: no answers needed, the translation is done.


Edited by HLTV (14/01/2010)
_________________________
"...And on the third day, God created the Remington bolt-action rifle, so that Man could fight the dinosaurs...and the homosexuals."
"Amen."
-Homeschooled boy, Mean Girls
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#241702 - 12/01/2010 Re: STOMP v1.0 Alpha [Re: HLTV]

goc_man
staff sgt
Registered: 12/11/2007
Posts: 167
Loc: Croatia
Ok thanks for the info on the HAM related settings.
One more thing:
I see that your "(Files For WildFire)" have "HAM Defaults" and "WildFire Defaults" facilities (the zip files). Are the default ones (not zip, but the ones just in the "\(Files For WildFire)\TableData\Map" folder) the same as the ones from the "Wildfire Defaults.zip" or is there something special about them. (Sorry, the question is a bit complicated, I hope you'll understand me crazy)
Also I assume that the Wildfire defaults have militia training in all town sectors like in vanilla JA2 (2 mercs per
sector) plus the new sectors from WF, without any new HAM facilities. Is this correct?


Edited by goc_man (12/01/2010)
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#241713 - 13/01/2010 Re: STOMP v1.0 Alpha [Re: goc_man]

tao
A man who doesn't spend time with his family can never be a real man. -Vito Corleone
Major
Registered: 03/08/2009
Posts: 4126
Loc: The Known Universe
@goc man
Do you think you could integrate Stomp with your one click installers? At least default setting wise?
_________________________
The journey is the reward...
He who knows he has enough is rich...
T.A.O. E.I.

tao
playboy
Top
#241732 - 13/01/2010 Re: STOMP v1.0 Alpha [Re: Sandro]

Starwalker
Colonel
Registered: 26/10/2005
Posts: 5759
Loc: Hannover, Germany
Originally Posted By: Sandro
Originally Posted By: Forral
Did you change the way IMPItemChoices distributes items in the various categories?

You are very clever. Actually yes, I've changed the way, the game gives you IMP items. Now, it will not give you one choice twice. So if you have three choices and 3 items in xml, you should always gain one piece of all three. If you actually need to have a chance for getting more identical items, place the same item number several times in the xml. I forgot to mention this feature. smile

Do not forget that the initial inventory is limited (NIV is not used until the IMP arrives in the game on the starting map, IIRC), so packing too much into IMPItemChoices.xml might not give you all of the items you wished for (I already tried it...).
_________________________
Do not ask what the game can do for you, ask what you can do for the game wink
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#241734 - 13/01/2010 Re: STOMP v1.0 Alpha [Re: Starwalker]

Tbird94lx
Bobs your Uncle
Brigadier General
Registered: 13/04/2002
Posts: 6665
Loc: ohhhhhh canada
is continuing to happen..and only in cambria..am on my 4th game...and this suddenly happened..everything was at 100% loyalty and cambria was at 42% just before i took the university ruins sector..after battle was finished..went to map screen and voila..all my work..kerpoofed smirk



ps:yes..that how i picture marlboro in my game..and yup..he has the goon voice widegrin


Edited by Tbird94lx (13/01/2010)
_________________________
and on thursday..god created the remington bolt action rifle..so man could fight the dinosaurs...and the homosexuals..amen..
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