Subject: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 30 Aug 2010 12:35:52 GMT View Forum Message <> Reply to Message Wow... last thread filled up pretty quick...

Thread 5 can be found here (also contains links to the older threads if you want to browse how AIM developed into what it is today...).

AIM-NAS FAQ

Latest Version: AIMNAS V7 and mapupdate

Download the AIM-NAS single-click-installer made by Tais from here.

If you only want the Update to AIM-NAS V7, that can be found on my skydrive as usual (download link in my signature). The files in there can just be copied over the data from the SCI.

The mapupdate I worked on the last week requires AIMNAS V7. The mapupdate is included in the Single Click Installer. There were several changes to some maps and I added a treasure hunt map for old JA1 fans.

The exe in Tais SCI could be a little bit screwed up as well (enemies wearing Spectra Armour in Omerta and such...). The exe version I currently use is like 3 days older and does not have that screw up. It can also be found on my skydrive (simply called ja2.7z).

Also, try to read this thread (and yeah, maybe thread 5 as well...) before posting any questions that might have been already asked. I think I answered some questions more than once already...

AIM-NAS is still in development, consider it still in beta-testing (though the name obviously translates in to Alpha Item Mod - New Attachment System, I guess that the item mod has left Alpha stage... but BIM sounds a bit silly, doesn't it...).

Anyways... AIM-NAS includes more than just a ton of cool stuff, it also contains a selection of starting gear kits for A.I.M. mercs (made possible through the great work Tais did on New Starting Gear Interface) and updated skills and traits for usage wih STOMP.

Page 1 of 153 ---- Generated from The Bears Pit The ini file in the SCI and the AIM-NAS files is specifically for usage with NAS, HAM, NSGI and STOMP. If you want to change stuff in there, do so at own risk (well, yeah, the M.E.R.C. available on day should probably be changed back to FALSE...).

What else... uhm... well, just read the thread or feel free to ask about stuff.

Also feel free to visit me in the Bearspit IRC channel, I'm usually there...

For guys that don't won't to use NAS (shame on you), check out the older FAQ for the last AIM version I made in the older threads linked above.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 30 Aug 2010 12:39:40 GMT View Forum Message <> Reply to Message Merge List for AIMNAS:

Last Update: 07.09.2010

Guns:

- EBR Stock + M14/M21/M1 Garand/[color:#FF0000]Mini-14/AC-556[/color] = M14EBR / M21 EBR / M1 Garand EBR /[color:#FF0000]Mini-14 EBR /AC-556 EBR[/color] - Improvised Conversion Kit + SVU = SVU-A - Improvised Conversion Kit + M1 = M2 Carbine - Improvised Conversion Kit + Ruger Mini-14 = Ruger AC-556 - Improvised Conversion Kit + Ruger Mini-30 = Ruger AC-762 - Improvised Conversion Kit + Calico M-900 = Calico M-900A - SCAR Barrels + SCAR variant = other SCAR variant (depends on Heavy and Light version which barrels are interchangeable... the L will accept the 6.8mm, the H will accept the WP barrels) - HK Rails + several HK guns versions = MP5// G36 //G11//CAWS RAS versions - G36 Grip/Optics + G36 versions // G11 // CAWS = G36 //G11//CAWS regular versions - AK Conversion Kit + SKS // and several AK-variants = Tactical version of the gun - upper receiver kits for M4 variants = other variant (works with .50 Beowulf, AR57, M4A1, M4A3, Whisper Kitty, SEAL Recon ) - M16A4 Conversion Kit + M16A4 = DMR variant of the M16 - AUG Barrels + AUG = other AUG variant - Fixed Telescopic Optics + AUG RAS variants/P90 RAS/CAWS RAS/G11 RAS = basic variant of the gun - Rail Kit large + basic AUG variants = RAS version - Rail Kit small + P90 = P90 RAS - HK416 Barrels + Hk416 variant = other HK416 variant - HK417 Barrels + HK417 variant = other HK417 variant

Page 2 of 153 ---- Generated from The Bears Pit - Blaser R93 Barrels + Blaser R93 variant = other Blaser variant

A note on gun merges: Make sure, that you take off all attachments and unload the gun before changing barrels//adding rails. Otherwise your stuff might disappear. Tried this with a conversion of AR57 into beowulf, my 50 rnd 5.7 mag just vanished (probably because there was no room to drop the mag, the other way round with a loaded beowulf worked flawless, the mag was put into a small pocket and all attachments stayed on the gun). Might be however, that this is changed with NAS.

Armour:

Major change: Most armour can't be repaired anymore (there are some exceptions), instead you'll need Compound-18 // Compound-20.

- C18 Upgrade Kits + various Armour pieces = treated Armour - C20 Upgrade Kits + various Armour pieces = coated Armour - C18 + regular or C-18 armour = repairs the armour - C20 + a C-20 armour // EOD // Dragonskin // KAZAK-6 = repairs the armour - C20 + titanium plate = repairs the plate

- Upgrade Kits + various armor = appropriate upgraded armor (Stealth Kit only works with Kevlar) - Dragonskin + Camo Uniforms = Camo Dragonskin

Attachments:

No more Aiming modules in AIM-NAS, as those are basically no longer needed...

- Aluminium Rod + Spring = Rod&Spring - Steel Tube + Duct Tape + Quick Glue = Extender

- Duct Tape // Quick Glue + any attachment = mod. version (needed for further merging or as inseperable item that will stick to a gun permanently)

- Tact. Flashlight + Rifle Lam = Rifle-LAM&Flashlight Combo - Reddot LAM + Reflex Sight = Reddot LAM&Reflex Sight Combo - Reddot LAM + Sight Mark Reflex Sight = Reddot LAM&SMR Combo - Foregrip + Tac. Flashlight = Griplight

No glue merges:

- Burris AR scope + Burris Speeddot = Aiming Module SDA - AN/PVS NV scope + Burris Speeddot = Aiming Module SDNV

AIM SDA: Burris Speeddot, Burris AR AIM SAR: Burris Speeddot, Burris AR, Reddot

Page 3 of 153 ---- Generated from The Bears Pit [color:#FF0000]Trigger Group 2 + Copper Wire = T.G. 3 + Pack of Gum Trigger Group 4 + Copper Wire = T.G. 3 + Rubber Band

Trigger Group 2 + Rubber Band = T.G. 4 + Pack of Gum Trigger Group 3 + Rubber Band = T.G. 4 + Copper Wire

Trigger Group 3 + Pack of Gum = T.G. 2 + Copper Wire Trigger Group 4 + Pack of Gum = T.G. 2 + Rubber Band[/color] required as components for explosives//mines:

- Tank of Gas + Oil = Gasoline-Oil Mix - Bottle of Alcohol + Oil = Alcohol-Oil Mix - Glass Jar + Marbles = Jar with Marbles - Detonator + Flare = modified Flare - Detonator + Walkman = modified Walkman - Detonator + Steeltube = Steel Tube with Primer

Explosives:

- various Grenades//Molotov Cocktail + Gasoline-Oil Mix = various Eagle Items (basically gas tanks that can be used as explosive devices) - String//copper wire + mod. Flare = Trip Flare - String//copper wire + mod. Walkman = Trip Klaxon - Pack of Gum + Flashbang = Flashbang Mine - Pack of Gum + Mustard Gas Grenade = Mustard Gas Mine - Pack of Gum + Tear Gas Grenade = Tear Gas Mine - Pack of Gum + Smoke Grenade = Smoke Mine - duct tape//quick glue + detonator = mod. detonator (will stick to a bomb as inseperable attachment)

- Rag + Alcohol-Oil Mix = Molotov Cocktail - Duct Tape + Flare = taped Flare - Duct Tape + Alcohol&Oil Mix = taped Alcohol&Oil - Taped Flare + Alcohol&Oil Mix = Flarebomb (also works if the alcohol is taped or both are taped)

- RDX + TNT = HMX - RDX + C1 = C4 - RDX + C1 small = C4 small - C1 + copper wire = 2x C1 small - C4 + copper wire = 2x C4 small - shaped charge + shaped sharge = c1 small - shaped charge + jar with marbels = improvised grenade - copper Wire + Claymore = mod. Claymore (can be used as a bomb, instead of a mine) - Gameboy + C1 small = 2x shaped charge - 2 small charges C1/C4 = C1/C4

Page 4 of 153 ---- Generated from The Bears Pit - 40mm shell casing + any 40mm grenade = 40mm shell

LBE:

- 40mm VOG Grenade Panel + 40mm VOG grenade Panel = VOG Chest Rig - Mod. Pouches + Mod. Pouches = Mod. Rigs (there are a lot of possible combinations, just try out what works... doesn't work in all possible combinations yet, might change that later on)

- SAW pouch + LBE Gear = SAW LBE - mod. triple grenade pouch + LBE Gear//SAW LBE = mod. LBE Gear - mod. utility + LBE Gear = mod. LBE Gear - mod. first aid pouch + LBE Gear//SAW LBE = mod. LBE Gear

(the LBE Gear//SAW LBE gear can be upgraded until all pocket slots are used)

- 40mm Grenade Rig + 40mm Grenade Rig = 40mm Grenade Panel

- Pouch Straps + several mod. Pouches will seperate the pouches (also works on vests modified with the following merge)

- Belt Type LBE + one of the following vests: Hunter Vest, Biggame Hunter Vest, AK Chest Rig, M23 Chest Rig, Police Utility Vest or Sniper Jacket = modified version

Misc:

- Fumble Pack + x-Ray Tube + Pack of Gum = X-Ray Device - Display Unit + X-Ray Device = X-Ray Detector - LameBoy Display + Copper Wire = Display Unit - Gameboy + Copper Wire = LameBoy Display - Platinum Watch + Copper Wire = Detonator

- Various Clothing + various Knives = Rag - Rubber band + various Knives = Mod. Pouch Set Straps

- Canteen + Cigars = Woodland Camo Kit - Canteen + Cuban Cigars = Desert Camo Kit

- String + Soda Can = Soda can with String - Batteries + Detonator = Remote Detonator

- Woodland Camo Kit + Rag + Rubber Band//String = Ghillie Kit Woodland - Desert Camo Kit + Rag + Rubber Band//String = Ghillie Kit Desert

Combine Merges:

Page 5 of 153 ---- Generated from The Bears Pit First Aid Kit medical Kit Tool Kit Locksmith Kit Camo Kits Alcohol Wine Beer Tank of Gas 20mm Clips 25mm Clips 40mm Cylinder 43mm Grenades DM 13 Signal Compound 18 Compound 20

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 30 Aug 2010 12:40:05 GMT View Forum Message <> Reply to Message Guide to Pocket sizes used

Also new are changes to the item sizes. Those changes probably won't matter in game, it's more a behind the scenes thing... anyways here is the list for item sizes currently used (it's a bit different to the list posted in the Thread 3):

34: ammo crates, ammo donkeys, full back packs (no more stuffing them into other back packs, or overloading vehicles) 33: Gas Tanks, full vests and full combat packs 32: Tool kit, conversion kits, heads, empty backpacks 31: Armour (vests and pants), LBE vests, combat packs, full thigh packs & belts 30: Helmets, thigh packs, belts, armour conversion kits 29: Rockets (RPG and Carl-Custaf) 28: 60mm shells 27: 43mm grenades, 40mm cylinders (No longer in use in AIM-NAS... might replace this with a different thing... dunno yet). 26: 40mm grenades & shells 25: 20mm, 25mm and 40mm metalstorm clips, trip mines (the ones made from large grenades) 24: 12g shells (12) (tried them at size 19, but that led to awkward situations with other item sizes, and as 24 was empty, I decided to avoid that) 23: bottles, canteen, stick grenade 22: mini rockets, crossbow bolts (that of course means, that the quiver will now take mini rockets as well) 21: ammo belts, med kit, bloodcat pelt, flamethrower tank 20: drum mags, claymore, large attachments (like aiming modules, aimpointer, etc), ammo boxes, mostly bigger stuff that would fit a medium pocket, but not a misc pocket (like headsets, bigger

Page 6 of 153 ---- Generated from The Bears Pit gas masks) 19: large handgrenades, glass jars, emergency flare 18: large mags, medium attachments (larger scopes, medium sized lasers, small aiming modules, etc), large knives, TNT/HMX, landmine 17: sniper mags, gas mask, NVG I&II, sun goggles (yeah, should be smaller, but i think it's more convenient this way... if they were smaller more than 1 would fit a medium pocket which would make outfitting kind of annoying, especially if you don't fix them to a helmet) first aid kit, large C1 & C4, most binoculars, other stuff that needs at least a misc pocket to be stored 16: AR mags 15: SMG mags, various smaller stuff (like T-shirts, rod&spring) 14: speedloader, regular grenades, stones, small attachments, soda can, , Compound 18/20 13: short rifle mags, small C4&C1 (stuff that needs at least a small pocket)

These items will fit a tiny pocket: 12: pistol mags 11: small pistol mags, small grenades, throwing knives 10: tiny stuff (keys, money, marbles, etc...), tiny grenades (V40), shuriken

9-0: guns in varying sizes (also includes LAWs, swords, spades, crowbar)

I tried to make sizes 5-9 matter more (the gun sling will take all guns size 4 and up, but combat pack gun sling will not take size 8 and 9, size 5 and 6 can be stacked in vehicles, etc... only small changes, but the sizes 5-9 felt too much the same)

In order to make M67, RGN and RGO handgrendes usefull again, they now have size 11 (wheras HG85 has size 12... that means with certain pockets you'll be able to carry one more of the smaller grenades, I felt this was necessary, as the HG85 is strictly better than the other 3 grenades and I found myself only using HG85s and completely ignoring the other mini grenades...)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 30 Aug 2010 12:42:35 GMT View Forum Message <> Reply to Message Gun List for AIMNAS sorted by calibre.

Update: 30.08.2010

.22 LR - American-180 - Armalite AR-7 Survival Rifle - Calico M-100 - Hi-Standard HDM - Ruger 10/22

Page 7 of 153 ---- Generated from The Bears Pit .38 SPC - S&W Model 64 - S&W Chiefs Special - Owen .38 SMG

.357 - Barracuda - Colt Python - Desert Eagle .357 - Manurhin MR-73 - Manurhin MR-96 - Modified EMF Hartford 6 Shooter - Puma .357

.40S&W - Beretta 96FS Brigadier - Beretta Cx4 Storm - CZ-75B - FN Browning HP-35 .40 - FN Forty-Nine - HK MP5/40A3 - HK MP5/40A3 RAS - HK USP - MP-445 Varjag - SIG P226 .40 - SIG P226 SAS .40 - SIG Pro - Springfield XD

.44 - Colt Anaconda - Desert Eagle .44 - Ruger Redhawk - S&W M29 - S&W M29 Satan - Taurus Raging Bull 444 - Winchester 94 Trapper

.45ACP - Colt High Capacity M1911A1 - Colt M1911A1 - Colt SMG .45 [color:#FF0000]- Colt SMG .45 RAS[/color] will be in V10 - DeLisle Carbine - FN FNP-45 - HK Mark 23 SOCOm - HK UMP45 - Ingram M10

Page 8 of 153 ---- Generated from The Bears Pit - Kriss Super V - MPA .45 Carbine - Owen .45 - Thompson M1928 - Thompson M1A1

.45 WM - Automag IV - LAR Grizzly .45 WM - Wildey Survivor

.454 Casull - Thompson Contender Encore - Ruger Redhawk Alaskan - Fr. Arms M83 Premier Grade - Puma .454

.50AE - Armalon Pistol Carbine - Automag V - Desert Eagle .50AE - LAR Grizzly .50AE

9x18 - AEK-919K Kashtan - Bizon PP-19 - Makarov PM - Makarov PMM - OTs 33 Pernach - PP-93 - Skorpion vz. 82 - Stechkin APS

9x19 - Agram 2000 - Beretta 92F - Beretta 92FS - Beretta 93R - Beretta M12 - Calico M-950 - Calico M-900 - Calico M-900A - Calico M-960A - Carl Gustaf M/45B - Cobray M11/9 - Colt 9mm SMG [color:#FF0000]- Colt SMG 9mm RAS[/color] will be in V10 - Erma MP40

Page 9 of 153 ---- Generated from The Bears Pit - FAMAE Mini SAF - FAMAE SAF - FAMAE SAF Silenciada - FN BDA 9 - FN Browning HP-35 - FN Pro-9 - Glock 17 - Glock 18 - Glock 19 - HK MP5KA4 - HK MP5A4 - HK MP5A4 RAS - HK MP5SD5 - HK MP5SD5 RAS - HK MP5N - HK MP5N RAS - HK P7M8 - HK UMP9 - IMI Micro-Uzi - IMI Mini-Uzi - IMI Uzi - Jati-Matic GG-95 PDW - KP M/31 Suomi - MAB PA-15 - MAT-49 - MP-443 Grach - MP-446 Viking - P-08 Parabellum - PP-19-01 Vityaz - PP-90 M1 - SIG MP41/44 - SIG P210 - SIG P226R - SIG P226 SAS - SIG P229R - SIG P239 SAS - Skorpion EVO III - Spectre M4 - Sphinx 3000 - Sterling L2A3 - Steyr AUG Para - Steyr AUG Para RAS - Steyr TMP - VIS-35 - Walther MPL - Walther P99

9x21

Page 10 of 153 ---- Generated from The Bears Pit - SR-1 Gyurza - SR-2 Veresk

7.62x25 - Bizon 2-07 - CZ-52 - OTs 39 - PPsh-41 - SA-24 - Tokarev TT-33 - Type 85

5.45x18 - PSM [color:#FF0000]- OTs 23 Drotik[/color] will be in next version

10mm Auto - Bren Ten - Colt Delta Elite - HK MP5/10A3 - HK MP5/10A3 RAS - Colt PDW 10mm

5.7x28 - AR57 6" Silenced - AR57 11" - AR57 16" - FN Five-Seven - FN P90 - FN P90 RAS

4.6x30 - HK MP7 PDW - HK MP7A1 - HK UCP

12 gauge - AA-12 CQB - Akdal MKA 1919 - Baikal MP-133 - Baikal MP-233B - Benelli M3 Convertible - Benelli M4 Super 90 - Fabram FP6 - Fabram SDASS - Ithaca Model 37 - Jackhammer Mk3A1

Page 11 of 153 ---- Generated from The Bears Pit - Neostead - Remington M870 [color:#FF0000]- Remington 870 SPM[/color] new in V12 - Saiga 12k - Sawed-off - Spas-12 - Spas-15 - Street Sweeper - Super Shorty - USAS-12 - 12

CAWS - HK CAWS - HK CAWS RAS - HK CAWS ACOG [color:#FF0000]- Olin CS[/color] new in V8

.30 carbine - HEZI SM-1 - IMI Magal - M1 Carbine - M2 Carbine

6x35 - KAC PDW - Magpul PDR

5.45x39 - AEK-971 - AK-74 - AK-74M - AK-105 - AK-107 - AKS-74 - AKS-74 Tactical - AKS-74U - AKS-74U Tactical - AN-94 Abakan - RPK-74 - S&W M&P15R

[color:#FF0000]5.56x30[/color] New in V11 [color:#FF0000]- MSMC - MINSAS[/color]

5.56x45

Page 12 of 153 ---- Generated from The Bears Pit - AICW - AK-101 - AK-102 - AK-108 - Ares M4 Shrike - Beretta AR-70/90 - CETME Ameli - CMMG 7.3 - Colt M16A1 [color:#FF0000]- Colt M16A2[/color] replaces the M16A4 in V10 the M16A4 will be a seperate item [color:#FF0000]- Colt M16A2E1[/color] (RAS version of the M16A2) will be in V10 - Colt M16A4 SAM-R - Colt M4 Commando - Colt M4A1 [color:#FF0000]- Colt M4 MWS[/color] (RAS version of the M4A1) will be in V10 [color:#FF0000]- Colt Mk18 mod0[/color] (CQB variant of the M4A1) - Colt XM177-E1 - ColtCanada C7CT - Diemaco C7A2 - FAMAS G2 - FN F2000 - FN FNC - FN Minimi (M249 SAW) - FN Minimi SPW - FN SCAR-L CQB - FN SCAR-L SV - HK 23E - HK 33KE - HK 416 10" - HK 416 14" - HK 416 16" - HK 416 20" - HK 53A3 - HK G36 - HK G36 RAS - HK G36C - HK G36K - HK G36K RAS - HK G41A2 - HK MG36 - HK MG36 RAS - HK MG43 - HK SL6 - HK SL8 - HK SL8 RAS - IMI Galil SAR - IMI Micro Galil

Page 13 of 153 ---- Generated from The Bears Pit - IMI Negev - INSAS - L85A2 - L86A2 - Noveske N4 Diplomat - Noveske N4 Complete - OA-93 - QBZ-97 - Ruger AC-556 [color:#FF0000]- Ruger AC-556 EBR[/color] will be in next version - Ruger Mini-14 [color:#FF0000]- Ruger Mini-14 EBR[/color] will be in next version - SAR 21 - SEAL Recon Rifle - SIG SG540 - SIG SG550 - SIG SG551 SWAT - SIG SG552 Commando - Steyr AUG-A1 - Steyr AUG-A2 - Steyr AUG-A2 CQB - Steyr AUG-A2 RAS - Steyr AUG-A2 RAS CQB - Steyr AUG Hbar - Steyr AUG Hbar RAS - Tavor TAR 21 - Ultimax - Valmet M82 - XM-29 OICW - XM-8 Automatic - XM-8 Baseline - XM-8 Compact - XM-8 Sharpshooter

6.8 SPC - Barrett M468 - Bushmaster M4A3 [color:#FF0000]- Bushmaster M4A3[/color] RAS will be in V10 - FN SCAR-68 CQC - FN SCAR-68 SV - Noveske N4 XPR - Robarms XCR-1 - Steyr AUG-A3

7.62x39 - AEK-973 - AEK-973S - AK-103

Page 14 of 153 ---- Generated from The Bears Pit - AK-104 - AK-47 - AKS-47 - AKM - AKM Tactical - AKMS - AKMSU - AMD-65M - FN SCAR-WP CQC - FN SCAR-WP - Groza OC-14 - KAC SR-47 - RPD - RPK - Ruger AC-762 - Ruger Mini-30 - SA vz. 58 - SKS - SKS Tactical - Tabuk DMR - Valmet M76

7.62x37 - HK SL9SD - Whisper Kitty

7.62x51 - Beretta M501 - Blaser R93 7.62 - CETME Modelo C - CZ 700 - Desert Tactical Arms SRS - FN FAL - FN FAL Carbine - FN FAL OSW - FN MAG - FN SCAR-H CQC - FN SCAR-H SV - FR-F2 - FR Ordnance MC51 - HK 21E - HK 417 12" - HK 417 16" - HK 417 20" - HK G3A3 - HK G3KA4 - HK MSG90A1 - HK PSG1

Page 15 of 153 ---- Generated from The Bears Pit - IMI Galil AR - IMI Galil Sniper - Knight SR-25 - L1A1 SLR - M14 - M14 EBR - M21 EBR - M21 Tactical - M24 - M40A1 - M60E3 - Molot Vepr - Noveske N4 Leonidas - Parker Hale M82 - Rheinmetall MG3 - Sako TRG-22 - SIG SG542 - Steyr Scout Tactical - Steyr SSG-P1 - Zastava M76

7.62x54R - Dragunov SVD - Dragunov SVDS - Dragunov SVU - Dragunov SVU-A - FN SCAR-WP Sniper - Mosin-Nagant M1891/30 - OTs 48K - Pecheneg - PKM - Simonov AVS-36 - SV-98

7.92x57 - Mauser Karabiner 98k - Mauser M-03

.30-06 - Blaser R93 .30-06 - Browning BAR Mk. II Hunting Rifle - Browning M1919 A6 - M1 Garand - M1 Garand EBR - M1918A2 BAR - Remington Model 710 - Springfield M1903A4

Page 16 of 153 ---- Generated from The Bears Pit [color:#FF0000].303 British - SMLE No 5 MK.1 Jungle Carbine - SMLE No 4 MK.1 [/color] (the No. 4 isn't yet in the latest version, but will be in the next one) [color:#FF0000]- Bren LMG[/color]

9x39 - AK-9 - AS Val - Groza OC-14-4A-01 - Vikhr SR-3 Compact - VSk-94 - VSS Vintorez

4.7x33 - HK G11 - HK G11 RAS - HK G11 RAS - HK G11 PDW

.50 Beowulf - Automag III Custom - .50 Beowulf Rifle [color:#FF0000]- .50 Beowulf RAS [/color]

.300 WM - Benelli R-1 - Blaser R93 LRS2 [color:#FF0000]- Gressar [/color] - S&O Shorty - Walther WA2000

.338 Lapua - AI AWM - Barrett M98 - DSR-1 - Erma SR-100 - Sako TRG 42

.408 - CheyTac Intervention M200 [color:#FF0000]- Lobaev SVL[/color] New in V7

.50 BMG - Barrett M82A1 - Barrett M82A2 - Gepard M6 Lynx - McMillan TAC-50 - PGM Ultima Ratio Hecate II

Page 17 of 153 ---- Generated from The Bears Pit 12.7x108 - Gepard M2 - KSVK - OSV-96 - V-94

12.7 sub - VSSK Vychlop

.470 Nitro Express - Krieghoff Elephant Gun other stuff (a.k.a calibres that have only one gun or are exotic//special enough to be put into one mish-mash category) - Flamethrower - crossbow - rocket rifle - auto rocket rifle - dart gun - dart rifle - U-94S UDAR - Metalstorm Surf Zone - Steyr ACR

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Mon, 30 Aug 2010 12:49:32 GMT View Forum Message <> Reply to Message fipo!!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by GMV on Mon, 30 Aug 2010 15:13:34 GMT View Forum Message <> Reply to Message Dare I ask if you (Smeagol) and Tais (for his one click install) will integrate (some parts of) IoV with AIM; like a mega item mod? Ideas like the anti-explosives suit or bajonet (when they will work) of IoV sound nice, but your upgrade kits of guns and modifications (like molotov cocktail and flamethrower) are freaking neat. That will be my last post for a while, I'll first continue my current game, before I update it all again and start a new one.

Page 18 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Mon, 30 Aug 2010 15:33:48 GMT View Forum Message <> Reply to Message well smeagol is still the person who decides what goes into AIM.. if you dont like it fork it

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Gorro der Grüne on Mon, 30 Aug 2010 15:35:08 GMT View Forum Message <> Reply to Message Are U nuts? Since when is it of any sense to bring competitors together, without having a marvelous force?

Edith: @ ze Tschatt: "zoz dadsch kahnd broberInglisch"

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Mon, 30 Aug 2010 15:41:28 GMT View Forum Message <> Reply to Message A tip of the hat to both smeagol and Tais for all your hard work on this, as this mod is pretty damn awesome and I can't stop playing it. Thank you so much for this!

A couple of possible minor bugs: You've listed above compound-18 is supposed to have a combine merge, but this doesn't work for me. Also, I can't seem to get the foregrip and tactical flashlight to merge into a griplight, and am unsure whether this is because I'm an idiot or because of a bug. (When I try to add one as an attachment to the other in any of the four attachment boxes, the game tells me to bugger off, so to speak.)

Thanks again!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 30 Aug 2010 15:44:08 GMT View Forum Message <> Reply to Message well, it's definately not a bug, so ... you have to adjust duct-tape or quickclue to one of them - what'ya mean with that c-18 stuff?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6

Page 19 of 153 ---- Generated from The Bears Pit Posted by smeagol on Mon, 30 Aug 2010 15:46:11 GMT View Forum Message <> Reply to Message reVurtA tip of the hat to both smeagol and Tais for all your hard work on this, as this mod is pretty damn awesome and I can't stop playing it. Thank you so much for this!

A couple of possible minor bugs: You've listed above compound-18 is supposed to have a combine merge, but this doesn't work for me. Also, I can't seem to get the foregrip and tactical flashlight to merge into a griplight, and am unsure whether this is because I'm an idiot or because of a bug. (When I try to add one as an attachment to the other in any of the four attachment boxes, the game tells me to bugger off, so to speak.)

Thanks again!

C-18 is used to repair damaged armour. Some kinds of armour can be transformed with this into C-18 versions (Flak Vest and Leather Jacket). All other armour requires an upgrade kit.

I think the griplight and flashlight combo only works if one of them is a mod. version of the attachment (you need either duct tape or quick glue to make a regular attachment a mod. version).

Mod. versions of attachments can also be used to "glue" attachments to a gun (read as: make the attachment inseperable and thus not get removed by shift+F in tactical view).

Quote:Dare I ask if you (Smeagol) and Tais (for his one click install) will integrate (some parts of) IoV with AIM; like a mega item mod? Ideas like the anti-explosives suit or bajonet (when they will work) of IoV sound nice, but your upgrade kits of guns and modifications (like molotov cocktail and flamethrower) are freaking neat. That will be my last post for a while, I'll first continue my current game, before I update it all again and start a new one.

Hybrid of IoV and AIMNAS ain't possible, as both are XML based item mods. You simply can't have both at the same time...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Mon, 30 Aug 2010 16:42:47 GMT View Forum Message <> Reply to Message Logistericyou have to adjust duct-tape or quickclue to one of them - what'ya mean with that c-18 stuff?

Didn't know about the duct tape/quick glue, thanks!

Page 20 of 153 ---- Generated from The Bears Pit I was under the impression that a combine merge was where, for example, you combine two half-filled tanks of gas into one that's full. Or two partially used tool kits, or canteens, etc. Similarly, if the intent was to be able to take two used cans of C-18 and merge them into one full one, then at the moment that doesn't work.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 30 Aug 2010 17:06:23 GMT View Forum Message <> Reply to Message reVurtI was under the impression that a combine merge was where, for example, you combine two half-filled tanks of gas into one that's full. Or two partially used tool kits, or canteens, etc. Similarly, if the intent was to be able to take two used cans of C-18 and merge them into one full one, then at the moment that doesn't work.

Ah. Yeah, that is quite possible that it doesn't work. Didn't check all combine merges. Thanks for reporting, once I'm motivated I'll check it out...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by GMV on Mon, 30 Aug 2010 17:17:54 GMT View Forum Message <> Reply to Message smeagol Quote:Dare I ask if you (Smeagol) and Tais (for his one click install) will integrate (some parts of) IoV with AIM; like a mega item mod? Ideas like the anti-explosives suit or bajonet (when they will work) of IoV sound nice, but your upgrade kits of guns and modifications (like molotov cocktail and flamethrower) are freaking neat. That will be my last post for a while, I'll first continue my current game, before I update it all again and start a new one.

Hybrid of IoV and AIMNAS ain't possible, as both are XML based item mods. You simply can't have both at the same time...

Okay, this will be the last post before I update than, but just to let you know I'll stick with AIM

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Mon, 30 Aug 2010 17:25:09 GMT View Forum Message <> Reply to Message apparently in desert sam site there is a grand total of 65430 rounds of 9mm ap and tracer (v7 and last map update)

Page 21 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 30 Aug 2010 17:38:19 GMT View Forum Message <> Reply to Message Ay caramba.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Mon, 30 Aug 2010 18:32:22 GMT View Forum Message <> Reply to Message as soon the enemy is aware of you half orta underground blows up, is it intended? because i really don't get how to reach the rigged place without being noticed all medals now are worth 1$

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Mon, 30 Aug 2010 18:48:34 GMT View Forum Message <> Reply to Message Luppoloapparently in desert sam site there is a grand total of 65430 rounds of 9mm ap and tracer (v7 and last map update)

and the same happens in any map that got 9mm ammo boxes lying around (es. h14)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 30 Aug 2010 18:56:38 GMT View Forum Message <> Reply to Message I'm on it... don't know if it's an xml problem, or a map problem.

Medals, no, clue...

Orta basement is tough. You need to be very quick to reach the alarm button and try to stealth kill the first few guys you encounter...

But the problems only happen with ammo boxes, right?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6

Page 22 of 153 ---- Generated from The Bears Pit Posted by Logisteric on Mon, 30 Aug 2010 19:00:36 GMT View Forum Message <> Reply to Message could be map-related - i once was asked by an ugly cheater how to get 3,000 rounds (a whole freaking grate) of 7.62x51 and a fitting gun (g3) into one map - he didn't dare to use it as it weighed tons and were some 27,000 rounds - he sold it to the mob. could be the same thing - just an idea where to search

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 30 Aug 2010 19:12:19 GMT View Forum Message <> Reply to Message Weird thing is, that the settings in the xml editor appear to be correct, but the 10mm AP and 9mm Tracer ammo boxes indeed have that many rounds.

In the editor you can't set values for the amount of rounds in the boxes. :/

Edit: At least medals seem to work fine in my game... okay, the screwed up medals are those placed in maps... the ones dropped by enemies are normal.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Mon, 30 Aug 2010 19:19:20 GMT View Forum Message <> Reply to Message it happens only with some 9 mm types, others ammo boxes are fine but still don't get merged in ammo crates

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 30 Aug 2010 19:28:18 GMT View Forum Message <> Reply to Message Hmm... you can't merge the ammo boxes?

Somehow the mapeditor reset the value on all medals to 1$. Grmpf.

Page 23 of 153 ---- Generated from The Bears Pit Edit: Really strange...

I tested it with ammo boxes from Bobby Ray. They work like intended (you can make crates out of them, even from the 9mm Tracer and the 10mm Auto ones that are screwed up in the map).

Seems to be a problem that the map editor had with placing those items in the maps...

I'll replace them with mags then... :/

Edit:

Okay, I'm on the map updates... Seems the map editor also replaced the tolerance level for the orta basement explosion. I fixed that.

Seems liek the mapeditor is screwed up somehow... whenever I try to set the tolerance level and reload the map it is again set to 0.

So for the moment, H14 and K4 basement won't have explodinding alarm triggers until this gets fixed...

Okay, I'm on reworking the maps again then... I'll look for the medals and ammo boxes... might even manage to get it done today...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 30 Aug 2010 21:48:01 GMT View Forum Message <> Reply to Message Just uploaded the fixed maps to my skydrive (including fix for the two civilians in San Mona and the ones in Cambria... I just changed their faction back to none/kingpin).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Tue, 31 Aug 2010 11:12:56 GMT View Forum Message <> Reply to Message So is there a way find out, which sector is which terrain type? I would like to know for the camouflage stuff, like different camogear and camo-drabs. Like Chitzena, is it jungle or urban?

Page 24 of 153 ---- Generated from The Bears Pit Does the terrain type alter much in one sector? Like in Sam-site, is the actual site urban, but the jungle terrain around it jungle?

And what was the button for toggling merc's line of sight on/off? I could use that during night operations.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Tue, 31 Aug 2010 11:48:16 GMT View Forum Message <> Reply to Message each tile has its own terrain type, es in most road maps the road itself is desert and the surroundings wood, rofftops are urban and so on, it is displayed when you press F

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Tue, 31 Aug 2010 18:09:24 GMT View Forum Message <> Reply to Message smeagolJust uploaded the fixed maps to my skydrive (including fix for the two civilians in San Mona and the ones in Cambria... I just changed their faction back to none/kingpin).

Please don't forget to update the mine guards. If you tell me which faction you assign them to I can provide a .edt file.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by goc_man on Tue, 31 Aug 2010 18:27:16 GMT View Forum Message <> Reply to Message Fantastic stuff smeagol and Tais! Hands down to you guys. This is like the best combo of mods for JA2 ever! :super: Respect to all other modders, who made this possible.

I know AIMNAS is still in beta-testing but I have a few suggestions/questions:

1. Tais, you should post exatcly which INI is what in your SCI. I know the default one is by smeagol, but some info about it would be nice (changes, based on STOMP or HAM, prefernces by smeagol for gameplay or testing only...). The other INIs which are zipped could have some info too. As far as I understood, the one in Ja2_Options_Default.7z is a default 1.13 (latest SVN) INI with added new settings from mods (STOMP, NAS, NSGI) The one in the STOMP zip file is the same as the default (non ziped) one. Anyways, you need to point this stuff out, so people understand. INI settings can change the whole game..duh, but some new players might not know that.

Page 25 of 153 ---- Generated from The Bears Pit 2. Some questions about the default INI:

MINE_INCOME_PERCENTAGE = 150 ? MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 50 WHICH_MINE_SHUTS_DOWN = 0 - Why these financial changes? Is it a personal preference, or an improvement to gameplay due to all the new stuff?

INACCURATE_CTH_READOUT = FALSE - Why deactivate this HAM feature? STOMP for example has this TRUE.

INCREASE_AIMING_COSTS = FALSE FIRST_AIM_READY_COST_DIVISOR = FALSE - Same question as above. Although Sandro also doesn't like this...

COVER_SYSTEM_TREE_EFFECTIVENESS = 15 ??? (30 STOMP default) - is the cover system still broken?

NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE ?? - kinda makes the Scout trait usless...

ATTACHMENT_DROP_RATE = 100 ? - won't this giva you too much attachments when killing enemies latter on in the game? might break balance

3. Smeagol you should state somwhere that you edited merc traits, and that the original STOMP trait profiles can be found in the STOMP zip file (in the SCI). Btw, I like your trait changes, nice work.

4. Quote:The exe in Tais SCI could be a little bit screwed up as well (enemies wearing Spectra Armour in Omerta and such...). The exe version I currently use is like 3 days older and does not have that screw up. It can also be found on my skydrive (simply called ja2.7z). AFAIK, Tais fixed this, so you should remove this comment not to confuse people

5. I made an alternate INI for use with your SCI. My aim was to enable some disabled HAM and STOMP options, and to basicaly balance out some stuff I consider important. It's kind of a default approach to HAM and STOMP settings, with some of my tweaks that should make gameplay better for an avarage player. I didn't change any settings which change the overall campaign difficulty (like [Strategic Enemy AI Settings]), i left these at your defaults (after all, you're the author of the WF & AIM mods, so you know best). I can post the link to my INI here if you guys approve... Also I could make a Readme file with all my changes and explanations. Please don't consider this as undermining your work or preferences, but just an alternative.

Alrighty, that's about it. Keep up the great work. Cheers :cheers:

Page 26 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by KingYufka on Tue, 31 Aug 2010 18:51:12 GMT View Forum Message <> Reply to Message Got no result when attach a 50. beowulf mag adapter. The mag size is still 10. Btw, thanks for you work

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by datakurs on Tue, 31 Aug 2010 20:01:42 GMT View Forum Message <> Reply to Message In C5 San Mona when I give a head to Carmen nearby Kingpin guys turn hostile.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Tue, 31 Aug 2010 20:08:22 GMT View Forum Message <> Reply to Message no connection - san mona is pretty much fucked up on it's own - they may turn hostile whether you do something or not - if you are in that sector (and the mobsters are still allive) save a lot

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Tue, 31 Aug 2010 20:10:21 GMT View Forum Message <> Reply to Message maybe exe related, when i talk to cambria headminer he speaks like they were under my control already, so i don't get any money from them also father walker doesn't let me complete rebel food quest (talks as usual) merc got 69 ldr so it isnt the problem

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 31 Aug 2010 20:27:20 GMT View Forum Message <> Reply to Message

Page 27 of 153 ---- Generated from The Bears Pit YufkaGot no result when attach a 50. beowulf mag adapter. The mag size is still 10. Btw, thanks for you work

Thanks, I'll fix that.

As for all the exe related stuff: not my fault.

Sucks with the headminers and the quests not working properly... I never had problems so far. Also with the father Walker quest, try talking to him with Ira, she can convince him to help right away.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by goc_man on Wed, 01 Sep 2010 00:41:04 GMT View Forum Message <> Reply to Message Confirming the bug GMV was talking about (Hans moves so you can see Tony, before you solve the Brenda quest). A pretty funny situation actually: I walk in the porn shop, talk to Hans, the argument between him and Brenda goes on normally. I talk to him again, he says that Tony is in the back, moves and goes in the little hallway leading to Tony's room in the back. Hello? I didn't even give Brenda the tape yet... Then Tony comes out of his room and steps by the counter (WTF Tony never leaves his room). I talk to him and he sells guns normally ("The selection this time of year is exellent"). The door to the back is open. I go in and talk to Hans and he says that Tony stepped out for a bit. WTF mate? Are you deaf? I just talked to Tony! Then I give the tape to Brenda, she leaves, in the mean time, Tony walks from the counter to the exit, like he tried to follow Brenda but stops in the middle of the room, like he forgot where he was or something. I go in the back to talk to Hans, and he tanks me for getting rid of Brenda. So now you can hear me, crazy fuck... I go outside to talk to Tony, just to check up on him. He sells stuff as he should, but once I finish buying, he hysterically runs back to his room in the back..???...Then I talk to Hans again, but now he's become a mute, whatever I click (friendly, direct...) nothing happens. Now it's like we never met. Holy shit what a mess up. The punch line is that Brenda turned out to be the only normal person in there. it's like Tony is blind and can't find his room, and Hans is deaf and retarded...LMAO..reminds me of a really funny Monty Pythons sketch)

Anyways, this is the first time I saw such a mess in Hans' shop, so it must be either a new 1.13 beta issue, or something wrong with the map...

EDIT: Forgot to mention I used the latest SCI bv Tais and your latest map updates.

EDIT 2: A suggestion (might have been talked about before, sorry, but can't resist): I always thought that it was silly that you can steal the Eldorado from Kingpin without any consequences. So...Why not put the Eldorado in a garage, and block the entrance with guards. This way you'd have to trigger a fight with Kinpin's army, and probably kill them all in order to get the car.

Page 28 of 153 ---- Generated from The Bears Pit EDIT 3: In the merc/sector inventory, when you hover the pointer over a weapon, only a few compatible attachments are taged (lit up, marked with white silhouette, hope you get what I mean). Same goes for the other way around (attachment -> compatible weapons). Is this a NAS issue? I know all the new weapon slots have tooltips of which attachments are compatible, but I miss the mentioned "tag" feature.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by GeneralArthur on Wed, 01 Sep 2010 05:38:03 GMT View Forum Message <> Reply to Message Thanks for a wonderful mod Smeagol...you and Tais, along with WarmSteel have done a whole lot of work.! It works like a charm on my side!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Wed, 01 Sep 2010 07:55:10 GMT View Forum Message <> Reply to Message There's an update for the newmaps update that smeagol made, it's not yet in the SCI... You should test that and see if it still happens goc_man EDIT 3: In the merc/sector inventory, when you hover the pointer over a weapon, only a few compatible attachments are taged (lit up, marked with white silhouette, hope you get what I mean). Same goes for the other way around (attachment -> compatible weapons). Is this a NAS issue? I know all the new weapon slots have tooltips of which attachments are compatible, but I miss the mentioned "tag" feature. i had the same problem in the sector inventory, items that should be attachable to a weapon did not light up when i hovered over the weapon, and yes i placed the weapon in sector inventory, because hovering over a weapon in merc inventory has stopped working a long time ago...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Wed, 01 Sep 2010 08:54:44 GMT View Forum Message <> Reply to Message 7.62x39 match bullets don't give any range bonus same for 9x21 SP-11 (which aren't named "match" but are marked white)

oh and Rudolf doesn't want to extend contract due to my death rate... but nobody died (yet)

Page 29 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Wed, 01 Sep 2010 12:11:38 GMT View Forum Message <> Reply to Message Taisi had the same problem in the sector inventory, items that should be attachable to a weapon did not light up when i hovered over the weapon, and yes i placed the weapon in sector inventory, because hovering over a weapon in merc inventory has stopped working a long time ago...

Yes, I mentioned that several times already. But it seems that noone wants to look into it. Also BR tooltips are screwed up.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by goc_man on Wed, 01 Sep 2010 13:44:50 GMT View Forum Message <> Reply to Message TaisThere's an update for the newmaps update that smeagol made, it's not yet in the SCI... You should test that and see if it still happens I do have the latest map updates (Your latest SCI + letest update by smeagol-"Maps.7z"). The bug is still there.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Wed, 01 Sep 2010 18:05:17 GMT View Forum Message <> Reply to Message Luppolo7.62x39 match bullets don't give any range bonus same for 9x21 SP-11 (which aren't named "match" but are marked white)

Uhm...

The mags do, the crates didn't... I fixed that.

Also added a new Sci-Fi only gun. A pump- that uses CAWS ammunition. The name isn't exactly great atm (Olin CS)... but the best I could come up with. If anyone has a better suggestion, now is your chance to be a part of AIMNAS.

Also made some minor fixes (like replacing the A.M. flashsuppresor in Imp Starting Gear with an A. Flashsuppressor, replacing the A.M. Polymere Stock on the M468 with an A. stock... renamed the original trigger group to Trigger Group, 3 and added 3 yellow bars to the pic to fit in with the other two trigger groups...).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6

Page 30 of 153 ---- Generated from The Bears Pit Posted by Luppolo on Wed, 01 Sep 2010 18:17:07 GMT View Forum Message <> Reply to Message what about *manufacturer acronym* CQS (close quarter smeagol xD) oh well, soldiers shoot the jeep on purpose and found it a nice addition, but today "jeep has been hit in chest and lost 22 pts of max health" so there must be something wrong

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Wed, 01 Sep 2010 20:05:59 GMT View Forum Message <> Reply to Message Luppolowhat about *manufacturer acronym* CQS (close quarter smeagol xD) oh well, soldiers shoot the jeep on purpose and found it a nice addition, but today "jeep has been hit in chest and lost 22 pts of max health" so there must be something wrong

Well, the thing with the Jeep has always been screwed up and all guys I asked about it have no idea what's causing it...

Guess we'll have to wait for a true rework of the prof.dat thingy to get over with this.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Wed, 01 Sep 2010 21:57:12 GMT View Forum Message <> Reply to Message Uploaded an update for garrisons. This will add a chance for enemies appearing in San Mona. Will also require a new game, as any changes to garrisons screw up save games.

The file also includes the updated HAM facilities for WF.

Currently packing V8 that will include the aforementioned Olin CS and some minor fixes.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by goc_man on Wed, 01 Sep 2010 22:48:04 GMT View Forum Message <> Reply to Message Cool, what's new in the updated WF facilities?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Bobling on Thu, 02 Sep 2010 03:01:39 GMT

Page 31 of 153 ---- Generated from The Bears Pit View Forum Message <> Reply to Message If used exe from SCI, displaced brothers Santos (Peter in C9 and Carlo in K6)does not appear in game. However, they are present on the maps and regularly appear when using the original STOMP 1.2 exe.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Useless Heathen on Thu, 02 Sep 2010 16:26:45 GMT View Forum Message <> Reply to Message Hey, great job on the SCI. Thanks to all the dudes puttin the work in to make JA2 better. I caught a possible bug while trying to open the XML editor. It says:

"Unhandled Error. Please report this error to Madd Mugsy.

Error: The string " is not a vaild Boolean value."

Is this my fault? Is this karma? And, far more seriously, is this the work of a group of evil gnomes who inhabit my desk? Also if this question has been answered previously, apologies in advance... the Search button gave me nothing.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Thu, 02 Sep 2010 17:06:17 GMT View Forum Message <> Reply to Message UselessHeathenHey, great job on the SCI. Thanks to all the dudes puttin the work in to make JA2 better. I caught a possible bug while trying to open the XML editor. It says:

"Unhandled Error. Please report this error to Madd Mugsy.

Error: The string " is not a vaild Boolean value."

Is this my fault? Is this karma? And, far more seriously, is this the work of a group of evil gnomes who inhabit my desk? Also if this question has been answered previously, apologies in advance... the Search button gave me nothing.

Nah, that's because the XML editor can't handle the new 5 kit mercstartinggear.xml.

If you want to view items with the xml editor, you need to make a backup of the mercstartinggear.xml and replace the file temporarily with the standard 1.13 mercstartinggear.xml.

After you're done with xml editor, make sure to copy the new file back (the one that should have a size of ~720kb).

Page 32 of 153 ---- Generated from The Bears Pit Edit: Currently adding the OTs Drotik Machine Pistol and 24rnd mags for it.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Useless Heathen on Fri, 03 Sep 2010 06:43:34 GMT View Forum Message <> Reply to Message Much Gracias. I still think the gnomes are at least partially responsible.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Fri, 03 Sep 2010 17:46:16 GMT View Forum Message <> Reply to Message Adjusting some values for stocks atm.

Edit: Added EBR versions of the Mini-14 and the AC-556.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Sat, 04 Sep 2010 10:59:05 GMT View Forum Message <> Reply to Message Smeagol, in my opinion you could make the stocks more compatible with guns. Like the SMG stocks should have more compatibility, as I posted earlier in previous thread.

In other case, Spider went black-op operatives and took the jeep into battle. Spider heard a loud bang while she was spraying the enemies with her Mp5 from a roof top. The enemies blew up the Jeep and now she doesn't a vehicle =(

So the Jeep is now "dead". I presume there isn't a way to recover that. However the Icecream truck and the Humvee is still available in the future?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sat, 04 Sep 2010 11:40:48 GMT View Forum Message <> Reply to Message K0ukkuSo the Jeep is now "dead". I presume there isn't a way to recover that. However the Icecream truck and the Humvee is still available in the future?

Page 33 of 153 ---- Generated from The Bears Pit Yupp. Tough luck.

When the Jeep explodes it is dead, just like any other vehicle would be. The other vehicles will be available just as usual.

The Jeep is really only good in the early game, when the enemies don't have enough firepower to kill it right away.

I know this is annoying. Maybe there'll be a solution for this in the near future...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Sat, 04 Sep 2010 13:43:55 GMT View Forum Message <> Reply to Message Since it is possible jump from _broken_ windows to in or out of a house, could you make some kind of almost silent item to "break" a window? Like some kind of cool laser-cutting gadget from Bond movies? Now you have to use your weapon to break the window.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by lockie on Sat, 04 Sep 2010 14:52:07 GMT View Forum Message <> Reply to Message Easiest and most realistic 'weapon' would be a simple diamond glass cutter .

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Sat, 04 Sep 2010 16:19:29 GMT View Forum Message <> Reply to Message enemies do jump thru windows or only the player does?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Sat, 04 Sep 2010 21:01:17 GMT View Forum Message <> Reply to Message Okay. So:

A - Stock, telescopic fits to a MP5 Navy. It says "A telescopic stock for certain assault ".

Page 34 of 153 ---- Generated from The Bears Pit A - Stock, SMG, telescopic does not fit to a MP5 Navy. It says "A telescopic butt-stock for submachineguns."

Also, the Stock, SMG, telescopic pic clearly is a MP5 butt-stock and the Stock, telescopic is something else. Does not compute.

Found a bug when attaching HK rails to MP5SD. I had foregrip on it while installing HK rails and after installing HK rails, I couldn't get the foregrip off the gun. Also, I can't attach M203PI to my HK MP5SD RAS version, it should be possible right?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Sat, 04 Sep 2010 21:50:04 GMT View Forum Message <> Reply to Message K0ukkuSince it is possible jump from _broken_ windows to in or out of a house, could you make some kind of almost silent item to "break" a window? Like some kind of cool laser-cutting gadget from Bond movies? Now you have to use your weapon to break the window. lol i have a nice intermediate for that.. i always throw my weapon through the window.. keep some distance when you throw it and throw it far so it will go through the window..

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Sat, 04 Sep 2010 22:24:23 GMT View Forum Message <> Reply to Message I couldn't resist any longer and installed AIM. First thing I did was go looking for the Hans bug and I found it. The NPC script for Hans and Brenda is broken. I don't know who changed it but if you want correct behaviour use the .npc files from WF 6.07 instead of the SCI. edit: Replacing .npc files requires a restart of the game. Sorry.

@Smeagol Did your map changes affect quest NPCs? If not your 6.07 .npc files should be the standard that is used for the SCI.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sat, 04 Sep 2010 23:04:49 GMT View Forum Message <> Reply to Message No wonder I couldn't find anything wrong with tony and hans....

Page 35 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Sun, 05 Sep 2010 00:02:52 GMT View Forum Message <> Reply to Message well here's your new SCI you bastards... http://www.mediafire.com/?fkrfz6vz149oa

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Headrock on Sun, 05 Sep 2010 04:24:53 GMT View Forum Message <> Reply to Message lockieEasiest and most realistic 'weapon' would be a simple diamond glass cutter .

That is so cliche... it would take a long time to actually cut a window open with a diamond. What hollywood latched onto is the act of weakening the glass with the diamond in key spots so that when broken it'll shatter more neatly and not leave huge chunks of glass ready to fall on you and kill you as you try to enter through the hole.

You still need to make a lot of noise shattering it.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by lockie on Sun, 05 Sep 2010 07:07:59 GMT View Forum Message <> Reply to Message Quote:That is so cliche... it would take a long time to actually cut a window open with a diamond. What hollywood latched onto is the act of weakening the glass with the diamond in key spots so that when broken it'll shatter more neatly and not leave huge chunks of glass ready to fall on you and kill you as you try to enter through the hole.

You still need to make a lot of noise shattering it.

Urrr yeah , but it is only a game , we're not trying to steal the Crown Jewels

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Sun, 05 Sep 2010 11:15:19 GMT View Forum Message <> Reply to Message Also the MP5SD RAS version is missing the reflex sights spot: http://img688.imageshack.us/img688/6077/bugvwf.png

"A note on gun merges: Make sure, that you take off all attachments and unload the gun before changing barrels//adding rails. Otherwise your stuff might disappear. Tried this with a conversion of AR57 into beowulf, my 50 rnd 5.7 mag just vanished (probably because there was no room to

Page 36 of 153 ---- Generated from The Bears Pit drop the mag, the other way round with a loaded beowulf worked flawless, the mag was put into a small pocket and all attachments stayed on the gun). Might be however, that this is changed with NAS."

I had reflex sight and foregrip on while I made the RAS version with HK rails. However my stuff didn't disappear, but maybe it causes it or just the MP5SD Ras version is buggin. You tell me Smeagol. edit: Ordered a couple few MP5SD and HK rails and did it by-the-book. Still bugging.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sun, 05 Sep 2010 13:23:52 GMT View Forum Message <> Reply to Message K0ukkuAlso the MP5SD RAS version is missing the reflex sights spot: http://img688.imageshack.us/img688/6077/bugvwf.png

"A note on gun merges: Make sure, that you take off all attachments and unload the gun before changing barrels//adding rails. Otherwise your stuff might disappear. Tried this with a conversion of AR57 into beowulf, my 50 rnd 5.7 mag just vanished (probably because there was no room to drop the mag, the other way round with a loaded beowulf worked flawless, the mag was put into a small pocket and all attachments stayed on the gun). Might be however, that this is changed with NAS."

I had reflex sight and foregrip on while I made the RAS version with HK rails. However my stuff didn't disappear, but maybe it causes it or just the MP5SD Ras version is buggin. You tell me Smeagol. edit: Ordered a couple few MP5SD and HK rails and did it by-the-book. Still bugging.

It's probably just missing the slot. I'll check that.

Also have to correct several other attachment slots (AKM Tactical can no longer take russian scopes for example...) and incompatible attachments (Kobra goes with 7x scope or even worse a PSO-3 atm...).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by orko_oskar on Sun, 05 Sep 2010 14:10:37 GMT View Forum Message <> Reply to Message HeadrocklockieEasiest and most realistic 'weapon' would be a simple diamond glass cutter .

That is so cliche... it would take a long time to actually cut a window open with a diamond. What hollywood latched onto is the act of weakening the glass with the diamond in key spots so that

Page 37 of 153 ---- Generated from The Bears Pit when broken it'll shatter more neatly and not leave huge chunks of glass ready to fall on you and kill you as you try to enter through the hole.

You still need to make a lot of noise shattering it.

How about duct tape? If you break a window that has been covered in duct tape it will make significaly less noise and broken glass will not be scattered everywhere.

P.S. Duct tape can be used for everything

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Sun, 05 Sep 2010 18:14:13 GMT View Forum Message <> Reply to Message i don't think the engine allows attaching items to map tiles also i think silencers should add a very little auto/burst bonus due to their weight (and raise ready APs if they don't already)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by L0st0ne on Mon, 06 Sep 2010 11:20:45 GMT View Forum Message <> Reply to Message cant recruit milita anymore after tais last sci update

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Mon, 06 Sep 2010 11:48:07 GMT View Forum Message <> Reply to Message would be very interesting to know in what sectors you cant recruit militia anymore.....

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by L0st0ne on Mon, 06 Sep 2010 11:54:02 GMT View Forum Message <> Reply to Message hey tais, any sector i started a new game and drassen isnt working at all same in chitzena. thnx for fast reply

SCI_SVN1231_MPSVN3629_WF606_AIMNASv8_NewMaps7z

Page 38 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Mon, 06 Sep 2010 12:20:19 GMT View Forum Message <> Reply to Message well it is true that you cant train militia in all city sectors, how about you try drassen airport... and maybe it's smart that you get on IRC so i can help you faster

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 06 Sep 2010 12:21:48 GMT View Forum Message <> Reply to Message bad idea, thais - there ain't no aca-building - try the mine

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 06 Sep 2010 12:59:12 GMT View Forum Message <> Reply to Message Logistericbad idea, thais - there ain't no aca-building - try the mine

Only with the facility update... dunno if Tais has it in his SCI.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Mon, 06 Sep 2010 16:28:32 GMT View Forum Message <> Reply to Message Looks like he has that included. D13 has facility type 10 - the A.C.A building.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Mon, 06 Sep 2010 17:11:24 GMT View Forum Message <> Reply to Message so we're just talking about a n00b who expects to be able to train militia all over the place?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 06 Sep 2010 17:35:36 GMT View Forum Message <> Reply to Message Taisso we're just talking about a n00b who expects to be able to train militia all over the place?

Well... it has always been like that, before headrock added facilities...

Page 39 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Friendly Fire on Mon, 06 Sep 2010 18:17:51 GMT View Forum Message <> Reply to Message Facilities making things difficult.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 06 Sep 2010 18:24:51 GMT View Forum Message <> Reply to Message Friendly FireFacilities making things difficult.

Nope... Facilities make stuff more interesting.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by lockie on Mon, 06 Sep 2010 19:05:25 GMT View Forum Message <> Reply to Message Quote: Facilities make stuff more interesting.

It does change the game experience , for the better , I think . Stick at it and learn how to use it :ok:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Friendly Fire on Mon, 06 Sep 2010 19:05:50 GMT View Forum Message <> Reply to Message Same thing.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Mon, 06 Sep 2010 19:39:33 GMT View Forum Message <> Reply to Message People should keep in mind that all of this is the work of coders and modders and they have certain preferences. If you don't like them just change them. It's so easy with all the externalized data. edit: Hey Lockie, are you out of glue? If not please make this thread a sticky! Thanks. :thumbsup:

Page 40 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Loucipher on Mon, 06 Sep 2010 20:08:36 GMT View Forum Message <> Reply to Message Seconded. I've seen lockie bumping two threads recently without sticking them. He must have run out of glue... or he must be hoarding all of it to create some super-duper gun attachment

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by lockie on Mon, 06 Sep 2010 20:30:43 GMT View Forum Message <> Reply to Message Cannot sticky every thread or we lose the point of doing it , this one HAS been stucked !!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Mon, 06 Sep 2010 21:02:35 GMT View Forum Message <> Reply to Message maybe you should unstick some very old and now useless threads?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Mon, 06 Sep 2010 21:35:13 GMT View Forum Message <> Reply to Message You could release part 5 for example. Since Smeagol has links to all the old threads in his opening post it's not necessary to keep the old ones fixed.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 07 Sep 2010 16:41:26 GMT View Forum Message <> Reply to Message Fixed the trigger group merges.

Those work now as follows (works for regular and modified version):

Trigger Group 2 + Copper Wire = T.G. 3 + Pack of Gum Trigger Group 4 + Copper Wire = T.G. 3 + Rubber Band

Trigger Group 2 + Rubber Band = T.G. 4 + Pack of Gum Trigger Group 3 + Rubber Band = T.G. 4 + Copper Wire

Trigger Group 3 + Pack of Gum = T.G. 2 + Copper Wire Trigger Group 4 + Pack of Gum = T.G. 2 + Rubber Band

Page 41 of 153 ---- Generated from The Bears Pit (yeah, I know, the merges are a bit far fetched... it's all for the sake of having the merges...)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Tue, 07 Sep 2010 17:03:07 GMT View Forum Message <> Reply to Message After playing a little I must say that I'm impressed! There are so many new things to discover.

I've got some questions though - why are there several ammo donkeys for the same ammo type? Why do they have to be two-handed and so big that they don't fit in any pocket?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by DepressivesBrot on Tue, 07 Sep 2010 17:22:20 GMT View Forum Message <> Reply to Message smeagol(yeah, I know, the merges are a bit far fetched... it's all for the sake of having the merges...) Might want to try my variant instead? I 'cycle' through the trigger groups using a utility knife (use type merge). This represents 'adjusting some internal component' and only requires 3 merges: TG 4 -> TG 3 TG 3 -> TG 2 TG 2 -> TG 4

I don't think it's worse than stuffing bubblegum into your trigger group, could also use a toolkit instead if you feel this is to complex to do with a utility knife.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by goc_man on Tue, 07 Sep 2010 18:03:28 GMT View Forum Message <> Reply to Message @ DepressivesBrot: Nice suggestion, I agree. The toolkit option is even better. It would also be nice if the toolkit would be used up a bit for this merge.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 07 Sep 2010 18:36:28 GMT View Forum Message <> Reply to Message DepressivesBrotsmeagol(yeah, I know, the merges are a bit far fetched... it's all for the sake of having the merges...) Might want to try my variant instead? I 'cycle' through the trigger groups using a utility knife (use

Page 42 of 153 ---- Generated from The Bears Pit type merge). This represents 'adjusting some internal component' and only requires 3 merges: TG 4 -> TG 3 TG 3 -> TG 2 TG 2 -> TG 4

I don't think it's worse than stuffing bubblegum into your trigger group, could also use a toolkit instead if you feel this is to complex to do with a utility knife.

Great idea. I make that instead.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Hairysteed on Tue, 07 Sep 2010 19:54:07 GMT View Forum Message <> Reply to Message DepressivesBrot Might want to try my variant instead? I 'cycle' through the trigger groups using a utility knife (use type merge). This represents 'adjusting some internal component' and only requires 3 merges: TG 4 -> TG 3 TG 3 -> TG 2 TG 2 -> TG 4

I don't think it's worse than stuffing bubblegum into your trigger group, could also use a toolkit instead if you feel this is to complex to do with a utility knife. Possible exploit: Repair a damaged trigger group using a 100% toolkit to merge. Merge toolkits and repeat until status of the trigger group reaches 99%

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by DepressivesBrot on Tue, 07 Sep 2010 19:56:57 GMT View Forum Message <> Reply to Message That's why I said 'use type merge', it doesn't change anything about the condition of the items.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Loucipher on Tue, 07 Sep 2010 20:19:17 GMT View Forum Message <> Reply to Message Hey, this actually makes much more sense than these "gum/wire/band" variants. Trigger groups are complex mechanical devices, not some playtoys that can be tweaked with just any piece of garbage you happen to have at hand.

Thumbs waaaay up, DB

Page 43 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Fri, 10 Sep 2010 21:04:38 GMT View Forum Message <> Reply to Message Just uploaded V9.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Fri, 10 Sep 2010 22:40:16 GMT View Forum Message <> Reply to Message Two new ammo donkeys have some wrong data. They fit in small pockets.

Item 2369 and 2371: add "34" remove "8"

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sat, 11 Sep 2010 00:33:56 GMT View Forum Message <> Reply to Message Thanks for reporting... I might change that when I remember... currently working on the AIM-NCTH conversion (which will make the xml editor useless until it gets updated...).

Therefore, I won't be adding any completely new stuff in the next time... just updating all the items for NCTH will take quite some time anyways.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Sat, 11 Sep 2010 13:48:56 GMT View Forum Message <> Reply to Message Is there a folding foregip in the game? I was just wondering since I haven't seen any so far...

And Smeagol could you pleease release a minor fix, at least for the MP5SD RAS and other stuff mentioned before you move to NCTH project?

I've just conquered Cambria and these new additions have been so sweet. Thanks.

-K0ukku

Page 44 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sat, 11 Sep 2010 15:35:34 GMT View Forum Message <> Reply to Message I think the MP5 fix is in V9.

Folding Foregrips can probably be ordered from Bobby Rays. Finding them in-game could be a bit difficult I guess...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Sat, 11 Sep 2010 16:11:52 GMT View Forum Message <> Reply to Message smeagolFolding Foregrips can probably be ordered from Bobby Rays. Finding them in-game could be a bit difficult I guess...

I haven't downloaded the latest version, but in a previous version I had to add a line to Items.xml since Bobby Rays didn't carry them, which was probably an oversight.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Sat, 11 Sep 2010 17:56:19 GMT View Forum Message <> Reply to Message reVurt, could you instruct me how to add those lines? Since I havent seen them in BR and I have looked for it.

Small issue, but it would be nice to get it work.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Sat, 11 Sep 2010 18:12:23 GMT View Forum Message <> Reply to Message There are two values which define what Bobby Ray should have in stock.

1 1

You need to add them to the attachment that you want in his stock. The number between the tags defines the amount that BR has.

If you would want to buy the folding foregrip in new and used condition you would do this for example:

Page 45 of 153 ---- Generated from The Bears Pit 2407 Foregrip, folding A. - Foregrip, folding This small folding foregrip fits certain submachineguns. A. - Foregrip, folding This small folding foregrip fits certain submachineguns. 268435456 1 1057 1 2 20 100 2 1 1 1 1 2 1 4 4 8

He could have 2 new ones and 1 used one.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Sat, 11 Sep 2010 19:57:46 GMT View Forum Message <> Reply to Message Cool. A. - Foregrip, folding was there, but the Bobby Ray lines were missing. Thanks for help.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sat, 11 Sep 2010 20:48:50 GMT View Forum Message <> Reply to Message For the NCTH version I fixed the two ammo donkeys and the Folding Foregrip not showing up in BR inventory.

I will also add more than one default attachment to some guns.

Page 46 of 153 ---- Generated from The Bears Pit But remember: As I said before, the files won't be compatible with the XML Editor, if you try to use the editor on them, it will either not load at all or overwrite the file and thus deleting the new changes.

Anyways... back to work...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by datakurs on Sun, 12 Sep 2010 13:43:04 GMT View Forum Message <> Reply to Message Tony does not buy Stock polymere foldings.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by KingYufka on Sun, 12 Sep 2010 16:20:06 GMT View Forum Message <> Reply to Message

Found new bugs. The heat rocket overtakes the properties of the napalm rocket. This only happens if you have a heat (or a HEDP) rocket and a napalm rocket attached at the rocketlauncher. A single rocket works fine.

Anoher problem is that i cant open this door.

Nothing to say ... except nice work so far

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by datakurs on Sun, 12 Sep 2010 16:33:54 GMT View Forum Message <> Reply to Message I had no problem with that door. Try to lockpick it with a better merc (higher mechanic skill, higher level, technician/engineer skill, phlegmatic personality etc.).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Sun, 12 Sep 2010 17:42:36 GMT View Forum Message <> Reply to Message maybe next time post pictures in jpeg, gif or png format, bmp is soooo big it takes hours to load on

Page 47 of 153 ---- Generated from The Bears Pit slow image hosts

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by nsnipe on Mon, 13 Sep 2010 21:53:46 GMT View Forum Message <> Reply to Message Hi m8s, found this: Assertion failure [Line 1368 in file Map Edgepoints.cpp] Sector A9 level 0 doesn't have any isolated south mapedgepoints KM:1 it occurred when I tried to go to A9 (Omerta) from B9 in tactical. Its map bug or something more serious? AIM-NAS v9 not sci...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 13 Sep 2010 23:49:24 GMT View Forum Message <> Reply to Message Hmm... Gorro reported a similar thing... I could not reproduce it. Don't know what's going on there...

I uplaoded the first test version of files for NCTH.

You'll find the necessary data on my skydrive.

Make sure you have Headrocks test exe to go along with it. Otherwise this stuff won't work.

Also, make sure [color:#FF0000]NOT TO USE THE XML EDITOR!!![/color]

It will screw up all data.

There are also some additional minor fixes in it (like 43mm are now repairable, removed some wrong tags from some items, the two ammo donkeys silfersurfer mentioned above are fixed, the AG36 can no longer be attached to an G36K... ).

Have fun and make sure to report all strange stuff. :happybear:

Edit: Be prepared for a really frustrating game experience though... your guys won't hit anything... enemies will hit very often...

Page 48 of 153 ---- Generated from The Bears Pit Edit: Okay... it really takes some time to get used to NCTH... it plays a lot different than regular 1.13.

Also reproduced the assertion failure on the B9 to A9 travel. Yeah... this is related to the fence that is next to the road in B9. stinks, but I probably won't fix it any time soon... but then again... you never know... After I reworked all that stuff already I might be eager to give Big Maps another go... ah well...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Mauser on Tue, 14 Sep 2010 04:28:15 GMT View Forum Message <> Reply to Message just had a go at the newest AIMNAS v9 with Tai

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Tue, 14 Sep 2010 10:25:58 GMT View Forum Message <> Reply to Message Smeagol, I'm using the "SHOW_TACTICAL_FACE_GEAR" and "SHOW_TACTICAL_FACE_ICONS" in my game. Now I found that the pictures/icons don't show ingame when I use your new face gear.

They don't show because the item IDs are hard coded in the exe. I thought about taking item bonuses for a check but that wouldn't work well because items might have bonuses for several light conditions.

So I'm planning to change that code and implement a few new tags for "Items.xml".

These tags will be:

0 0

Regarding extended ear I can check for "0" but I could add another tag "0" as well.

What do you think about that?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Tue, 14 Sep 2010 11:06:19 GMT View Forum Message <> Reply to Message

Page 49 of 153 ---- Generated from The Bears Pit if you can also make the smart goggle switch code make use of the tags because we've had it switch sunglasses for a gasmask..

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Tue, 14 Sep 2010 12:03:49 GMT View Forum Message <> Reply to Message Are you talking about the SAS gas mask? Gorro already told me about that. In the end he had two gas masks on.

I already opened a bug report on JaggZilla about that.

We could probably use the flags for smart goggle swap as well. I have to think about that a little and maybe I'll fix it.

The only problem I see at the moment is that an item could have a bonus for day- and nighttime. It would need to belong to a category (either sun goggles or NV goggles). You might set both to "1" but only one will be shown as icon.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Hairysteed on Tue, 14 Sep 2010 12:20:49 GMT View Forum Message <> Reply to Message Item idea: Reversible helmet covers and camo clothing. Using the armor it is attached to to merge with them changes from woodland to desert (or more usefully, woodland+desert to urban).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 14 Sep 2010 18:11:22 GMT View Forum Message <> Reply to Message Work on AIM is on pause.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Mauser on Tue, 14 Sep 2010 18:50:06 GMT View Forum Message <> Reply to Message smeagolWork on AIM is on pause. well, i guess you deserve it after all the great work you have done so far smeagol! i am sure there will be more rebalancing work waiting for you once HAM4 with the new CTH calculation and other features get released and have to be implemented. it sure aint easy to keep

Page 50 of 153 ---- Generated from The Bears Pit up with all the new features and developements getting done lately with such a mod. but so far, your AIM is a great success and a quite solid piece of work.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Tue, 14 Sep 2010 19:53:52 GMT View Forum Message <> Reply to Message Found a little bug. Items 1899 to 1904 shouldn't show up on BR's website but they do because "1" is set.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by nsnipe on Tue, 14 Sep 2010 21:22:27 GMT View Forum Message <> Reply to Message Strange thing happened in San Mona. Accidentally forgot jeep after a visiting Tony and when came back didn't found my car where i left it. Hans took it to his shop Shame i didn't printscreened...

Also OTs 23 Drotik fires only 2-shot burst instead of 3. Markings in OTs 23 photos shows 3 dots below safety lever. AIM-NAS v9 not SCI over and out...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by ko5ma on Tue, 14 Sep 2010 21:27:07 GMT View Forum Message <> Reply to Message That's the burst penalty, not number of rounds. You can see three icons to the left.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Hairysteed on Tue, 14 Sep 2010 22:46:28 GMT View Forum Message <> Reply to Message Guess he never wondered why attaching a foregrip to an assault rifle would reduce the burst size from 9 to 4 :biglaugh:

Page 51 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by nsnipe on Wed, 15 Sep 2010 13:32:08 GMT View Forum Message <> Reply to Message Crap. I did know about bp but when fired counted only 2 rounds. Later noticed it was last 2 rounds

My mistake... never was good at math

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Loucipher on Wed, 15 Sep 2010 20:57:02 GMT View Forum Message <> Reply to Message If you can count, count on yourself

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Wed, 15 Sep 2010 21:25:14 GMT View Forum Message <> Reply to Message Tais convinced to resume work on AIM NAS...

Currently fixing a lot of minor issues for V10.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Gorro der Grüne on Wed, 15 Sep 2010 21:54:04 GMT View Forum Message <> Reply to Message I love Tais

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Thu, 16 Sep 2010 02:09:31 GMT View Forum Message <> Reply to Message Added the Gressar hunting rifle.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6

Page 52 of 153 ---- Generated from The Bears Pit Posted by Mauser on Thu, 16 Sep 2010 06:24:09 GMT View Forum Message <> Reply to Message Gorro der Gr

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Thu, 16 Sep 2010 07:44:28 GMT View Forum Message <> Reply to Message well maybe he wont because he's not doing extreme xml stuff atm, just some quality checks and adding a new gun..

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Mauser on Thu, 16 Sep 2010 08:50:02 GMT View Forum Message <> Reply to Message Taiswell maybe he wont because he's not doing extreme xml stuff atm, just some quality checks and adding a new gun.. well, if that

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Thu, 16 Sep 2010 08:51:37 GMT View Forum Message <> Reply to Message just wait for v10.. and you can always drop a new version AIMNAS over your current SCI install..

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Thu, 16 Sep 2010 09:01:22 GMT View Forum Message <> Reply to Message I had a little dispute with the Kingpin goons in C5 last night and after the smoke cleared I found all the ammo donkeys in Franks bar. Intended or a leftover from testing?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Alex_SPB on Thu, 16 Sep 2010 10:20:16 GMT View Forum Message <> Reply to Message Mauser i

Page 53 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Thu, 16 Sep 2010 10:23:46 GMT View Forum Message <> Reply to Message intented - same with the santos-clones

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Thu, 16 Sep 2010 11:37:07 GMT View Forum Message <> Reply to Message I found another small issue.

Item ID 480 - 5.56 SCF mag is marked "SciFi" while item ID 2371 - ammo donkey for 5.56 SCF is not.

Doesn't make sense to be able to buy the ammo donkey for 5.56 SCF ammo if you can't buy 5.56 SCF ammo.

Also I would propose a rename of all the ammo boxes from "Ammo box, " to ", Ammo box". At the moment it is impossible to see the difference between certain ammo types. Also the boxes don't line up nicely with normal mags. After the rename they are next to their corresponding mags.

Here is an example - before:

after:

Looks much better now, no?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Thu, 16 Sep 2010 11:42:12 GMT View Forum Message <> Reply to Message yup, i always rename mine - but the smeag brings an update and it's a mess again :placard:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Mauser on Thu, 16 Sep 2010 17:38:13 GMT View Forum Message <> Reply to Message

Page 54 of 153 ---- Generated from The Bears Pit Alex_SPBMauser i

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Wil473 on Thu, 16 Sep 2010 18:13:39 GMT View Forum Message <> Reply to Message Reversing the calibre and "Ammo Crate," it is so simple and effective. Why didn't I think about this when I was redoing the ammo crates in UC-113NAS earlier...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Thu, 16 Sep 2010 18:17:06 GMT View Forum Message <> Reply to Message yeah, I might actually do that sometime... atm I have other work to do though... adding RAS versions of M16 / M4 variants (and changing the attachment slots of the guns already in game accordingly... the current guns like the M4A1, Colt Commando and such will now only take 2x and 4x Scope and basic lasers. If you want better scopes and lasers you need to add a rail kit).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Thu, 16 Sep 2010 19:03:43 GMT View Forum Message <> Reply to Message Good changes.

The MP5SD RAS version still doesn't accept M203PI.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Thu, 16 Sep 2010 19:04:38 GMT View Forum Message <> Reply to Message K0ukkuGood changes.

The MP5SD RAS version still doesn't accept M203PI.

On the SD it is intended... otherwise the SD would be too unbalanced.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6

Page 55 of 153 ---- Generated from The Bears Pit Posted by Mauser on Thu, 16 Sep 2010 19:49:14 GMT View Forum Message <> Reply to Message say smeagol. do you also have some "special weapons" or unique guns planned for AIM, you know, models that perform exeptionally in one special role, that are more versatile than all others and of which you might only be able to get one or very few during the course of the game? you know, just to make it more exciting and maybe get a reason to do some quests or visit some especially difficult sectors? or mabye some sort of special

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by ern3sto on Thu, 16 Sep 2010 19:57:21 GMT View Forum Message <> Reply to Message hi folks sry if im a bother 1st of general info, i have the unpatched/standard german version of JA 2 WF i just downloaded the singleclick installer in the 1st post and i thought it would be an exe file or something like that... anyway after unpacking the .7z file i get loads of files and my best idea was copying the whole directory into my JA2WF directory, so far so good everything worked fine, i saw an awesome new BG in my laptop , mercs got updated weapons and all in the recruitment screen prob is when i try to create my avatar merc the speeches are messed up, when i choose a male char i only get access to 3 voices and the 3rd is female, when i choose a women i also only get 3 voices and out of them only the 1st one works, other 2 are mute now im quite certain this is all due to me owning the german version so do i need to install a language pack 1st or rename some files or did i fail the entire paching progress all together? oO there aint even a readme file to go by anyway some advise would be appreciated

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by DepressivesBrot on Thu, 16 Sep 2010 20:04:51 GMT View Forum Message <> Reply to Message 1. Welcome to the Pit, ern3sto :wave:

2. No version of 1.13 or any mod based on 1.13 is supposed to work together with (retail) WildFire, no matter what language. They're all based on vanilla JA2 and need it to work properly.

Page 56 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by ern3sto on Thu, 16 Sep 2010 20:09:47 GMT View Forum Message <> Reply to Message hi and thx for the welcome and damn i thought it said wildfire 1.13 in the screen so i thought it would work

EDIT: soooo what exactly do i need to do now and what is "vanilla" JA... never heard of that O.O i only own WF so yeah >.>

EDIT2: ok seems like my father still kept his old JA 2 CDs anyway does it only say WF in the title cause WF is part of the mod?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Gorro der Grüne on Thu, 16 Sep 2010 20:28:59 GMT View Forum Message <> Reply to Message Vanilla= the ordenary ice and software (here the latest official) JA2

It's called WF mod since it is JA2 1.13 with WF6 maps (and mercs)

The original WF6 is much tougher.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Thu, 16 Sep 2010 20:31:56 GMT View Forum Message <> Reply to Message ern3stohi and thx for the welcome and damn i thought it said wildfire 1.13 in the screen so i thought it would work

EDIT: soooo what exactly do i need to do now and what is "vanilla" JA... never heard of that O.O i only own WF so yeah >.>

EDIT2: ok seems like my father still kept his old JA 2 CDs anyway does it only say WF in the title cause WF is part of the mod?

Unfortunately Brot is right. 1.13 Mods won't work with retail version of Wildfire (the one from iDeal Games // Zuxxez). You will need to get your hands on a JA2 Gold version (could be more or less hard to get, but should usually be available at a bargain price IF you can manage to get your hands on it... I bought mine for like 3

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6

Page 57 of 153 ---- Generated from The Bears Pit Posted by ern3sto on Thu, 16 Sep 2010 20:49:45 GMT View Forum Message <> Reply to Message so what i need to make this work is

A. retail version of JA 2 or JA 2 Gold B. the "JA2 1.13 3111 exe SVN@1194 Full" (85MB) patch from this page http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=172234&page=1# Post172234 C. the AIMNAS WF6.06 mod from this thread that about right? thx very much

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Thu, 16 Sep 2010 20:58:39 GMT View Forum Message <> Reply to Message ern3stoso what i need to make this work is

A. retail version of JA 2 or JA 2 Gold B. the "JA2 1.13 3111 exe SVN@1194 Full" (85MB) patch from this page http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=172234&page=1# Post172234 C. the AIMNAS WF6.06 mod from this thread that about right? thx very much

Yupp. :happybear:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by ern3sto on Thu, 16 Sep 2010 21:17:57 GMT View Forum Message <> Reply to Message k thx i think i will stick around here, this community seems cool VEEERRRYYYY dedicated which is awesome imo and there are many new things for me to learn here and many mods to discover (i only beat WF 3 times... shame on me)

Page 58 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Thu, 16 Sep 2010 21:39:53 GMT View Forum Message <> Reply to Message Added rail conversions of the following guns:

Colt SMG 9mm Colt SMG .45 M4A1 -> M4 MWS M16A2 (was M16A4... the A4 will get a new item) -> M16A2E1 Bushmaster M4A3 .50 Beowulf (the non-rail version now has a carry handle) also added the MK18 Mod0

Guns with carry handle will only accept 2x and ACOG scopes. Also the amount of lasers will be limited to Laser Sight, Reddot Lam, Insight Lam-200 and AN/PEQ (so basically no more Rifle LAM on those guns... if you want a rifle LAM, you'll need to get a rail version).

Rail version weigh 0.1 more and are slightly harder to repair (-1 to repair difficulty) and of course will take a bit more attachments, but otherwise are exactly the same.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Thu, 16 Sep 2010 21:52:34 GMT View Forum Message <> Reply to Message ern3stoso what i need to make this work is

A. retail version of JA 2 or JA 2 Gold B. the "JA2 1.13 3111 exe SVN@1194 Full" (85MB) patch from this page http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=172234&page=1# Post172234 C. the AIMNAS WF6.06 mod from this thread that about right? thx very much

Actually, for B. you will probably want either the 1-click installer from here, as the one you are pointing to above is about a half a year out of date, or Tais' single-click installer from here, where the Wildfire one already includes AIMNAS. smeagolAdded rail conversions of the following guns:

Really looking forward to seeing your changes, smeagol! And if you're getting tired/burned out, is there anything that we in the community can do to help?

Page 59 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by xenon2050 on Thu, 16 Sep 2010 22:47:42 GMT View Forum Message <> Reply to Message Quick question. I've been playing through with AIMNAS and love it (Thanks for your hard work!) but I've ran into a weird problem. I have "WHICH_MINE_SHUTS_DOWN" set to 0 and yet the Drassen mine shut down. I had a save from before I got the notice, so I reloaded but it didn't do any good it still shutdown.

Any ideas or ways to reverse it?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Thu, 16 Sep 2010 22:55:19 GMT View Forum Message <> Reply to Message silversurfer

Also I would propose a rename of all the ammo boxes from "Ammo box, " to ", Ammo box". At the moment it is impossible to see the difference between certain ammo types. Also the boxes don't line up nicely with normal mags. After the rename they are next to their corresponding mags.

There is a very specific reason why I didn't do it that way. I remembered today when I worked on the XMLs in the editor. And The reason is really rather simple: It is much more convenient, when the editor sorts the stuff alphabetically (this way all ammo box items are neatly sorted after magazine type items...). This makes it much easier for me to mod the stuff. Thus a renaming of those boxes probably won't happen, sorry.

Maybe I shorten ammo box to A.B. or something...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Friendly Fire on Thu, 16 Sep 2010 23:16:39 GMT View Forum Message <> Reply to Message "Box" is enough, we all see it is ammo.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Thu, 16 Sep 2010 23:25:02 GMT View Forum Message <> Reply to Message NoriQuick question. I've been playing through with AIMNAS and love it (Thanks for your hard work!) but I've ran into a weird problem. I have "WHICH_MINE_SHUTS_DOWN" set to 0 and yet

Page 60 of 153 ---- Generated from The Bears Pit the Drassen mine shut down. I had a save from before I got the notice, so I reloaded but it didn't do any good it still shutdown.

Any ideas or ways to reverse it?

I've seen this happen as well, and I expect it's a problem with the executable, not AIMNAS per se. I think the only way around this in a current game is to hexedit the save.

See silversurfer's post in another thread for details.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by xenon2050 on Thu, 16 Sep 2010 23:49:21 GMT View Forum Message <> Reply to Message reVurtNoriQuick question. I've been playing through with AIMNAS and love it (Thanks for your hard work!) but I've ran into a weird problem. I have "WHICH_MINE_SHUTS_DOWN" set to 0 and yet the Drassen mine shut down. I had a save from before I got the notice, so I reloaded but it didn't do any good it still shutdown.

Any ideas or ways to reverse it?

I've seen this happen as well, and I expect it's a problem with the executable, not AIMNAS per se. I think the only way around this in a current game is to hexedit the save.

See silversurfer's post in another thread for details.

Hmm, well I just used Tais's SCI and then used the EXE Smeagol posted. Is that what I should have done? Would like to fix it for any future games. Thanks

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Fri, 17 Sep 2010 00:23:30 GMT View Forum Message <> Reply to Message NoriHmm, well I just used Tais's SCI and then used the EXE Smeagol posted. Is that what I should have done? Would like to fix it for any future games. Thanks

I doubt it. In the linked thread, it looks like the issue has been found and that someone was working on it, but when exactly that trickles down into a version of Tais' SCI is anybody's guess.

Whenever it happens to me, my solution is always to sell off everything not bolted down and then take Alma.

Page 61 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Fri, 17 Sep 2010 06:36:35 GMT View Forum Message <> Reply to Message any new release with an exe version higher than 3672 will have the fix for the mines shutting down.. i compile beta code, dont expect it to be perfect

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Fri, 17 Sep 2010 09:09:37 GMT View Forum Message <> Reply to Message @Smeagol

I was pretty sure that you need this "Ammo box" string for searching and modding. That's why I didn't want to remove it completely although from the picture we can clearly see it is an ammo box. Well, it doesn't bother me anymore because I already renamed mine but for the other players it might help if you rename them to something shorter.

NoriQuick question. I've been playing through with AIMNAS and love it (Thanks for your hard work!) but I've ran into a weird problem. I have "WHICH_MINE_SHUTS_DOWN" set to 0 and yet the Drassen mine shut down. I had a save from before I got the notice, so I reloaded but it didn't do any good it still shutdown.

Any ideas or ways to reverse it?

This is caused by a bug. It's already fixed in the latest code revision but that doesn't help players who started their game with a bugged exe. If you are into hex editing you might try my solution which I posted over here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=262256#Post262 256

If your mine is already shut down (doesn't produce anything anymore) you might need to check "fShutDownIsPermanent" and "fShutDown" as well. If you only have been warned about the coming shutdown the solution that I provided to Logisteric should do. edit: oops, there already was another page.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Fri, 17 Sep 2010 10:34:47 GMT View Forum Message <> Reply to Message

Page 62 of 153 ---- Generated from The Bears Pit Just uploaded V10.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Gorro der Grüne on Fri, 17 Sep 2010 11:59:50 GMT View Forum Message <> Reply to Message compatible with V9 saves?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Mauser on Fri, 17 Sep 2010 22:18:30 GMT View Forum Message <> Reply to Message Gorro der Gr

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by xenon2050 on Sat, 18 Sep 2010 16:00:24 GMT View Forum Message <> Reply to Message Taisany new release with an exe version higher than 3672 will have the fix for the mines shutting down.. i compile beta code, dont expect it to be perfect

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

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Sat, 18 Sep 2010 18:41:40 GMT View Forum Message <> Reply to Message NoriTaisany new release with an exe version higher than 3672 will have the fix for the mines shutting down.. i compile beta code, dont expect it to be perfect

Well thank you for compiling it in the first place it was very helpful! I'll keep a eye on this thread for a updated EXE, but until them I can live with one mine going bye-bye. maybe it's better to follow this thread then, because there are releases on newer code versions now

Page 63 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sun, 19 Sep 2010 01:51:59 GMT View Forum Message <> Reply to Message Adding two new guns right now that'll require a new calibre as well...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Sun, 19 Sep 2010 10:01:59 GMT View Forum Message <> Reply to Message I found that it is possible to use the Kobra together with scopes. Isn't that a bit too powerful? The Kobra has a big AP to shoot reduction bonus.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Friendly Fire on Sun, 19 Sep 2010 11:34:19 GMT View Forum Message <> Reply to Message Kobra without a scope won't get you far.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Sun, 19 Sep 2010 12:14:18 GMT View Forum Message <> Reply to Message The point is that in real life it is not possible to mount a scope + Kobra together on the side mount of AK style rifles.

This is the side mount:

Here you can see a PSO-1 mounted to it:

Here you can see a Kobra mounted:

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

At the moment AK style guns are UberRifles. Just look at this:

Page 64 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Sun, 19 Sep 2010 13:57:42 GMT View Forum Message <> Reply to Message Smeagol, can we see the Valmet M78/83 LMG in the AIMNAS? It would be a cool addition to the Valmet/AK-family, and since it is like a RPK and there isn't many RPK-like weapons, why not?

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

More info: http://www.milsurps.com/showthread.php?t=21798 http://www.sturmgewehr.com/bhinton/Valmet/Valmet_ADM78Odin1981.jpg http://www.valmetweapons.com/Valmet_Rifles.html

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Friendly Fire on Sun, 19 Sep 2010 19:29:40 GMT View Forum Message <> Reply to Message You are right, of course, about the Kobra. The problem is that IMO you can't have realism for one thing and not for all the rest. I would be delighted to have realism as the only guideline for allowing and rating attachments and weapons. Maybe Smeagol could enlighten us on his criteria.

About AK rifles and balance : on your pictures I don't see a provision to add a reflex sight of any kind on PSO scopes. Enforcing that facet of reality would make them very unattractive. The solution would be to multiply the accessories that convert russian weapons to RIS attachments. Another thing : I did not see a possibility for the Valmet 82 to accept the attachments this mod allows it to take.

With those attachments, you can make in this mod an UberUber very cheap rifle with a very fast ROF ! And that by using a weapon that was a failure in real life ! There are many other examples, so I assumed that Smeagol is not so much interested in that kind of realism, and I take the mod content as it comes. I don't imply that you should do the same ! I do only so myself because of the current situation of the XML editor unable to cope with NAS. I would by far prefer to have realistic equipment, balance is an elusive ghost anyway.

Page 65 of 153 ---- Generated from The Bears Pit Realism in equipment would be consistent with the other efforts to improve the simulation ( the NCTH project for example ). It would enhance the feeling of immersion and be educational too !

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by GMV on Sun, 19 Sep 2010 20:15:26 GMT View Forum Message <> Reply to Message Well almost ready with my 'old' AIMNAS_V6 playthrough before I update and see if I can find the same bugs I found in this version in the newer version before I report any (or else I get the 'update to V10' again (or perhaps 11 at the speed you are going)).

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

The ones I want to propose an alteration are:

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

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

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

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by xenon2050 on Mon, 20 Sep 2010 00:08:15 GMT View Forum Message <> Reply to Message Not to make it sound like I have all kinds of issues, but I just started a new game, took the airport and waited for a day to get bobby ray stuff. Well I set my guys to practicing agility and a few hours in one of the IMPs loses a point of health for working in the sector? Is that normal and can I stop it

Page 66 of 153 ---- Generated from The Bears Pit happening? The only thing I saw that might do this is FACILITY_DANGER_RATE

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Mon, 20 Sep 2010 02:19:26 GMT View Forum Message <> Reply to Message NoriWell I set my guys to practicing agility and a few hours in one of the IMPs loses a point of health for working in the sector? Is that normal and can I stop it happening? The only thing I saw that might do this is FACILITY_DANGER_RATE

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

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

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Mauser on Mon, 20 Sep 2010 13:10:06 GMT View Forum Message <> Reply to Message hey smeagol, could you maybe take a look at the central SAM site map? on my current Expert game with v10 i found it to be somewhat understaffed, especially after the queen ordered the remaining SAM sites to be most heavily guarded. i would love to see at least around 30+ or so elite enemys and maybe even a tank, as well as more extensive minefields as an alternative map for a greater challenge. right now, the time i take the central SAM it

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by lockie on Mon, 20 Sep 2010 18:00:17 GMT View Forum Message <> Reply to Message Catapults are useful too , stealth/night ops.....

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Mon, 20 Sep 2010 18:24:02 GMT View Forum Message <> Reply to Message

Page 67 of 153 ---- Generated from The Bears Pit Mauserhey smeagol, could you maybe take a look at the central SAM site map? on my current Expert game with v10 i found it to be somewhat understaffed, especially after the queen ordered the remaining SAM sites to be most heavily guarded.

Heavily guarded? Can't say so.

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

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

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by lockie on Mon, 20 Sep 2010 19:15:14 GMT View Forum Message <> Reply to Message Quote:on my current Expert game with v10 i found it to be somewhat understaffed, especially after the queen ordered the remaining SAM sites to be most heavily guarded.

Heavily guarded? Can't say so.

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

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Mon, 20 Sep 2010 19:44:53 GMT View Forum Message <> Reply to Message If I got Mauser right, he has heavily guarded SAM sites except for Cambria SAM. In my game Chizena SAM has only a few troops. Maybe it has nothing to do with the maps because when I open them in the map editor I have about 30 soldiers in each of them.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 20 Sep 2010 20:02:19 GMT View Forum Message <> Reply to Message

Page 68 of 153 ---- Generated from The Bears Pit That's because of screwed up garrison groups.

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

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 20 Sep 2010 20:24:47 GMT View Forum Message <> Reply to Message bobby ray cheats customers - according to his homepage the ar-7 comes with a small scope - bought two without it - i want my money back

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by lockie on Mon, 20 Sep 2010 20:38:19 GMT View Forum Message <> Reply to Message Quote:bobby ray cheats customers - according to his homepage the ar-7 comes with a small scope - bought two without it - i want my money back

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

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by sorca_2 on Mon, 20 Sep 2010 20:40:39 GMT View Forum Message <> Reply to Message lockieYou didn't haggle ? Shame on you , BR is perhaps of Arabic stock..... , tell him you will buy his sister instead ! Well, I can tell you that the next guy I meet named Bobby Ray who is "of Arabic stock" will be the first. :bluegrin:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 20 Sep 2010 20:49:06 GMT View Forum Message <> Reply to Message well actually his name is osama al kadil - but for biz reasons he calls himself bobby ray as those bloody americans are the only ones to mail-order guns and ammo

Page 69 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by loonyphoenix on Thu, 23 Sep 2010 21:47:41 GMT View Forum Message <> Reply to Message Don't know if it is this build's fault or not, but I noticed this bug here.

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

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

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Thu, 23 Sep 2010 21:57:08 GMT View Forum Message <> Reply to Message loonyphoenixDon't know if it is this build's fault or not, but I noticed this bug here.

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

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

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

Thanks for reporting, maybe someone will fix this.

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

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

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

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6

Page 70 of 153 ---- Generated from The Bears Pit Posted by loonyphoenix on Thu, 23 Sep 2010 23:00:45 GMT View Forum Message <> Reply to Message smeagolLocksmith Kit and Utility knife should have the same bonus to picking locks - same as in none... they just allow you to pick locks...

A few locks simply refused to give in until I removed the utility knife, and then they opened the first time I tried them. It was definitely the knife somehow.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Thu, 23 Sep 2010 23:44:03 GMT View Forum Message <> Reply to Message You don't need the knife and the kit at the same time. None has an advantage over the other. The game will select the first picklock that it finds in the inventory.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Thu, 23 Sep 2010 23:51:58 GMT View Forum Message <> Reply to Message I've got a really strange bug--at least I'm hoping it's a bug--that I've noticed in multiple versions of AIMNAS... Over time, Dr. Q. begins to exhibit signs of dementia.

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

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

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Fri, 24 Sep 2010 07:38:33 GMT View Forum Message <> Reply to Message Smeagy Smeagol:

When you say "Also fixed... ", " Also added..." and stuff like that, does it mean it will be in the NEXT version (in this case V11) or have you just updated the current V10 version? It has been a

Page 71 of 153 ---- Generated from The Bears Pit little bit unclear for me. At least your MSN upload-sit says the last V10 was updated like 6 days ago.

And how'bout the M78, eh?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Fri, 24 Sep 2010 08:34:58 GMT View Forum Message <> Reply to Message as typical for smeag it will be in the next update aka v11 (in this case)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Fri, 24 Sep 2010 09:03:25 GMT View Forum Message <> Reply to Message K0ukkuAnd how'bout the M78, eh?

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

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Friendly Fire on Fri, 24 Sep 2010 09:53:01 GMT View Forum Message <> Reply to Message @Revurt : did Dr Q take part in extreme fighting in San Mona ?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Fri, 24 Sep 2010 12:32:03 GMT View Forum Message <> Reply to Message Friendly Fire @Revurt : did Dr Q take part in extreme fighting in San Mona ?

Why yes, yes he did! Is this a known issue or did you just find the bug?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by DepressivesBrot on Fri, 24 Sep 2010 12:41:52 GMT View Forum Message <> Reply to Message It is indeed a known issue, has been reported several times with different mercs (IMP, Shadow). Seems like boxing in San Mona is an activity they all have in common.

Page 72 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Fri, 24 Sep 2010 13:00:12 GMT View Forum Message <> Reply to Message DepressivesBrotIt is indeed a known issue, has been reported several times with different mercs (IMP, Shadow). Seems like boxing in San Mona is an activity they all have in common.

Thanks for the heads up. San Mona is quite the little f-ed up place, eh?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Fri, 24 Sep 2010 13:19:05 GMT View Forum Message <> Reply to Message So far San Mona has worked out fine for me.

Spoiler about vehicles. Toggle SpoilerI even stole the Cadillac Eldorado from Kingpin's courtyard and they didnt get hostile!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Fri, 24 Sep 2010 17:22:46 GMT View Forum Message <> Reply to Message Changed the metal detector.

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

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Cafu on Fri, 24 Sep 2010 18:15:43 GMT View Forum Message <> Reply to Message reVurtI've got a really strange bug--at least I'm hoping it's a bug--that I've noticed in multiple versions of AIMNAS... Over time, Dr. Q. begins to exhibit signs of dementia.

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

Page 73 of 153 ---- Generated from The Bears Pit It's only Dr. Q., none of my other mercs ever seem to do this. Anyone else ever see this kind of behaviour?

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

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Fri, 24 Sep 2010 18:29:19 GMT View Forum Message <> Reply to Message Uploading V11 now.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Fri, 24 Sep 2010 18:49:56 GMT View Forum Message <> Reply to Message CafuIts happened to my IMP which is H2H/Marksman/NO. And after San mona fight. Its really annoying on night ops assaults, i just started new gamem made 6 imps now if someone "break" so dimitri can put shotgun round on badly behaving imp head, i think i will just avoid san mona boxing now.

I have a save game from before boxing in San Mona, but using it means I lose over a week of progress. In retrospect, the hassle of having a merc go crazy is totally not worth the money one makes fighting in the ring, and until this is fixed, I too will be avoiding that sector like the plague.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Fri, 24 Sep 2010 18:57:53 GMT View Forum Message <> Reply to Message Never had any problems with boxing in san mona. dunno... might be that this bug got introcuded in a newer exe or something... never had that in my game...

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

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6

Page 74 of 153 ---- Generated from The Bears Pit Posted by K0ukku on Fri, 24 Sep 2010 20:03:34 GMT View Forum Message <> Reply to Message Is there really a reasonable purpose for the metal detector? Like can you get some kind of reward if you "use" it? Is it enough just to hold it in your hand while moving around or how does it work?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Minty on Fri, 24 Sep 2010 20:05:53 GMT View Forum Message <> Reply to Message Far as I know, the metal detector, simply by being in your inventory, gives you a detection-bonus to finding active mines.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Fri, 24 Sep 2010 20:34:03 GMT View Forum Message <> Reply to Message it simply finds ALL mines - you may call that a detection bonus

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Fri, 24 Sep 2010 20:36:03 GMT View Forum Message <> Reply to Message i've had it not detect mines in front of the palace once.. did not end well when i found out i was standing in the middle of a minefield..

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Cafu on Fri, 24 Sep 2010 20:37:25 GMT View Forum Message <> Reply to Message smeagolNever had any problems with boxing in san mona. dunno... might be that this bug got introcuded in a newer exe or something... never had that in my game...

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

I see from STOMP code, Sandro made some chances to boxing code. Problem could be related to new traits system.

Page 75 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by datakurs on Fri, 24 Sep 2010 22:41:37 GMT View Forum Message <> Reply to Message I think I met that bug before the first time played a STOMP-integrated exe. It happens relatively rarely and could not figure out yet what circumstances cause it.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Friendly Fire on Sat, 25 Sep 2010 13:23:01 GMT View Forum Message <> Reply to Message The San Mona boxing bug is very, very old, nothing to do with STOMP or new exe. I think it is related to the way you exit the ring after a fight. If your merc does not exit by himself automatically, chances are he will have the bug. There is no cure for that disease and it is best to save just before the fights and be prepared to reload in case of strange behaviour. Better avoid the boxing event altogether.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by nsnipe on Sat, 25 Sep 2010 13:47:43 GMT View Forum Message <> Reply to Message Hi, is it v11 or new exe, or mapupdate or what? - Shooted some folks in Omerta, loaded jeep with toys and went to San Mona to visit Tony. First time i saw Deidranna's goons in this town at this early stage, and there was ~20 in each town sector. I simply wasn't ready for this. They blew up my jeep, and I didn't have a chance to save... wtf?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Sat, 25 Sep 2010 13:54:11 GMT View Forum Message <> Reply to Message as it looks the evil forces improve

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Cafu on Sat, 25 Sep 2010 14:48:57 GMT View Forum Message <> Reply to Message Maybe boxer will get too many hits on head and gain dementia, or whatever disorder. I have played JA2 like 15-20 times, always done san mona fight, its my first time i got this bug, it was REALLY annoying..

One good solution perhaps is to hire only san mona boxer merc and not use him anything else,

Page 76 of 153 ---- Generated from The Bears Pit but usually I am doing it on my main imp just to gain more exp. Fortunately i wasn't far in progress I just started new game. Beginning of game is bit boring, because bad stuff, low lvl mers, fun starts after 2-3 cities usually.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sat, 25 Sep 2010 15:15:10 GMT View Forum Message <> Reply to Message Added the Remington 870 variant with top folding stock. Fixed the medium pic for the 5.56x30 mag, added missing ammo crate for 5.56x30.

Edit: Also added the Zastava M77B1 LMG (Serbian RPK variant in 7.62x51 NATO, will use drum mags instead of the 30 rnd mags... this gun closes the gap between 7.62x51 battle rifles and true 7.62x51 LMGs).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Sat, 25 Sep 2010 17:31:32 GMT View Forum Message <> Reply to Message Cafuusually I am doing it on my main imp just to gain more exp. iirc exp for quest goes to all conscious mercs in sector so you don't have to put your IMP in the ring

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Sat, 25 Sep 2010 18:26:22 GMT View Forum Message <> Reply to Message smeagol: i have instaled svn 1240 on my pc,how i can install aim mod ?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sat, 25 Sep 2010 19:22:17 GMT View Forum Message <> Reply to Message wolf00smeagol: i have instaled svn 1240 on my pc,how i can install aim mod ?

Uhm... you could try Tais Single Click Installer. Though the latest stuff I added today is not in there yet.

But the updates I make can then just be copied over the latest SCI.

Page 77 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sat, 25 Sep 2010 20:09:50 GMT View Forum Message <> Reply to Message Uploading V12 now.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Sat, 25 Sep 2010 21:23:16 GMT View Forum Message <> Reply to Message oki have now instaled aim v52... very good work mister smeagol ... working witchout any problems,i just copy files to data-1.13

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by DepressivesBrot on Sat, 25 Sep 2010 21:27:39 GMT View Forum Message <> Reply to Message v52 is the old pre NAS version and doesn't include the latest changes. You probably want to get the 1.13 Beta and AIMNASv12 instead?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sat, 25 Sep 2010 22:52:18 GMT View Forum Message <> Reply to Message Yeah, V52 is really oooooooold (doesn't even include New Attachment System and no Stomp).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Sat, 25 Sep 2010 23:32:14 GMT View Forum Message <> Reply to Message i have now upgraded to v12

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Sun, 26 Sep 2010 10:16:28 GMT View Forum Message <> Reply to Message Smeagol,

Page 78 of 153 ---- Generated from The Bears Pit there seems to be a problem with your "AlteringAttachments.xml". I already reported this in the NAS thread: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=263429#Post263 429

When attaching the Kobra reflex sight after a scope it will disable the tooltip for the scope. I found the reason for this behaviour.

998

120 ... 144 124

The Kobra adds another slot (124) which is already there and occupied by the scope. This line should be removed. The same applies to item ID 1642 (the mod. Kobra).

You might also want to take a look at this post because as a modder you should know about problems with "ItemSlotAssign.xml" (also in the NAS thread). http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=263623#Post263 623

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sun, 26 Sep 2010 12:39:00 GMT View Forum Message <> Reply to Message Uhm...

It is intended that the Kobra removes the default scope slot on the gun and replace it with a different scope slot. The amount of allowed scopes gets limited this way when using a Kobra.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sun, 26 Sep 2010 20:20:33 GMT View Forum Message <> Reply to Message

Page 79 of 153 ---- Generated from The Bears Pit BoblingIf used exe from SCI, displaced brothers Santos (Peter in C9 and Carlo in K6)does not appear in game. However, they are present on the maps and regularly appear when using the original STOMP 1.2 exe.

Thanksfor reporting that.

It seems this is related to the externalization of NPC palcement. Yet another great addition that slipped into 1.13 without caring for mods... anyways.. atm nothing I can do about that. So, the Santos quintuplets are a mere triplet atm.

I also still have to locate Hamous in myrunning game. Can anyone confirm that he andthe truck are still around?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Sun, 26 Sep 2010 20:30:13 GMT View Forum Message <> Reply to Message I've found Hamous and the truck normally with my latest AIMNAS, STOMP, WF6.06 FULL etc. modification-setup.

Thou I havent used Tais' SCIs, I have the same setup but I've installed the mods manually.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sun, 26 Sep 2010 20:36:55 GMT View Forum Message <> Reply to Message Yeah, just stumbled across Hamous in D9.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Sun, 26 Sep 2010 22:21:32 GMT View Forum Message <> Reply to Message

i have svn 1240+aim v12 for svn 1241 sci svn... weapons refuses atachments ...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sun, 26 Sep 2010 22:42:23 GMT View Forum Message <> Reply to Message

Page 80 of 153 ---- Generated from The Bears Pit Quote:i have svn 1240+aim v12 for svn 1241 sci svn... weapons refuses atachments ...

Yeah.

You need to choose new atatchment system in the the start up screen (where you select game options).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Mon, 27 Sep 2010 11:16:00 GMT View Forum Message <> Reply to Message aha.. my stupidity wins again ... ok i check nas ...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by The_Bob on Mon, 27 Sep 2010 11:45:17 GMT View Forum Message <> Reply to Message I can't upgrade from what I think is v8, my saves no longer work after copying the files over the data dirs. Any idea how to do this ?

Also, I just killed the bug queen, hit her so hard she dropped a flamer

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 27 Sep 2010 11:57:25 GMT View Forum Message <> Reply to Message 1. you can't savegame-breaker (with v10, i think) 2. you arer supossed to play without bugs

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Mauser on Mon, 27 Sep 2010 14:12:19 GMT View Forum Message <> Reply to Message hey smeagol, any chance of imposing stamina penaltys of some sort to the gas masks? especially in hot tropical and desert sectors, where excessive sweating and clogging of the filter with water from breathing would surely impact the wearers performance somehow. and after all, running around with gas masks is quite exhausting as any military recruit will tell ya. also, how about adding some landmines to the weapon cache sectors, so they can be recycled and reused to defend SAM sites and mine sectors, which can be under quite heavy attacks now

Page 81 of 153 ---- Generated from The Bears Pit that mere militia cannot really handle alone? also it really couldn

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 27 Sep 2010 17:12:12 GMT View Forum Message <> Reply to Message Fixed a wrong pocket for the A.L.I.C.E. MK.2 combat pack (instead of a belt clip it had a bolt clip... yeah stuff like that happens when I work too fast...).

Also need to fix the bullet speed for the MSMC, which is very slow atm in autofire... just tested it in the Drassen Counter Attack and the delay between single bullets was quite huge.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Mon, 27 Sep 2010 19:11:46 GMT View Forum Message <> Reply to Message my merc are slow poisned at drasen airport,how i can disable this feature? thx

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 27 Sep 2010 19:14:45 GMT View Forum Message <> Reply to Message you need to edit the 'ambient' effects in 'facilities.xml' - it is a ham-fature

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by sorca_2 on Mon, 27 Sep 2010 20:01:30 GMT View Forum Message <> Reply to Message Reason: Pablo's breath is toxic.

Not to mention Skyrider's voice... even with him on "quiet mode", I still want to shoot that guy every time he talks. If I had to stay there and I couldn't shoot him, I'd begin to die slowly as well.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Mon, 27 Sep 2010 20:04:12 GMT View Forum Message <> Reply to Message

Page 82 of 153 ---- Generated from The Bears Pit

- B13 4 0 here is data from facilites.xml.sorry im not familar witch xml editor... thx

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 27 Sep 2010 20:09:04 GMT View Forum Message <> Reply to Message oops - it's facilitytypes.xml in facilities.xml you look up what tyes you have in a sector

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Mon, 27 Sep 2010 20:16:02 GMT View Forum Message <> Reply to Message

1 50 110 - 75 35

- 35 1 4

- 1 -1 0

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 27 Sep 2010 20:18:45 GMT View Forum Message <> Reply to Message just kick out

Page 83 of 153 ---- Generated from The Bears Pit - 1 -1 0

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Mon, 27 Sep 2010 20:30:24 GMT View Forum Message <> Reply to Message you mean delete this 3 links or set values to zero? sorry for stupid question..

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 27 Sep 2010 20:34:47 GMT View Forum Message <> Reply to Message delete those four lines

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Mon, 27 Sep 2010 21:43:21 GMT View Forum Message <> Reply to Message ok these four lines are deleted no change,this is maybe hardened in code .... edit: i have instaled last aim v12/last ver tais sci for aim mod .... http://www.mediafire.com/?2fgornghp99f419 save uploaded... xml file is in archive

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 27 Sep 2010 22:10:46 GMT View Forum Message <> Reply to Message that is because you did not delete from assignment 'ambient' as i have told you but from assignment 'staff' (ambient means it always happens whatever you are doing) delete completely

AMBIENT 80

Page 84 of 153 ---- Generated from The Bears Pit

100 0 20

2 -1 0

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Mon, 27 Sep 2010 22:37:22 GMT View Forum Message <> Reply to Message http://www.mediafire.com/?hxch729c4g1q4fh ok here is,i hope now it is done..

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Tue, 28 Sep 2010 00:17:10 GMT View Forum Message <> Reply to Message smeagolI also still have to locate Hamous in myrunning game. Can anyone confirm that he and the truck are still around?

I found him in F12, and discovered an entertaining "feature". When I tried to hop into the icecream truck, the game complained that I already had two vehicles (and I had totally forgotten to change that setting in the ini for more), so I went to dismiss the idling El Dorado parked in San Mona. When I did, it asked if I wanted to drop off all of its gear in that sector or at the Drassen Airport!!! Naturally I told it Drassen, so I guess the El Dorado drove itself to the airport, dropped off all of the kit in its trunk, and bought itself a ticket out of there!

I suspect my jeep is jealous...

Actually, what then happened is that the game crashed with an Assertion Failure, at line 3868 of Strategic Movement.cpp, and now my last save is broken.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Kelmych on Tue, 28 Sep 2010 02:24:45 GMT View Forum Message <> Reply to Message I haven't played Jagged Alliance 2 for ten years, and I'm really impressed by the enormous amount of effort you've done Smeagol and Tais (and others)to make it much more interesting with

Page 85 of 153 ---- Generated from The Bears Pit these extensive mods.

I've been playing using the SCI from Tais that includes the Alpha item mod, etc. I started with the one from late August and I upgraded it to the one that Tais posted a few days ago.

I have one comment on the post from Goc_man Quote: 2. Some questions about the default INI:

MINE_INCOME_PERCENTAGE = 150 ? MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 50 WHICH_MINE_SHUTS_DOWN = 0 - Why these financial changes? Is it a personal preference, or an improvement to gameplay due to all the new stuff?

I used the default .ini values to see how they would work; I know they can be edited but I'm not always sure about on some of them which need to be edited. In particular, if you have the MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE at 50, then then if you start with MERCs from AIM that are low level, then by the time (which only takes maybe a week or less in game time) that they are level 5 their salary is as as high as the higher level AIM MERCs at level 5. However, my MERCs stats at this point are much worse than the high level AIM MERCs at the same experience level. My MERC got some additional stat points but they con't compare with AIM MERCs at, say, level 5.

I took Barry and Igor early and this is what happened to me.

I also have a strange problem with grenades that noone else has mentioned so perhaps it is unique to my game. Enemy grenades do 10-40 points of damage and MERCs are thrown down. When I throw a grenade it always says -1 damage (or nothing) and there is no blast animation. Has anyone seen this before, or is it just me? This has happened for the entire game.

Again thanks for all the work on these mods.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 28 Sep 2010 02:42:09 GMT View Forum Message <> Reply to Message Yossarian I also have a strange problem with grenades that noone else has mentioned so perhaps it is unique to my game. Enemy grenades do 10-40 points of damage and MERCs are thrown down. When I throw a grenade it always says -1 damage (or nothing) and there is no blast animation.

Page 86 of 153 ---- Generated from The Bears Pit Has anyone seen this before, or is it just me? This has happened for the entire game.

Glad you like the mod.

The grenade problem might be related to grenades in badcondition. Those don't explode (or the other possibility is, that you use a wrong "throw"... do you drag the grenades from your inventory or do you use the right-click for attack cursor?).

As for merc saleries, well... the saleries are initially a bit lower for all mercs. But 1.5 times salery raise might indeed a bit too much. In my current game Fidel just reached lvl 9 and he wants 135k for two weeks now (that greedy bastard...).

Maybe mine income needsto be increased a bit. I'm currently sitting in Drassen and the mine puts out 12k aday, together with the facility there this adds up to 18k. Barely enough to cover the saleries, let alone funding militia. So either I go and conquer another town or I need to exchange some expensive mercs for cheaper ones...

Ah well... this way the financial aspect becomes relevant again. Not a bad thing imo (unless of course, you do it like Tais andplay with 50 Million $ ).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Kelmych on Tue, 28 Sep 2010 03:26:23 GMT View Forum Message <> Reply to Message I really like the new five optional choices for equipment for MERCs, and the set of new MERCs you included seems to me more interesting than the default ones. I'm trying to determine how to best use pacificist characters like Barry and Thor. If they kill anything their morale drops (at least it does for Thor) and I haven't figured out how to make itmorale go up a lot for either of them. It makes the game more intersting when I have to worry about issues like this with the MERCs.

My concern on the MERC salary increases was more the disparity in stats. Of course, unless you make most of your money from selling equipment vs. mines I could see that I wouldn't be able to afford even the limited set of MERCs I had at the end of two weeks. I haven't seen the Drassen counterattack yet since I have only 3 of 4 sectors, but even now the regular attacks on the mine sector have 20-30 enemies and happen somewhat frequently.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 28 Sep 2010 15:05:29 GMT View Forum Message <> Reply to Message YossarianMy concern on the MERC salary increases was more the disparity in stats. Of course, unless you make most of your money from selling equipment vs. mines I could see that I wouldn't

Page 87 of 153 ---- Generated from The Bears Pit be able to afford even the limited set of MERCs I had at the end of two weeks. I haven't seen the Drassen counterattack yet since I have only 3 of 4 sectors, but even now the regular attacks on the mine sector have 20-30 enemies and happen somewhat frequently.

Well... see it this way: Experience Level is sort of the most important skill, thus actually defining how much a guy gets as salary, even if his or her stats are worse than a guy's who has 2 or 3 fewer levels of experience.

A lot of stuff is regulated by experience level, so high level actually translates into a more capable merc.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by nsnipe on Tue, 28 Sep 2010 15:34:02 GMT View Forum Message <> Reply to Message I'm still wondering about some issues, and nobody can't if its latest exe or latest AIMNAS (v.12). As I mentioned earlier - after latest SCI install San Mona is occupied in first day also I can't train any militia in Drassen (main IMP has leadership 30, All Drassen sectors cleaned up and loyalty - 100). Also could it be done that shooting lock won't increase marksmanship. After 2 days of shooting locks (well... not only locks ) imp leveled up to 4-5 and marksmanship from 79 to 94.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Friendly Fire on Tue, 28 Sep 2010 15:39:51 GMT View Forum Message <> Reply to Message Two questions : - In WF some colours are swapped, right ? Is it possible to have that colour trick applied also to the graphics of IMP merc building so that we would see what colours our merc will really have ? - Why keep the WF battlesounds of Miguel ? They are awful and add nothing to the game, I delete them but they creep back through some updates and/or SCI. Also not everybody knows what to delete to give back Miguel his original voice.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Tue, 28 Sep 2010 15:45:13 GMT View Forum Message <> Reply to Message nsnipeI'm still wondering about some issues, and nobody can't if its latest exe or latest AIMNAS (v.12). As I mentioned earlier - after latest SCI install San Mona is occupied in first day also I can't train any militia in Drassen (main IMP has leadership 30, All Drassen sectors cleaned up and loyalty - 100). Also could it be done that shooting lock won't increase marksmanship. After 2 days of shooting locks (well... not only locks ) imp leveled up to 4-5 and marksmanship from 79 to 94.

Page 88 of 153 ---- Generated from The Bears Pit In one of last few updates, smeagol decided to garrison San Mona with troops, which is why (I think) San Mona needs periodic cleaning. If it bothers you, make a note of the San Mona sectors and then try editing the file GarrisonGroups.xml in the \Data-1.13\TableData\Army directory. I don't know whether or not this requires a new game for the changes to take effect.

Because of the way facilities work, you can only train militia is sectors with an A.C.A. building, or at SAM sites. In Drassen, the A.C.A. building is in the same sector as the mine, so try there. Also, you might want to check the JA2_Options.ini to see what value is associated with the key MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA, yours may be too high.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Mauser on Tue, 28 Sep 2010 16:03:31 GMT View Forum Message <> Reply to Message Quote:As for merc saleries, well... the saleries are initially a bit lower for all mercs. But 1.5 times salery raise might indeed a bit too much. In my current game Fidel just reached lvl 9 and he wants 135k for two weeks now (that greedy bastard...). true, i actually set my slary increase to 50% in the ini, which is much more reasonable and actually keeps all mercs in an affordable price range.

Quote:Maybe mine income needsto be increased a bit. I'm currently sitting in Drassen and the mine puts out 12k aday, together with the facility there this adds up to 18k. Barely enough to cover the saleries, let alone funding militia. So either I go and conquer another town or I need to exchange some expensive mercs for cheaper ones...

Ah well... this way the financial aspect becomes relevant again. Not a bad thing imo (unless of course, you do it like Tais andplay with 50 Million $ ). i agree, finance is a HUGE issue in my current game. especially since militia cost actual upkeep, the mines alone can never supply the money needed for that. i actually turned up the price for selling items from sector inventory ti 1/3rd of the regular price and due to drop all, i make most of my money from selling the equipment of my slain foes. but i still can hardly come by with my primary merc team (3IMPs and 3 high tier AIM mercs) and my secondary support squad (mix of 6 low tier AIM and MERC mercs). i just conquered drassen, chitzena and cambria plus according SAM sites and recruited Maddog and liberated the 2 guys from prison, taking on Alma now and it

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by DepressivesBrot on Tue, 28 Sep 2010 16:57:20 GMT View Forum Message <> Reply to Message Quote:by the way, what effect does staffing SAM sites actually have? does it only prevent things

Page 89 of 153 ---- Generated from The Bears Pit for the 100 bucks it costs an hour? It reduces the helicopter flight cost.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by mattytom on Tue, 28 Sep 2010 17:15:26 GMT View Forum Message <> Reply to Message One thing about the Sam sites which I can't confirm 100% yet but seems to hold true is:

If you destroy the computer in the SAM site, it ceases to be a functional SAM site. You can destroy the launchers, they will be repaired. But if you destroy the control computer mounted on the wall inside the main SAM bunker, it seems to permanently ruin the facilities Anti-Air capasity.

I have experimented with this destroying the computers at the 2 Northern most SAM sites and then leaving the SAM site unoccupied. The enemy army never made any attempts to retake the damaged SAM sites. Not even by sending their automatic normal reactionary forces. I was playing an AIM game at experienced with normal settings.

I will attempt to destroy the computer in my current NASAIM v12 game I started last night.

It seems like I originally got this idea from somewhere in the forum. It sounded a neat demolitions mission and seems to work. I can't seem to get the enemy to try and retake a damaged SAM site.

If someone has other info regarding this please let me know.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 28 Sep 2010 17:32:09 GMT View Forum Message <> Reply to Message Yeah, blowing up the SAM Site computers is indeed agood way to get control over airspace. In some games I like to send in a commando team on a stealth mission to Meduna SAM to blow up the computer there. Hard to pull off, but also a nice "semi-quest", if you plan a longer stay in Arulco.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by mattytom on Tue, 28 Sep 2010 17:49:31 GMT View Forum Message <> Reply to Message Wow it hadn't occurred to me to try to sneak into Meduna to blow their SAM site. That would be a hell of a mission.

Page 90 of 153 ---- Generated from The Bears Pit I really can't think of a reason to not sabotage the SAM sites. It saves sending troops to defend them and the risk that they might be retaken.

If this indeed does "deactivate" the site as it appears to, it seems the best way.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Tue, 28 Sep 2010 17:55:41 GMT View Forum Message <> Reply to Message we need the air strikes back - you guys would learn the difference between a blown up and an operational sam installation very quickly

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Mauser on Tue, 28 Sep 2010 18:18:47 GMT View Forum Message <> Reply to Message DepressivesBrotQuote:by the way, what effect does staffing SAM sites actually have? does it only useful bonuses for the 100 bucks it costs an hour? It reduces the helicopter flight cost. does it reduce them enough to actually warrant the 100 bucks an hour it costs? bgecause i cannot really imagine that.

Logistericwe need the air strikes back - you guys would learn the difference between a blown up and an operational sam installation very quickly true, true. but on the other hand, airstrikes are way too powerful, random and deadly especially in early game, they would be very frustrating because they

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by DepressivesBrot on Tue, 28 Sep 2010 18:22:55 GMT View Forum Message <> Reply to Message Quote:does it reduce them enough to actually warrant the 100 bucks an hour it costs? bgecause i cannot really imagine that. -100$ per travelled sector, trick is, of course, just to staff the SAM when needed.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Tue, 28 Sep 2010 18:41:54 GMT View Forum Message <> Reply to Message

Page 91 of 153 ---- Generated from The Bears Pit That SAM-site commando mission sounds soo cool. But is there like a any possibility to do it? Like every SAM-site is covered with fences and land mines, like how can you sneak to the Central SAM-Site computer without getting noticed? If I recall correctly, the entire site is surrounded with mines and fences so the only way to get it is thru the main gate (=100% alarm).

Maybe some "loopholes" to the SAM-site sectors to make it somewhat possible to sneak in?

I think there should some kind of way to avoid the mines and/or to blow em up. Like these: http://en.wikipedia.org/wiki/Bangalore_torpedo

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by DepressivesBrot on Tue, 28 Sep 2010 18:47:52 GMT View Forum Message <> Reply to Message Uhmm, how about bringing an explosives expert (eventually with mine detector) and wire cutters to sneak in? Look for dark paths between two lights where you can sneak to the fence.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Tue, 28 Sep 2010 18:55:21 GMT View Forum Message <> Reply to Message Well that sounds cool and I've tried that, but at least in some sector there wasnt a way in because there were mines literally in everywhere in front of the fence, so no stepping next to the fence without one of your leg blown off. I hope I'm wrong, but smeagol knows better since he has done the maps so... what's the deal here smeag? edit: Hmm, I would like say I've tried defusing the mines but I'm not sure... gotta try that with some high explosives dude.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Tue, 28 Sep 2010 18:56:52 GMT View Forum Message <> Reply to Message you may perhaps defuse those mines and not just avoid them

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by DepressivesBrot on Tue, 28 Sep 2010 19:00:15 GMT View Forum Message <> Reply to Message If there is no path, make one. You know you can disarm mines, right? It's also much quieter then detonating them, I'm also not sure if you even can detonate buried mines.

Page 92 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Mauser on Tue, 28 Sep 2010 19:03:52 GMT View Forum Message <> Reply to Message K0ukkuThat SAM-site commando mission sounds soo cool. But is there like a any possibility to do it? Like every SAM-site is covered with fences and land mines, like how can you sneak to the Central SAM-Site computer without getting noticed? If I recall correctly, the entire site is surrounded with mines and fences so the only way to get it is thru the main gate (=100% alarm).

Maybe some "loopholes" to the SAM-site sectors to make it somewhat possible to sneak in?

I think there should some kind of way to avoid the mines and/or to blow em up. Like these: http://en.wikipedia.org/wiki/Bangalore_torpedo you simply need a merc with high explosives skill and/or demolitioners trait or/and a metal detector, then you can sneak through any minefield and disarm the mines (or just avoid them and mark a path through). then you need one stealthy merc to cut a hole in the fence and sneak through, preferably all at night, disposing of all enemys in the path with silenced weapons, dart guns or throwing knives or maybe even in melee combat, until you get to the command center, then plant a charge and blow it up whilst (or after) sneaking out again. you need one or two mercs at max for that, but if alarm gets raised, you need to escape fast! but generally, a stealthy (and experienced) two man team has good chances of getting this job done whilst remaining mostly undetected. specialized stealth gear present in AIM can help with such tasks. in fact, you can clear out almost any sector or facility with such a stealthy two merc team at night and silent weapons, taking on one enemy after the other and covering each other.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Tue, 28 Sep 2010 19:05:51 GMT View Forum Message <> Reply to Message yep, you can - dig in some remote controlled c4 and blow a way through the minefield the problem is if you could do it with one blow you probably wouldn't need to - and don't forget to only use silenced c4 (otherwise the baddies could hear it) :devilaugh: btw, me was faster :blah:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 28 Sep 2010 21:16:15 GMT View Forum Message <> Reply to Message Added a few new items and fixed some small issues.

Page 93 of 153 ---- Generated from The Bears Pit Newstuff that will be in next version (will add some more stuff before uploading V13): Match Trigger for pistols 40mm Flashbang Glock 22

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Tue, 28 Sep 2010 21:30:34 GMT View Forum Message <> Reply to Message Whattabout adding like 10mm Glock 20 if you're adding Glock weapons? There isn't too many 10mm calibre guns in AIMNAS now...

Have you found a usable pic for ze M78?

--

I'm attacking now Grumm and almost conquered all city sectors, the game overall works like a charm. My main IMP-char is using M249 paratrooper version with all the good attachments and with tracer ammo, also packing some serious exxplosive heat, the Milkor MGL. Enemies drop like flies. Nice.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Cafu on Tue, 28 Sep 2010 22:16:37 GMT View Forum Message <> Reply to Message Has difficulty raised since v10 - v12? at least its now much more challenging that like 1,5years ago with just vanilla v1.13.

I play with expert, tons of guns, sci-fi, with hamp stomp..

Just took Omerta and thought I could rest and repair stuff in C9 and wait night until going to Drassen. Took counterattack off, because so damn many game stopping bugs encountered lately, just want to advance faster.

Then 22 elites attacked by day and I was slaughtered grrr, with 3 imp, ira dimitri, spider and couple pistols + smgs

Anyway, financial system needs tuning 50% merc salary raise is too much and 150% mine income is not enough to support raised cost.

Also AI tends to use grenades bit too much for my taste, grenades are dangerous actually, even thrower. Grenade volatility is also too much extreme, I can't carry much own grenades, because AI blow me at my own grenades in pack.

Page 94 of 153 ---- Generated from The Bears Pit Grenade explosion damage should be bit lower and stun damage higher. I have explosion damage multiplier at 150 (default). Does that affect grenades too?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Mauser on Tue, 28 Sep 2010 22:33:09 GMT View Forum Message <> Reply to Message i made a check between my old WinXP 32 installation and my recent Win7 Pro 64 and i

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Mauser on Tue, 28 Sep 2010 23:03:46 GMT View Forum Message <> Reply to Message Quote:I play with expert, tons of guns, sci-fi, with hamp stomp.. yeah, same as me. expect a REALLY challenging game!

Quote:Anyway, financial system needs tuning 50% merc salary raise is too much and 150% mine income is not enough to support raised cost. true. though i can live quite well with 50% merc salary raise, contrary to default 100%! maybe between 20% - 30% would be perfect. but yeah, mine income needs to be a LOT higher than 100%, except if you do it like me and play with drop all on and selling from sector inventory set to 1/3rd of regular price, then you

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by xenon2050 on Tue, 28 Sep 2010 23:37:43 GMT View Forum Message <> Reply to Message Am I supposed to be able to just put AIMNAS12 over Tais' SCI? I tried it and my current game kept crashing in the middle of a battle. Not sure what the proper procedure is. Also for some reason I can only train militia in the Drassan mine space and not any of the other ones.

Anywho, thanks for the updates, all the changes you have made are awesome! I to like the equipment choices for the AIM mercs. That way if you have the money you can get some nice stuff, or at least have choices...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Tue, 28 Sep 2010 23:50:26 GMT View Forum Message <> Reply to Message

Page 95 of 153 ---- Generated from The Bears Pit you are, which sci-version? there are savegame-breakers militia training is a ham feature - you need an aca-building or a military installation AND civillians to train militia = no militia in sam sites (but you can train mobile militia and lead them there)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Wed, 29 Sep 2010 09:06:19 GMT View Forum Message <> Reply to Message smeagol: sorry

here is image for 10 rounds magazine,it is pistol & carabine

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Wed, 29 Sep 2010 10:33:18 GMT View Forum Message <> Reply to Message Uhm... mag for what calibre?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Cafu on Wed, 29 Sep 2010 10:36:59 GMT View Forum Message <> Reply to Message Thanks for guidelines Mauser, that helps lot. Have thought those ideas, but i don't really like using mines and explosives but i guess now its must.

What is quick key for enemy drop all, it was Shit + D, but it doesn't work? There is no option for it in options menu(unless chancing INI)

I also changed merc salaries to 30% and mine income 170%(not using drop all).

Also I like "stealthy" advance, attacks with silenced smg's and CQB AR's in night, and if possible knock out/knifing enemy and if possible steal equipment, good for raise DEX and AGI too, its difficult now, but possible.

In my last game I stole like 50% of my merc equipment, but savegame got corrupted and wasn't satisfied my imp traits anyway

Does Sci-fi setting corrupt saves? I have crepitus setting off, but I like couple more sci-fi weapons and items in game. More the merrier. Game just needs a lightsaber now, possibly bonuses granting huge AP bonus to player

Page 96 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Wed, 29 Sep 2010 10:40:26 GMT View Forum Message <> Reply to Message CafuWhat is quick key for enemy drop all, it was Shit + D, but it doesn't work? it's gone :wrysmiley: was about time (i permanently hit it unintentionally)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Wed, 29 Sep 2010 10:53:14 GMT View Forum Message <> Reply to Message smeagolUhm... mag for what calibre? upss sorry it is for .22lr

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Wed, 29 Sep 2010 15:42:31 GMT View Forum Message <> Reply to Message Smeagol, should the SMG suppressor attach to the P90? It just seems like a pistol suppressor just shouldn't cut it for that gun, plus it would give you more of a reason to look for/buy a SMG suppressor.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Wed, 29 Sep 2010 16:16:25 GMT View Forum Message <> Reply to Message The SMG suppressor was actually intended for the MAC-10 (that one is huge in reality...). Though it is true, that I might have to reconsider this... I still have the SMG suppressor unused in the sector inv. Dunno, guess it should be reworked to actually become useful.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Wed, 29 Sep 2010 16:23:36 GMT View Forum Message <> Reply to Message it fits the ver????ek

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Wed, 29 Sep 2010 17:50:28 GMT View Forum Message <> Reply to Message

Page 97 of 153 ---- Generated from The Bears Pit Dr. Q in one of his loadout has the weapon (set 4?) without the stock and hi-standard pistol got 7 accuracy (more than almost all ARs and SMGs)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Lowtech_ on Wed, 29 Sep 2010 18:04:58 GMT View Forum Message <> Reply to Message smeagolYeah, blowing up the SAM Site computers is indeed agood way to get control over airspace. In some games I like to send in a commando team on a stealth mission to Meduna SAM to blow up the computer there. Hard to pull off, but also a nice "semi-quest", if you plan a longer stay in Arulco.

Tested this twice now in a new game, Almost nothing left of the "computer" buildning in D2 and 15. Only thing left standning is the accual launchers.. even blow up the radar disc. But the enemy still retakes it and the airspace turns red, did i miss something?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Cafu on Wed, 29 Sep 2010 18:32:05 GMT View Forum Message <> Reply to Message Lowtech_ Tested this twice now in a new game, Almost nothing left of the "computer" buildning in D2 and 15. Only thing left standning is the accual launchers.. even blow up the radar disc. But the enemy still retakes it and the airspace turns red, did i miss something?

SAM-sites are hardcoded, you can't "destroy" it by blowing things there. Only way to control airspace is to clear it from enemies.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Wed, 29 Sep 2010 19:08:22 GMT View Forum Message <> Reply to Message CafuLowtech_ Tested this twice now in a new game, Almost nothing left of the "computer" buildning in D2 and 15. Only thing left standning is the accual launchers.. even blow up the radar disc. But the enemy still retakes it and the airspace turns red, did i miss something?

SAM-sites are hardcoded, you can't "destroy" it by blowing things there. Only way to control airspace is to clear it from enemies.

That's simply wrong Cafu.

Page 98 of 153 ---- Generated from The Bears Pit Each SAM site has a special computer in it that can be blown up to control the airspace (look out for a big computer in the control room with a yellowish control panel).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Wed, 29 Sep 2010 19:15:27 GMT View Forum Message <> Reply to Message Regarding the SAM sites, I believe that a group of soldiers that retakes a SAM site will also rebuild the targeting computer there. Certainly I've had games where they've done that, after I've blown up the computer.

However, that only happens if the sector is retaken. If you sneak a team in, blow up the computer and leave, leaving some of the enemy forces there, the computer will not be repaired. What you can also do is take the sector, mine the square next to the computer with explosives linked to a remote detonator, then leave. After the sector is retaken, sneak in someone with the remote, blow the computer from the edge of the map, and then sneak away with no one the wiser.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Wed, 29 Sep 2010 19:18:28 GMT View Forum Message <> Reply to Message reVurtRegarding the SAM sites, I believe that a group of soldiers that retakes a SAM site will also rebuild the targeting computer there. Certainly I've had games where they've done that, after I've blown up the computer.

However, that only happens if the sector is retaken. If you sneak a team in, blow up the computer and leave, leaving some of the enemy forces there, the computer will not be repaired. What you can also do is take the sector, mine the square next to the computer with explosives linked to a remote detonator, then leave. After the sector is retaken, sneak in someone with the remote, blow the computer from the edge of the map, and then sneak away with no one the wiser.

Exactly.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Lowtech_ on Wed, 29 Sep 2010 19:32:38 GMT View Forum Message <> Reply to Message oh hmm have to check that then. just hope they can rebuild it without a house =)

Page 99 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Gorro der Grüne on Wed, 29 Sep 2010 19:37:57 GMT View Forum Message <> Reply to Message I realy do admire the Arulcan architecture all these roofes without a building underneath.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by sorca_2 on Wed, 29 Sep 2010 20:00:59 GMT View Forum Message <> Reply to Message smeagolEach SAM site has a special computer in it that can be blown up to control the airspace (look out for a big computer in the control room with a yellowish control panel). Is this true in the vanilla/1.13 version as well? (or is that what version you guys were talking about?)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Wed, 29 Sep 2010 20:01:58 GMT View Forum Message <> Reply to Message in ANY version

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by sorca_2 on Wed, 29 Sep 2010 20:04:20 GMT View Forum Message <> Reply to Message Nice, I never knew that. Pretty quick on the draw... not even 60 seconds for a reply!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by GMV on Thu, 30 Sep 2010 13:48:25 GMT View Forum Message <> Reply to Message I thought someone said it here, but unfortunately I can not locate it at this moment. I would suggest to bring back Miguel's old vanilla voice instead of the WF one, I understand that they tried to bring it in line with the new lines he says at the beginning, but they are awful in quality and pitch... If not implemented (which I can understand there is enough to do and it is WF after all), can somebody tell me how 'recover' his old voice? Once I get that I can start with a new V13 game.. (quiet an upgrade from V7, unfortunate for savegame breakers). I'll try insane mode seeing expert was certainly more challenging with all the new content i.c.t. vanilla, but not challeging enough.

Page 100 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Thu, 30 Sep 2010 13:56:48 GMT View Forum Message <> Reply to Message delete every file that starts with '057' in folders 'mercedt', 'speech', 'npc-speech' and 'battlesounds' and in 'npcdata' anything '057' but '057.npc' (if it exists)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Thu, 30 Sep 2010 17:47:23 GMT View Forum Message <> Reply to Message hi-standard pistol got 7 accuracy which is too high even for an ultra accurate pistol colt m16a4 (1732), colt smg 9mm RAS (1725) and colt smg .45 RAS (1726) don't have the Swap Clip flag on neither does the street sweeper (731), but since the picture has the drum magazione i suppose it has to be on) plus on bobby ray are available the .470 (i think) bullets but the description says "not for sale"

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by DepressivesBrot on Thu, 30 Sep 2010 18:05:34 GMT View Forum Message <> Reply to Message Quote:neither does the street sweeper (731), but since the picture has the drum magazione i suppose it has to be on) The Street Sweeper basically is a frigging huge revolver and is loaded with loose rounds. So in this case setting to 0 is correct.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Thu, 30 Sep 2010 18:35:08 GMT View Forum Message <> Reply to Message Luppolohi-standard pistol got 7 accuracy which is too high even for an ultra accurate pistol colt m16a4 (1732), colt smg 9mm RAS (1725) and colt smg .45 RAS (1726) don't have the Swap Clip flag on neither does the street sweeper (731), but since the picture has the drum magazione i suppose it has to be on) plus on bobby ray are available the .470 (i think) bullets but the description says "not for sale"

Page 101 of 153 ---- Generated from The Bears Pit Fixing the RAS guns.

As Brot said, the street sweeper is manual reload only.

I'll fix the bullets as well.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by GMV on Thu, 30 Sep 2010 21:26:10 GMT View Forum Message <> Reply to Message Logistericdelete every file that starts with '057' in folders 'mercedt', 'speech', 'npc-speech' and 'battlesounds' and in 'npcdata' anything '057' but '057.npc' (if it exists)

Thanks, quiet a few things to delete but I will be glad to do it. I was wondering if it wasn't wise to do this, for another reason. He talks now about how important the ports are - as is with WF - however, the game still runs with the airports being the way of getting BR stuff, and you don't need the ports to make money as he seems to suggest...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Thu, 30 Sep 2010 21:34:53 GMT View Forum Message <> Reply to Message GMVI was wondering if it wasn't wise to do this, for another reason. He talks now about how important the ports are - as is with WF - however, the game still runs with the airports being the way of getting BR stuff, and you don't need the ports to make money as he seems to suggest...

Ironically, you can staff the commercial harbor in A2 to increase your mining output/commercial efficiency.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Thu, 30 Sep 2010 21:35:11 GMT View Forum Message <> Reply to Message the ports where not working in retail-wf, they do in my aimNAS (via facilities) - afaik they also do not work in smeag's xmls. in my xmls they up income to 140% at the risk of killing the operator (i need a 2nd merc to save him from bleeding to death) edith: okay smeag activated them, too

@ reVurt consider it as enhancing logistics

Page 102 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Gorro der Grüne on Thu, 30 Sep 2010 21:35:24 GMT View Forum Message <> Reply to Message do you realy think a modder addapting WF will be able to to overcome the WF faults? not realy - the modder will only go for the WF status quo

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Thu, 30 Sep 2010 21:59:55 GMT View Forum Message <> Reply to Message I added the facilities in harbour maps, as well.

If you staff the harbour, mine income will increase.

Yupp, access to facilities with which you can get the ore out of the land helps to increase income. Consider harbours as a way to get the ore out of the land quicker... thus increasing the profit you can make from mines.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by xenon2050 on Fri, 01 Oct 2010 01:59:25 GMT View Forum Message <> Reply to Message nsnipeI'm still wondering about some issues, and nobody can't if its latest exe or latest AIMNAS (v.12). As I mentioned earlier - after latest SCI install San Mona is occupied in first day also I can't train any militia in Drassen (main IMP has leadership 30, All Drassen sectors cleaned up and loyalty - 100). Also could it be done that shooting lock won't increase marksmanship. After 2 days of shooting locks (well... not only locks ) imp leveled up to 4-5 and marksmanship from 79 to 94.

Is there a way to change the HAM behavior of only allowing training in areas with ACA buildings? I think I'll try it the HAM way for now, but if I want to change it it'd be nice to know where that setting is. I could have swore I had seen a HAM settings file somewhere but now I can't find it..

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Fri, 01 Oct 2010 09:55:39 GMT View Forum Message <> Reply to Message you need to add 'invisble' acas in other sectors

1. find out what number acas have (it may be different in iov) in facility-types.xml 2. copy the coresponding block from a secto with aca to whereever you want in facilities.xml

Page 103 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Maalstroom on Fri, 01 Oct 2010 11:48:38 GMT View Forum Message <> Reply to Message hello smeagol, there is something wrong with sector g12 every time i try to access this sector i find myself in the middle of the sector sorounded by enemies. i don't have the option to place my squad.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Gorro der Grüne on Fri, 01 Oct 2010 12:08:43 GMT View Forum Message <> Reply to Message it is the enemyambush entry in the ini

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Fri, 01 Oct 2010 18:08:42 GMT View Forum Message <> Reply to Message Playing with AIMNAS v12, in Alma H14 I found a number of boxes containing 65430 rounds of ammo in them:

.40 S&W AP 9x19 9x19 AP 9x19 Glaser 9x19 Match

Alt-selling them on the spot pulled in a very tidy sum of $$$, let me tell you... :naughty:

EDIT1: Also, in Alma I14, a similar box of 9x19 in the ACA building.

EDIT2: In I13, found a NADA item in one of the lockers in the guards' residence at the northernmost portion of the map.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by The_Bob on Fri, 01 Oct 2010 20:37:04 GMT View Forum Message <> Reply to Message Lucky you, I had to convert them to c-mags first to get this much cash. Also, in the alma warehouse sector I found similar ammo boxes with 5.56 ammo, in tracer and ap variants. That might've been in an older version though, and I recall telling smeagol already.

I packed the ice cream truck full of 5,56 tracer crates (5k rounds each) and equipped everyone

Page 104 of 153 ---- Generated from The Bears Pit with 5,56 LMGs. The fact I ended up packing spare LMGs on the truck (and going through them real fast) ought to paint a rather clear picture of what happened the following week in Arulco. edit: Also, picking up all of the 656 ammo belts at the same time is a reliable way of crashing the game fast.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by loonyphoenix on Sat, 02 Oct 2010 16:18:05 GMT View Forum Message <> Reply to Message Is it a known issue that C-18 isn't merged by a Ctrl+Alt+M?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Sat, 02 Oct 2010 18:27:33 GMT View Forum Message <> Reply to Message smeagol:

here you have some ras variant from h&k family

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sun, 03 Oct 2010 14:10:24 GMT View Forum Message <> Reply to Message reVurtPlaying with AIMNAS v12, in Alma H14 I found a number of boxes containing 65430 rounds of ammo in them:

.40 S&W AP 9x19 9x19 AP 9x19 Glaser 9x19 Match

Page 105 of 153 ---- Generated from The Bears Pit Alt-selling them on the spot pulled in a very tidy sum of $$$, let me tell you... :naughty:

EDIT1: Also, in Alma I14, a similar box of 9x19 in the ACA building.

EDIT2: In I13, found a NADA item in one of the lockers in the guards' residence at the northernmost portion of the map.

Uhm...

I'm pretty sure that I had fixed the ammo boxes in my last map update.

Maybe Tais didn't include the map updates in the updated SCI, don't know.

Quote:Is it a known issue that C-18 isn't merged by a Ctrl+Alt+M?

Yes, that's a known issue... wasalways too lazy to fix this, and I think it isn't that much of an annoyance anyways (not as much as Gas Tanks or Canteens... you seldom take C-18 cans with your teams anyways... well... at least I don't... so it really doesn't matter too much if the cans are full or only 70%). Just my 2 cents on this... so probablynot going to invest time to change this.

Quote:here you have some ras variant from h&k family

The MP5 RAS versions are already in.

The HK53 and HK33 might be interesting additions, though (as would be a G3 RAS). Considering it, once I'm motivated again I might add them.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Sun, 03 Oct 2010 14:43:24 GMT View Forum Message <> Reply to Message smeagolYes, that's a known issue... wasalways too lazy to fix this, and I think it isn't that much of an annoyance anyways (not as much as Gas Tanks or Canteens... you seldom take C-18 cans with your teams anyways... well... at least I don't... so it really doesn't matter too much if the cans are full or only 70%). Just my 2 cents on this... so probablynot going to invest time to change this. it is verrry annoying

1. on raids i carry it around

Page 106 of 153 ---- Generated from The Bears Pit 2. i simply don't see how much is left, if it's not refilled

:taskmaster: :taskmaster: :taskmaster: :taskmaster: :taskmaster: :taskmaster: :taskmaster: :taskmaster:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Sun, 03 Oct 2010 17:47:07 GMT View Forum Message <> Reply to Message smeagol: mp5 ras- mp5K ras ? it is first image from my post ...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Sun, 03 Oct 2010 20:55:36 GMT View Forum Message <> Reply to Message that's no mp5k ras, those dont exist.. that's the mp5 ras or ris (or whatever you call it) with a foregrip attached to the bottom rail

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Mon, 04 Oct 2010 08:06:10 GMT View Forum Message <> Reply to Message ok thx for info

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by nsnipe on Tue, 05 Oct 2010 13:48:43 GMT View Forum Message <> Reply to Message All week Hans telling me that he has to take inventory, even if Tony absent setting is 20%. I have now ~500 pile of weapons rusting in SanMona and have no cash to pay militia...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by silversurfer on Tue, 05 Oct 2010 14:33:56 GMT View Forum Message <> Reply to Message nsnipeAll week Hans telling me that he has to take inventory, even if Tony absent setting is 20%. I have now ~500 pile of weapons rusting in SanMona and have no cash to pay militia...

You mean "CHANCE_TONY_AVAILABLE"? This is the chance that he will be available just like the name suggests. If you set this to 20 percent he will almost never be home. Another thing to

Page 107 of 153 ---- Generated from The Bears Pit keep in mind is that the game checks at midnight if Tony will be available the next day but only if the sector is not loaded. That means that if you park your mercs in the sector and fast forward the time Tony will not show up. You need to load another sector.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Tue, 05 Oct 2010 14:37:56 GMT View Forum Message <> Reply to Message can't conquer cambria and grumm mine, the headminers talk to me as usual like i had already conquered it and i get no income, it happened in other WF versions as well savegame, tais sci v12 with latest exe, cambria http://www.mediafire.com/?zww59nl0o110ueo grumm http://www.mediafire.com/?tmf7ws6aw9mn7yc

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by nsnipe on Tue, 05 Oct 2010 15:41:10 GMT View Forum Message <> Reply to Message Yes that was the one, but I can't find this setting anymore, and I do load another sector, forward then come back and nothin'...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Tue, 05 Oct 2010 18:00:40 GMT View Forum Message <> Reply to Message the rpk has bipod bonus even when it's not attached to the weapon also

Luppolocan't conquer cambria and grumm mine, the headminers talk to me as usual like i had already conquered it and i get no income, it happened in other WF versions as well savegame, tais sci v12 with latest exe, cambria http://www.mediafire.com/?zww59nl0o110ueo grumm http://www.mediafire.com/?tmf7ws6aw9mn7yc now not even drassen works, luckyly i did extend contracts right at the beginning before the mercs

Page 108 of 153 ---- Generated from The Bears Pit leveled up, now i must get to meduna under 80 days

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Gorro der Grüne on Tue, 05 Oct 2010 18:32:53 GMT View Forum Message <> Reply to Message @ also loya in the town? which headminer?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Tue, 05 Oct 2010 18:34:57 GMT View Forum Message <> Reply to Message every town has loyalty over 70, every headminer uses the lines they use after the first talk

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by DepressivesBrot on Tue, 05 Oct 2010 19:06:32 GMT View Forum Message <> Reply to Message Luppolothe rpk has bipod bonus even when it's not attached to the weapon You'll notice that even after attaching a stock the RPK (actually all the light machine guns and sniper rifles) still has a CTH penalty that's equal to the bipod bonus. Smeagol did this to discourage firing heavy guns when not being prone.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Cafu on Tue, 05 Oct 2010 20:16:12 GMT View Forum Message <> Reply to Message Did you give letter to Miguel? I am not sure if it will affect.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Tue, 05 Oct 2010 20:28:40 GMT View Forum Message <> Reply to Message CafuDid you give letter to Miguel? I am not sure if it will affect.

Page 109 of 153 ---- Generated from The Bears Pit it happened even after delivering letter to miguel in general npcs act odd, fatima refuses to take the letter ("no, thank you") unless i talk "direct" to her before, and father walker does never mention miguel for the quest unless i use ira to talk to him

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by finesse on Tue, 05 Oct 2010 21:32:05 GMT View Forum Message <> Reply to Message LuppoloCafuDid you give letter to Miguel? I am not sure if it will affect. it happened even after delivering letter to miguel in general npcs act odd, fatima refuses to take the letter ("no, thank you") unless i talk "direct" to her before, and father walker does never mention miguel for the quest unless i use ira to talk to him

Have you played with wildfire before? You need mercs with decent leadership to get the miners on board. Basically, overall leadership checks are harder for conversations from what i've noticed. If this isn't the issue, It must be a bug.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Wed, 06 Oct 2010 08:22:46 GMT View Forum Message <> Reply to Message i think 85 ldr is high enough so far only drassen and alma mine work, and drassen does only if is the first mine captured (headminer Fred) needless to say this is extremely annoying other stuff in the vfs log i get these errors, they doesn't seem to affect anything in-game

[0.662096] : Reading profile : Vanilla Dirs [0.662121] : directory : "Data" [0.818247] : Reading profile : v1.13 [0.818272] : directory : "Data-AIMNAS" [0.92141] : Reading profile : Player Profile [0.921437] : directory : "Profiles\UserProfile_AIMNAS" [1538.08] : file "AMBIENT\32.bad" does not exist [1641.02] : file "SOUNDS\Ceramic Armour Insert.wav" does not exist

Page 110 of 153 ---- Generated from The Bears Pit where is the package for wildfire 1.13 (not tais sci)? i want to make a clean install myself

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Gorro der Grüne on Wed, 06 Oct 2010 08:50:33 GMT View Forum Message <> Reply to Message please put a save + ini to megaupload or somesuch

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Wed, 06 Oct 2010 09:17:37 GMT View Forum Message <> Reply to Message http://www.speedyshare.com/files/24566553/Data-AIMNAS.7z

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Wed, 06 Oct 2010 12:08:12 GMT View Forum Message <> Reply to Message I basically didn't mess with any of the quests / miners.

So, any bugs encountered are either in WF for a long time or got introduced by latest additions (things like lua scripting come to mind...).

Dunno... definitely not my fault, though.

Also never encountered such strange behaviour in any games I played (sure, the Father Walker quest only works with Ira, but headminers not working for me never happened...).

RPK bipod bonus is, as Brot already pointed out, related to the fact, that LMGs and heavy sniper rifles should be fired prone only, otherwise you get nasty penalties (which are off-set by the prone bonus...).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Wed, 06 Oct 2010 13:20:55 GMT View Forum Message <> Reply to Message

Page 111 of 153 ---- Generated from The Bears Pit a soldier in grumm mine (H3, the one on the roof next to ACA building) has a Steyr SSG-P1 without stock another one in the same sector (on the roof NE of the previous one) has a Minimi without stock

Dr.Q kit 3 and 4 has a AKS-74U without stock the crossbow has -40 accuracy, -10 with polymere stock fixed, but no bonus for prone, is it intended to have such a low accuracy?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Wed, 06 Oct 2010 13:54:20 GMT View Forum Message <> Reply to Message yes, crossbow has intended low accuracy, otherwise it would be pretty much an uber gun (very high damage, next to 0 noise... low acc is a way to balance the crossbow a bit). as for the missing stocks: yeah, not much I can do about that atm... unless warmsteel figures out how to fix the default attachment thingy, missing stocks will happen from time to time. :/

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Gorro der Grüne on Wed, 06 Oct 2010 18:27:26 GMT View Forum Message <> Reply to Message Luppoloevery town has loyalty over 70, every headminer uses the lines they use after the first talk

In the posted save they haven't. Chitzena 44, Cambria 39, Drassen 78

I loaded it with Tais' SCI V 13 12

Was told different Version than save.

Your male IMP is in Chi. friendly, friendly as well as friendly, direct worked like a charm. after activating the mine he got his first kill (killing the Canadian has NO negative effect, as alllwayysz)

Page 112 of 153 ---- Generated from The Bears Pit Have to aquit Smeagol and Tais, it is/was Your installation

btw: nice IMPs You have, the look like my design

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Randok on Wed, 06 Oct 2010 18:39:44 GMT View Forum Message <> Reply to Message Where is Tais' SCI V13? I would like to load it.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Wed, 06 Oct 2010 18:41:21 GMT View Forum Message <> Reply to Message i did try before in a cheat game to see the reaction with 100 loyalty, anyway i just extracted tais sci, it say different version because i used the new 1.13 exe

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Gorro der Grüne on Wed, 06 Oct 2010 19:06:25 GMT View Forum Message <> Reply to Message RandokWhere is Tais' SCI V13? I would like to load it.

typo V12

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by reVurt on Sat, 09 Oct 2010 13:58:22 GMT View Forum Message <> Reply to Message Found a possible workaround for the San Mona boxing bug that leads to weird behaviour afterward with the merc who takes part in the fight. If the merc in question is one you hired via AIM or MERC, you can dismiss them, and then when they become available again at their respective website, rehire them. (Can you dismiss and rehire your IMP? I've never tried this.)

Page 113 of 153 ---- Generated from The Bears Pit This seems to clear the pointer or whatever that attaches to the merc, and it kind of makes sense, as taking them off of the game map probably frees the memory associated with them, so that when they get rehired, the game recreates them from their profile and stored stats.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Luppolo on Sat, 09 Oct 2010 14:19:13 GMT View Forum Message <> Reply to Message SAW lbe vest and .470 nitro bullets are available at BR but the description says "not for sale" in grumm mine (H3) a roof tile is absent

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by K0ukku on Sat, 09 Oct 2010 17:00:33 GMT View Forum Message <> Reply to Message Well the "Not for sale" is obviously just a joke? At least I was little amused by it.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by datakurs on Sat, 09 Oct 2010 19:50:21 GMT View Forum Message <> Reply to Message I think "not for sale" is the default text for those items that were not intended to appear at Bobby Ray's, so it's a missing description bug.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Maalstroom on Sat, 09 Oct 2010 21:22:40 GMT View Forum Message <> Reply to Message hi smeagol, are you planning to start working on big maps project again? p.s. love your work!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Esgaro on Mon, 11 Oct 2010 04:18:01 GMT View Forum Message <> Reply to Message Shotgun chokes seem to be broken, at least in the current version of Tai's SCI. I can switch the chokes from full to rifled and watch the spread pattern not change at all. Yes, I am indeed firing things other than shot. Before, using a rifled choke with anything else but shot would make the

Page 114 of 153 ---- Generated from The Bears Pit pellets randomly scatter everywhere. Likewise, a full choke isn't giving me the tight spread I had before.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by DepressivesBrot on Mon, 11 Oct 2010 07:24:00 GMT View Forum Message <> Reply to Message Already noticed this, good to have another confirmation. Also, what exe revision and mods did you use before (the one where it worked)?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Mon, 11 Oct 2010 11:24:24 GMT View Forum Message <> Reply to Message logisteric:drasen aiport problem solved,i dowloading tais sci for ja2 1.13 copy to new folder[aim]copy data from aim v12[facilities] & just copy data files from tais sci,no one now losing health... yes it is litle owerkill.. but works ...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 11 Oct 2010 13:37:03 GMT View Forum Message <> Reply to Message Somehow the spreadpatterns don't work. No idea why. But I've discovered this as well. But really nothing I as a humble xml monkey can do about it. :/

As for big maps: yes, I intend to work on them sometime again. But this requires two things: better tilesets and the speed problem solved. At the moment playing big maps is a pain in the ass, enemy turns take 5-8 minutes, depending on how crowded the map is and if the enemies know the whereabouts of the mercs. I tried a couple of times and each times on enemy turns the cpu usage hits 100% for some time. AI pathing needs a rework for big maps and from what I hear, AI path coding is no fun.

The not for sale is obviously not intended. I add the "not for sale" to all stuff that BR shouldn't carry in his sortiment. So it's either that the item shouldn't be there at all (like single magazines/bullets) or that something got changed and the item is supposed to be on sale but I forgot to change the description (as is the case with the SAW vest... I removed the LBE gear merges and made the SAW vest buyable...).

Page 115 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Esgaro on Mon, 11 Oct 2010 14:12:41 GMT View Forum Message <> Reply to Message Yeah, I just tested the chokes using Tais vanilla build, and they don't work right there either. So it looks like it isn't a AIM problem, but a generic 1.13 problem.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 11 Oct 2010 14:17:41 GMT View Forum Message <> Reply to Message Good to know. Maybe Tais knows how to fix this.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Wed, 13 Oct 2010 10:58:31 GMT View Forum Message <> Reply to Message Well at this moment i cannot do a lot since i got back into the working force and i'm pretty busy for most part of the day. I can try to look into it in the weekend but i think it's better to ask someone else to do it..

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Ramirez on Thu, 14 Oct 2010 16:10:11 GMT View Forum Message <> Reply to Message Greetz, folks!

I am really astonished to come back after nearly a year and this mod is still in the progress. Great job. But I do miss a link how to get this mod working or I cannot find it. Do I need the latest 1.13 or ist ot still based on 2085? Tais Oneclick installer has to be directed to 1.13? DLing it atm, so can't check. Thx

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Gorro der Grüne on Thu, 14 Oct 2010 17:00:13 GMT View Forum Message <> Reply to Message for the English version You need a clean gold install and this

Page 116 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Ramirez on Thu, 14 Oct 2010 17:10:29 GMT View Forum Message <> Reply to Message Thank u very much, mate!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by crotch on Thu, 14 Oct 2010 20:09:42 GMT View Forum Message <> Reply to Message Taisthat's no mp5k ras, those dont exist.. that's the mp5 ras or ris (or whatever you call it) with a foregrip attached to the bottom rail

MP5k RAS system... this is an airsoft product, but no doubt is available for 'real' use

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Thu, 14 Oct 2010 20:17:56 GMT View Forum Message <> Reply to Message sweet.

I might include it (though the MP5K basically stinks in game anyways...).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Fri, 15 Oct 2010 10:45:00 GMT View Forum Message <> Reply to Message i wish to see small mp like glock 18c or bereta 93r but in 10mm ..

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Fri, 15 Oct 2010 10:47:44 GMT View Forum Message <> Reply to Message yeah i also found that mp5k ras a while after i posted that reply. I guess it kinda exists but there's not a lot of info on it... But i dont know if a fully tricked out mp5k well be good for balance.. So smeagol has to decide on that

Page 117 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Isenhertz on Fri, 15 Oct 2010 11:30:05 GMT View Forum Message <> Reply to Message I've been enjoying a replay of JA with the AIMNAS-HAMSTOMP-WF SCI for a while now, and have been squeeing like a little girl over the awesomeness this constellation delivers.

But, and I realize this is a pretty stupid question -- how the hell do I get magazines from ammo boxes? I love being able to lug around a greater amount of ammo, but reloading from the boxes is a pain, and it also makes much of the LBE gear with magazine pouches useless. What am I missing here?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Fri, 15 Oct 2010 13:46:27 GMT View Forum Message <> Reply to Message Two ways to do this:

- either manually by loading a gun and removing the magazine (not recommended, as this is really tedious) or

- simply make crates out of the boxes (should be something like ctrl+shift+a in tactical view). and then use the crates to make magazines. for this just drag the crate over a gun in strategic view and voila... 5 magazines for your gun.

Problem with thisis, that all boxes in the sector will be transformed into a crate. So you either need a donkey of the calibre to make boxes, or you have to store boxes you don't want to be made into crates somewhere else (like in a merc inventory, a vehicle inventory or of course in a different sector).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Isenhertz on Fri, 15 Oct 2010 14:12:43 GMT View Forum Message <> Reply to Message Aha! Well, that's certainly convoluted enough that it didn't occur to me. Thanks!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Fri, 15 Oct 2010 15:24:04 GMT View Forum Message <> Reply to Message IsenhertzI've been enjoying a replay of JA with the AIMNAS-HAMSTOMP-WF SCI for a while now, and have been squeeing like a little girl over the awesomeness this constellation delivers.

Page 118 of 153 ---- Generated from The Bears Pit But, and I realize this is a pretty stupid question -- how the hell do I get magazines from ammo boxes? I love being able to lug around a greater amount of ammo, but reloading from the boxes is a pain, and it also makes much of the LBE gear with magazine pouches useless. What am I missing here? third option - grab one or more ammo boxes - go to the description box of the gun that has the required magazine size - start clicking on the unload ammo button with the ammo boxes until the ammo box cursor changes into the magazine this will load your mercs inventory with magazines and when you have lots of ammo boxes even the sector inventory will be loaded with magazines also if you have 30 round mags and 100 round boxes you will get lots of mags with 10 of 30 rounds in them

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by olol on Sat, 16 Oct 2010 15:52:32 GMT View Forum Message <> Reply to Message Hi smeagol,

Hope you can also modify the initunderground.lua, making it more suitable for WF mod.

Just like WF6.04

Good job !

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Ramirez on Sat, 16 Oct 2010 17:06:35 GMT View Forum Message <> Reply to Message Wow, this mod is getting better and better. I love the improvements so far! It might be answered already but I really have no time reading through over 100 pages, so plz excuse me asking:

1. I can only train militia in Drassen-Mine-Sector - is this intended (loyalty is 100%)?

2. When I last tried this mod (ca. 1 year ago), you could spend more than 3 extra AP on aiming, depending on the scope. Now it is always 3 AP- intended?

3. Tried this AIM modul (Laser, reddot, 4xscope) but I can't spend any extra AP with that one. As there is an integrated scope shouldn't is be possible?

Page 119 of 153 ---- Generated from The Bears Pit Thx

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by DepressivesBrot on Sat, 16 Oct 2010 17:56:08 GMT View Forum Message <> Reply to Message 1. Yes, the only ACA building in Drassen is in the mine sector (that 2x3m office at the airport doesn't count), lookup 'HAM facilities' to learn more.

2. You could always have 4 extra aim levels in vanilla. In basic 1.13 it was 4 clicks with / smaller scopes, 6 with battle scopes and 8 with sniper scopes. (allow_extra_aimlevels must be true) With dynamic_aim_levels activated in the ini, you get a dynamic behavior with only 1 click on pistols and 8 when prone with a sniper scope and bipod on a sniper rifle.

3. Should work like a normal 4x scope.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Ramirez on Sat, 16 Oct 2010 19:56:18 GMT View Forum Message <> Reply to Message Ah, thx for enlightining me. I like those changes, coz now it is nearly impossible to deliver headdies right across the map.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Ramirez on Tue, 19 Oct 2010 12:14:15 GMT View Forum Message <> Reply to Message ok, I keep repeating myself but this mod is a blast!

A few things I've noticed:

Tank in Alma doesn't shot even when ur standing right in front of it and the cannon is in ur direction.

Enemies still throw grenades more than 20 tiles, though I don't know if this only bugs me.

In the list of weapons there is the HK G11 family listet. Bobby Ray hasn't got it (set to awesome), Tony neither. Are there other ways to get them?

Thx and keep up this incredible work!

Page 120 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 19 Oct 2010 12:32:27 GMT View Forum Message <> Reply to Message Dunno what's up with the tanks... somehow they seem to be bugged. Nothing I can do about.

Same with the grenades. Awkward, but nothing a simple xml monkey can fix. :/

G11 is only available in Sci-Fi mode, the modifications for it use conversion kits.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by The_Bob on Tue, 19 Oct 2010 12:37:01 GMT View Forum Message <> Reply to Message Not only are the tanks bugged, I once had Mike spawn where a tank should have been. He was surrounded by impassible squares, as if there was a tank there, so I couldn't knife the bastard.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Tue, 19 Oct 2010 20:04:01 GMT View Forum Message <> Reply to Message oldies for fun bereta 951/bereta 951R,makarov export variant[.380 acp] here is maybe chance for conv kit ...

http://world.guns.ru/handguns/hg21-e.htm http://world.guns.ru/handguns/hg94-e.htm

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by GMV on Sat, 23 Oct 2010 15:25:20 GMT View Forum Message <> Reply to Message

Page 121 of 153 ---- Generated from The Bears Pit Playing with the SCI of Tais (SCI_SVN1241_MPSVN3721_WF606_AIMNASv12), found the following thing that I think are AIM related:

Magnification of the SUSAT is not mentioned (at least not on a modulated one found on a Valmet at the NE SAM site)

I also wondered about the colours of the IMP's, seeing as you did some resetting of the colours for militia and soldiers. The first IMP indeed gets the colours I assign to it, but the IMPs thereafter are always something different and I can not find a system in it (like one colour is the other, it totally depends on the combination so it seems).

P.s. I decided to play with your maps. After all if I trust your mod in all else, why not the maps. The NW SAM was still nice, I was a bit muffled about the placement of a shed in Chitzena, but only as I had such a nice in the storm battle on top of it in the previous game. I like some of the changes I have seen, but I am only at 25% of the game, so I can't say that about all maps yet.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by spaeR on Sun, 24 Oct 2010 10:39:34 GMT View Forum Message <> Reply to Message Hi All!

I have a problem! When I go to drassen airport, my A.I.M. merc lost 1 point of health while in the sector, and several other sector maybe F2 or F3! Why?

THX.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by tais on Sun, 24 Oct 2010 10:43:40 GMT View Forum Message <> Reply to Message HAM settings...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Sun, 24 Oct 2010 10:57:08 GMT View Forum Message <> Reply to Message spaeRHi All!

I have a problem! When I go to drassen airport, my A.I.M. merc lost 1 point of health while in the sector, and several other sector maybe F2 or F3!

Page 122 of 153 ---- Generated from The Bears Pit Why?

THX. come on, it has been shown so often (by me and others) how to handle that our rightfully loathed search engine must find it hint: search for facilities, and stop installing anything you find WITHOUT checking the coresponding threat

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Friendly Fire on Sun, 24 Oct 2010 11:33:59 GMT View Forum Message <> Reply to Message On the other hand, wouldn't it be sensible to make those annoying features disabled by default ? It seems that those who prefer them ON are savvy enough to fiddle with the files and arrange them to their taste. New users are bound to trip in all sorts of pitfalls. The lack of and dispersion of relevant information about what one does download is hugely underestimated by the initiates here, not to talk of incomplete and obsolete instructions. I would not be surprised if many newcomers find the situation daunting and quietly leave. I managed to drop one of the last versions of AIMNAS on the last IOV, it works very well,the most enjoyable version I played so far; only a few items in loot or dropped items are wrong because of the different item indexes, but nothing drastic. Well, to achieve that I had to swap, copy/paste or overwrite so many files that I feel unable to reproduce the process without a major effort. When shall you realize that VFS is all well and dandy for those who know exactly what goes where but a major pain in the ass for others ? What is the point of this VFS thing if you need anyway to keep a copy of your current version for fear that the new and improved one will bring some UNDOCUMENTED change you don't want ? Every new improvement is seen with joy, but also with dread, because it could ruin a satisfactory existing version. For example : there is a recent improvement (made by Jazz, I think) that should allow the use of WF mercs without losing the old ones ( Bull, etc...), how to implement it in AIMNAS ? Another example : tanks worked, they don't anymore, where is the solution ?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Sun, 24 Oct 2010 11:53:27 GMT View Forum Message <> Reply to Message it is disabled by default - he threw in the full-throatlle-ham-package that is offered seperately as to 'how to mimplement it with aimNAS' - sit and wait, there is NO copmpatable exe right now

Page 123 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sun, 24 Oct 2010 12:20:30 GMT View Forum Message <> Reply to Message So, anyone who wants to play WF-AIMNAS with the newest exe? Anyone who knows how to setup stuff for the latest exe properly?

Great...

I really want to continue work on both AIMNAS and the WF Mod, but atm I have no modding base due to the latest changes to the exe. So in order for me to continue work on the mod, I need someone who is able to setup a version that contains:

- latest changes to the mercs (basically the profiles need to be adjusted so that stuff like the Jeep show up, which is not included in the changed more mercs profile...). Everyone wants more mercs, me too. Having all the old mercs and the WF guys in the mod would be really nice, I tried to do it, but failed miserably (with the result, that AIM has no one to hire...)

- WF files -> Maps, updated and working scripts (a lot of problems have been reported with NPC quests not working, my guess is that this is related to latest lua changes... I have no idea how that works, thus if you want to play WF, help me out...)

- AIMNAS (obviously this needs to be included as well)

- HAM facilities (as used in the WF-AIMNAS mod...)

I really need help with this, so many things have changed, that it is basically impossible for me to get a running version of WF-AIMNAS with the latest changes. All in all the changes seem to be nice (though the walking through destroyed windows instead of jumping feels a bit stupid...), but if it becomes unmoddable, like it is atm, for simple XML monkeys like me, I'm afraid that the WF-AIMNAS mod will die in short time.

So, if you as a community want me to continue work on this mod, do me a favour and help me set up a moddable base for this mod, otherwise I won't be able to work anylonger on this.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by spaeR on Sun, 24 Oct 2010 14:18:54 GMT View Forum Message <> Reply to Message I found nothing ! But sloly lost all healthpoint......

"Lost while working"? I AM NOT WORKING, stupid feature!

Page 124 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Sun, 24 Oct 2010 14:35:30 GMT View Forum Message <> Reply to Message do you really think if the airport is hazardous (dropped kerosin, exhaust etc) that it matters what you are doing there? http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Main=17279&Number=263 747#Post263736 this is page 6 of THIS VERY THREAD - you kidding me?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Friendly Fire on Sun, 24 Oct 2010 14:40:33 GMT View Forum Message <> Reply to Message That is the idea, much work and achievements are wasted by lack of coordination. The person with the most creativity and the best ideas is not necessarily the most gifted technically, so tools like xml editor, map editor, etc..., are critically important. We have here one of the best and most popular mods with WF AIM-NAS, and yet what the last "improvements" have resulted in ? New difficulties ! If/when Smeagol adapts to the new changes, another batch of "ameliorations" will be on his plate later.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Sun, 24 Oct 2010 14:43:28 GMT View Forum Message <> Reply to Message unfortunately programming editors is adiffernt cuo of tea - we still have no rditor for vfs-setup and that is bigger problem than all other editors put togrther

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Friendly Fire on Sun, 24 Oct 2010 14:48:51 GMT View Forum Message <> Reply to Message Come on, what is the benefit of having an airport more dangerous than Tchernobyl after the meltdown ? And yes, it matters what you are doing here, think about it. Is resting, having a drink in the lounge, etc..., exposing you to the same hazards as working with power tools, refilling tanks, etc...?

Page 125 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sun, 24 Oct 2010 14:56:04 GMT View Forum Message <> Reply to Message Thing is, the latest changes left me without a base on which I can continue my work, thus I'm basically screwed.

I tried to adjust to the latest changes, but failed miserably. The whole thing became more and more complicated.

Before the changes, I managed to set up the mercstarting gear with multiple kits manually, I even managed to get a running version for NCTH (although I didn't like the results, it at least worked).

But the latest changes left me clueless... never was good at NPC scripting and the like... and now also simple things like adding the Jeep or even getting mercs to show up on the AIM page don't work.

On a different note, have the speed problemswith big maps been solved?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sun, 24 Oct 2010 15:00:08 GMT View Forum Message <> Reply to Message Friendly FireCome on, what is the benefit of having an airport more dangerous than Tchernobyl after the meltdown ? And yes, it matters what you are doing here, think about it. Is resting, having a drink in the lounge, etc..., exposing you to the same hazards as working with power tools, refilling tanks, etc...?

Facilities are really only a minor problem... once I get a running version this would only be a simple adjustment...

Also health loss due to facilities isn't as bad as you people think... this is what doctors are for. Also you can always camp in a different sector. The mine basically is the most important sector of Drassen anyways, due to the A.C.A building and enemies tending to attack the mine sector first...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Wil473 on Sun, 24 Oct 2010 15:22:21 GMT View Forum Message <> Reply to Message I managed to get a very old version of UC-1.13NAS (long story why I'm not up to date with own mod) to start with the latest of Tais' "vanilla" new code SCI. Spent some time yesterday

Page 126 of 153 ---- Generated from The Bears Pit upgrading the .ini one error message at a time.

I'm testing some of the initial quests right now, so far:

- airport manager (which appears to be entirely new scripting) works OK - Carmen quest seems broken, stuck when he tries to hand over the machete (after successfully passing on the laptop, so I know its not an inventory issue). Also there is plenty of room in the merc's inventory, and Carmen should drop the machete if there isn't per how the quest is supposed to operate. This is more broken than was reported earlier, where the first meeting with Carmen worked, but the second meeting didn't work as expected in the quest and and failed under similar circumstances. Now the thing is, does the Carmen quest work in the Alrulco campaign?

Either something is broken with quest mechanics in the new code, or they're not being quite as diligent with legacy support. What type of quest problems are you seeing?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sun, 24 Oct 2010 15:51:01 GMT View Forum Message <> Reply to Message I actually not even got to a point where I could talk to someone with a quest. Logi reported problems with all people in San Mona...

When the AIM mercs were actually still working, I also had runtime errors on startup when hiring the old mercs from AIM (Cliff, Malice, etc...). MERC dudes worked fine though...

Seems everything is a mess right now.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Wil473 on Sun, 24 Oct 2010 15:59:37 GMT View Forum Message <> Reply to Message Do you have the option of switching back to prof.dat? I'm not switching over to the XML's until the rest of the mod is done. For me switching over to the XML based system is just too big of a change to mix in with other more mundane things like adding items and graphics.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Maalstroom on Sun, 24 Oct 2010 18:54:31 GMT View Forum Message <> Reply to Message hi smeagol! don't lose your temper buddy! make a clean install ja2 then update to the latest version use tais sci if you want and then on top of that install tais sci for wildfire with aimnas12- and everything except 3 or 4 doubled mercs should work - maps items everything. it worked for me, i don't know why it shouldn't work for you too. and please ask around to change the name of

Page 127 of 153 ---- Generated from The Bears Pit the directory that contains only the mercs from dat-wf-aim into something else than wf aim this way you would know that in that dir you can add anyone you want, mercs from wf, uc, vietnam and unfinished business too.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Sun, 24 Oct 2010 19:20:01 GMT View Forum Message <> Reply to Message maalstrom, before smeag gets really upset let me tell you

1. smeag MADE this mod 2. his talking about NEWER changes in the developer-trunk and how to adapt to THEM 3. tais latest aimNAS-sci does not work with those new changes

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Maalstroom on Sun, 24 Oct 2010 19:47:51 GMT View Forum Message <> Reply to Message ok logisteric, i think it's extremly clear that smeagol MADE this mod! second he said that he doesn't find any mercs in the am site as it happened to me before which is not true as it is not true the fact that tsai latest aimnas -sci doesn't work with the NEWER SETIINGS! as i said earlier my "friend", tais newest sci works with tais wf over it and all the new features work very well since i'm playing this right now! the only problem is that i have the mercs from wf TWICE, and that's about it! everything works except that - so smeagol can very easyly start from here instead of starting from nothing. i just hoped it might help him to know that everything works. but hey it's not my place to say anything here! since you all "germans" made it so clear! as for you please don't forget to count to ten it might help you too when you get too nervous!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Kellomies on Mon, 25 Oct 2010 01:34:28 GMT View Forum Message <> Reply to Message I daresay the issue is not the easily if tediously fixable stuff like items, merc ID number assignements/profiles and whatnot but the rather more complicated "under the hood" modifications such as, if I've understood correctly, plot/quest scripting, the extra vehicles, prolly arcane map-design stuff I have no idea about, and so on and so on.

Also, too many exclamation marks.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6

Page 128 of 153 ---- Generated from The Bears Pit Posted by GMV on Mon, 25 Oct 2010 09:03:36 GMT View Forum Message <> Reply to Message spaeRI found nothing ! But sloly lost all healthpoint......

"Lost while working"? I AM NOT WORKING, stupid feature!

Logistericdo you really think if the airport is hazardous (dropped kerosin, exhaust etc) that it matters what you are doing there? http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Main=17279&Number=263 747#Post263736 this is page 6 of THIS VERY THREAD - you kidding me?

As another solution you can set the possibility for events to happen and what type of event happens in the... Settings.ini IIRC (at least an INI in the 1.13Data folder).

You have a value to indicates how often something occurs (default a 1000) And the ratio between good and bad events (normally set to 50 and how lower it goes the more good events versus bad events). Personally I put this to 10. Some trade of for the facilities should be there, but as you pay for some I found the ratio to be a bit out of balance. No need to even change an .xml file for that. smeagolI actually not even got to a point where I could talk to someone with a quest. Logi reported problems with all people in San Mona...

When the AIM mercs were actually still working, I also had runtime errors on startup when hiring the old mercs from AIM (Cliff, Malice, etc...). MERC dudes worked fine though...

Seems everything is a mess right now.

That is too bad to hear Smeagol you gave the community a lot of fun. By the way, my San Mona runs as smooth as can be (SCI_SVN1241_MPSVN3721_WF606_AIMNASv12). I wonder why that is, but I never have any problems over there outside out of Darren sometimes not handing over the money if he has to walk to far to reach the mercenary that initiated the dialogue to start the fights, but that is easily solved by staying close by.

@Maalstroom; There is no need to put one sci on top of the other. I know my SCI is a bit outdated again, but you can ask Tais. There is no need to install two on top of another. Actually he disaded me from doing this in order to choose between UC and WF_AIMNAS.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 26 Oct 2010 21:01:15 GMT View Forum Message <> Reply to Message

Page 129 of 153 ---- Generated from The Bears Pit Currently working on gear kits for the additional mercs. So far have 4 kits ready (Blood, Buns, Cliff and Bull). 4 more AIM mercs to go + the MERC dudes...

Also will need to double check the Stomp skills and have to adjust a lot of stuff in the ini...

Also cleaned up most of the double folder mess, new WF stuff will only come in one folder. I think I'll make a copy of that folder as the basis... this "could" contain several german files, so you might have to check the english WF version for the necessary files...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by datakurs on Thu, 28 Oct 2010 21:57:02 GMT View Forum Message <> Reply to Message Can we set somewhere if items whether have shadows or have not? I think those look better without that.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by goc_man on Fri, 29 Oct 2010 01:24:23 GMT View Forum Message <> Reply to Message Hey smeagol, a question about trigger groups in AIMNAS V12: Are the conversions made using merges with rubber bands/gums/wires or using an utility knife (as suggested by DepressivesBrot)? As I recall you agreed with DB, to change to using the utility knife(in ono of the first pages of this thread)

@ datakurs: You can toggle item shadows on/off in the preferences menu.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Fri, 29 Oct 2010 01:29:56 GMT View Forum Message <> Reply to Message Trigger Grups should be changeable with a utility knife.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by goc_man on Fri, 29 Oct 2010 01:36:24 GMT View Forum Message <> Reply to Message Whoa, that was fast! Tnx. I can't wait for the new beta features SCI with WF, so I'm starting a new game with the current WF SCI.

Page 130 of 153 ---- Generated from The Bears Pit Any progress on that matter? I know it's a mess, but it would be a shame that your great mod wouldn't work with the new features. Good luck, and keep up the great work!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Fri, 29 Oct 2010 01:39:10 GMT View Forum Message <> Reply to Message I'm on it... more or less... still trying to fix starting gear kits and several minor adjustments...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by datakurs on Fri, 29 Oct 2010 07:58:22 GMT View Forum Message <> Reply to Message goc_man, thanks. I always thought that switch did something in the tactical map.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Maalstroom on Sat, 30 Oct 2010 11:18:31 GMT View Forum Message <> Reply to Message gmv - when you make a clean install of ja2 you don't get to have files from 113, but if you use tsais vanilla 113 you get all the files you need and since you can't update to beta and get an compiled exe, i think tsais sci is the easyest way to go since not all people in this forum know how to use visual studio an c++. is this is not clear enough till here please read again from the begining! if this is not the case and if you don't like to play ja2 vanilla and you like wf maps and aim then you need the files from wildfire! now you can do that i can't explain cause tsai just tol you not to install 2 sci on top of eachother, and he is right when he is talking about uc and wf because they have different files an npc and so on. gmv please try to think a little, it's not that hard you know? whatever!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Hellunen on Sun, 31 Oct 2010 10:52:33 GMT View Forum Message <> Reply to Message I encountered a funny thing just now, I'm (if my memory serves me correctly) running the latest Tais' SCI and AIM v12. It's possible to put both PSO-1 and 2x scope on at least AK-47 and AK-74 with combined effect on aiming modifier and minimum range for aiming bonus.

Page 131 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Sun, 31 Oct 2010 11:56:30 GMT View Forum Message <> Reply to Message you have a kobra and 2xscope the kobra is a kind of russian reflex-scope - smeag enabled to have both a pso and a kobra for gameplay-reasons, in reality this is impossible as the use the same place to be fixed to the gun (left side)

YOUR combination should not be a problem irl, though as the 2xscope is on top of the gun

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by DepressivesBrot on Sun, 31 Oct 2010 12:07:40 GMT View Forum Message <> Reply to Message No, look careful. He has a 2x Scope and a PSO-1 in the same slot. I guess it's some problem with two slots being defined at the same position.

And didn't you forget something else also?

>>> Welcome to the Pit, Hellunen :wave:

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Sun, 31 Oct 2010 13:39:48 GMT View Forum Message <> Reply to Message you are right ...

1. there is a pso under the 2x-scope 2. welcome to the pit hellunen

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Hellunen on Sun, 31 Oct 2010 16:52:04 GMT View Forum Message <> Reply to Message The "feature" with two scopes works only if Kobra is installed first, otherwise adding one scope will remove the other, as it should be. Also, when Kobra is removed first, removing the two scopes will cause 2x scope to vanish.

Thanks for welcoming me, I've been lurking for some time now, but haven't got around to contribute as I'm all thumbs in modding.

Page 132 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Ramirez on Mon, 01 Nov 2010 12:59:39 GMT View Forum Message <> Reply to Message The tank in Alma disappears after leaving the map without destroying it (had no rockets). The secctor is still in enemy hand, but the tank is gone (no other enemies there). Weird.

Counterattack in Drassen: The enemies attack, conquer the mine and then disappear. Happened in all 3 games I started so far.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 02 Nov 2010 12:45:35 GMT View Forum Message <> Reply to Message HellunenI encountered a funny thing just now, I'm (if my memory serves me correctly) running the latest Tais' SCI and AIM v12. It's possible to put both PSO-1 and 2x scope on at least AK-47 and AK-74 with combined effect on aiming modifier and minimum range for aiming bonus.

Tried to fix it, but I can't. This seems to be a small bug in Warmsteels NAS code. Dunno... guess we'll have to ask Warmsteel about it.

The Kobra should remove all scope slots and add the 124 attachment slot (slot for scope 2x, PSO-1 and the other two Eastern medium range scope). Problem is, that the AKs already have slot 124. Thus the Kobra adds an additional slot 124.

If however, I change the Kobra to remove all scope slots and then add slot 124. It simply removes the slot again, thus you end up with no slots at all.

Don't know if I can fix the problem, at the moment it unfortunately has to stay as it is. :/

Finished starting gear kits for the returned mercs, and also added a few more items (check out the gun summary on page 1 in this thread ). Probably by the end of the week I will upload a complete new AIMNAS, though it probably will have some German stuff in it. Maybe someone will be kind enough to fix that, once I uploaded the stuff. Also some of the Merc descriptions on the M.E.R.C. site are still wrong, I'll have to fix that...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 02 Nov 2010 14:00:16 GMT View Forum Message <> Reply to Message

Page 133 of 153 ---- Generated from The Bears Pit Currently packing a complete AIMNAS package and will be uploading it soon.

You'll need the latest SCI by Tais (the one that includes the more mercs data folder), then copy the stuff into your Ja2 folder. Make a backup of your Ja2.ini, just in case.

The AIMNAS stuff includes the WF maps, AIMNAS, mercstarting gear, a ja2options.ini (which needs adjustments for your own playstyle), the VFS config file and, as stated before, probably some unnecessary files (like maybe German E-Mail files or somesuch... don't have the english files for those, you might want to grab them from an older international WF6.06 installer and add them manually... or wait until Tais or someone else makes a new SCI for this...).

Edit: Uploaded the latest AIMNAS to my skydrive. Grab the two AIMNAS.7z files.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by spacedust on Tue, 02 Nov 2010 16:52:04 GMT View Forum Message <> Reply to Message Yauss!!

Smeags you the bomb!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 02 Nov 2010 17:31:13 GMT View Forum Message <> Reply to Message Well... I hope I don't explode...

But anyways, seems like the AIMNAS stuff isn't as easy to set up with Tais SCi, as I thought (looks like either some files are missing, the VFS config is somehow wrong, or some files are in there that aren't actually needed... I try to solve this issue, in the meantime, you could try to install the new AIMNAs over Tais latest vanilla SCI and see if it works, if it doesn't work, try to catch the error message... ).

I think we should be able to get the thing running by the end of the day...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by DepressivesBrot on Tue, 02 Nov 2010 19:10:50 GMT View Forum Message <> Reply to Message A general advice though: If you get a generic windows error on startup, something like "JA2.exe encountered a problem",

Page 134 of 153 ---- Generated from The Bears Pit go to your Profiles folder, copy UserProfile_JA2113 and rename the copy to UserProfile_JA2113AIM. This should fix the error.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 02 Nov 2010 19:25:00 GMT View Forum Message <> Reply to Message Great, that should clear up, what I missed when making the AIMNAS package. Thanks Brot!

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 02 Nov 2010 23:03:40 GMT View Forum Message <> Reply to Message Discovered another problem (but also how to fix it):

Some vehicles (Jeep and El Dorado) don't show up in the maps. This is because of the missing difficulty based prof.dats in the binarydata folder. So if you got an older WF version, just copy those prof.dats back into the data-aim binarydata folder.

Strange as it is, it seems that although the stuff gets read from the mercprofiles.xml, the location for the vehicles is still read from the difficulty based prof.dats... makes no sense, but it apparently is just like that. Weird...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Hellunen on Wed, 03 Nov 2010 00:27:47 GMT View Forum Message <> Reply to Message Thanks for the update, looks mighty fine! So far I've encountered only one minor problem. The weapon info box is vanilla and shows only AP cost, range and such limited information. However, the attachment slots are there and mounted attachments apparently give their benefits, at least trigger groups and scopes do as theirs are easy to notice.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Wed, 03 Nov 2010 00:53:26 GMT View Forum Message <> Reply to Message Easy to fix: Just open the options menu, and activate Enhanced Description Box.

Also just uploaded a fix for the missing vehicles. Just grab the AIMNAS_FIX file from my skydrive

Page 135 of 153 ---- Generated from The Bears Pit and copy the binarydata folder in there into DATA-AIM.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by GMV on Wed, 03 Nov 2010 20:46:18 GMT View Forum Message <> Reply to Message Found two little mistakes so it seems just now with AIMV12, which might very well be still around as you don't seem to have touched that part.

1) In Orta basement still lies a box of 7.62x54R with way more than the intended 200 bullets. 2) The Speeddot goes on the spot of the Scope and dissallows the use of any SMR or the like. However, in the description of the speeddot it says it allows few scopes... odd that the speeddot goes in the scope spot. Even if you take the Burris scope (that has no mentioning of magnification (as the AV/N-94 or something) in the description) which is said to fit together with the speeddot it doesn't work. For if you put the burris scope first on the scope spot, I can not add a speeddot due to a modified SMR box or something. Neither did I manage to add them together by glue or ductape.

Hope this helps.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Wed, 03 Nov 2010 22:59:38 GMT View Forum Message <> Reply to Message Quoted from the merge list on page 1:

No glue merges:

- Burris AR scope + Burris Speeddot = Aiming Module SDA - AN/PVS NV scope + Burris Speeddot = Aiming Module SDNV

So if you want to use the Speeddot together with a scope, you need to merge them (without glue).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by datakurs on Thu, 04 Nov 2010 18:01:59 GMT View Forum Message <> Reply to Message How to make WF mercs English speaking in the newest Tais version?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Thu, 04 Nov 2010 21:11:39 GMT

Page 136 of 153 ---- Generated from The Bears Pit View Forum Message <> Reply to Message If you're talking about the latest SCI by Tais and the Data-AIM package I made, I would do the following:

Try to look into the appropriate data-folder (most likely Data-AIM, but could also be Data-WF-AIM)) and search there for the speech folder. There should be a lot of wav files in one of them.

Open of them and see if it is a German speech file. If it is, rename the folder to something else (just in case...) and run the game. This "should" fix the problem (as the game then tries to open the speechfiles from the folder next in the VFS config, which probably should be the one with the english speech files...).

It is also possible, that the speechfolder I added to the Data-Aim package contains the German files and you thus have overwritten the English ones... this could be a bit tedious then, as you basically need to get the files manually out of the SCI by Tais.

Hmm... hope this makes sense and will help you.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Thu, 04 Nov 2010 21:14:36 GMT View Forum Message <> Reply to Message GMV 1) In Orta basement still lies a box of 7.62x54R with way more than the intended 200 bullets.

Hmm... just had a look at the Orta basement map in my latest version, no 7.62x54R ammo box I could find there... you're probably running an older version and this issue has already been fixed.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by datakurs on Thu, 04 Nov 2010 22:53:56 GMT View Forum Message <> Reply to Message I messed it up with an irregular sequence of copying files during installation, sorry. Bringing back the jeep was a nice success, thanks!

Edit: Maybe wasn't entirely my mistake this language mess. WF mercs now speak English but rebels, subtitles and e-mails are in German.

Page 137 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Hellunen on Fri, 05 Nov 2010 00:29:26 GMT View Forum Message <> Reply to Message smeagolTrigger Grups should be changeable with a utility knife.

How is this done then? I tried to apply the utility knife to a trigger group attached to a gun and separate without any effect, also tried vice versa.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Fri, 05 Nov 2010 01:07:55 GMT View Forum Message <> Reply to Message HellunensmeagolTrigger Grups should be changeable with a utility knife.

How is this done then? I tried to apply the utility knife to a trigger group attached to a gun and separate without any effect, also tried vice versa.

I'll have a look at this... could be quite possible, that I simply forgot to add the merge...

Currently busy adding in a new ammo type for 9mm, .45ACP, .38SPC, .357 and .40S&W... adding ammo types is quite some work, as you might have guessed. :/

Edit: Well, the merges for utility knife + Trigger Group are in the xml, as it seems.

You need to take an unattached trigger group and use the knife on the trigger group. This should result in a different kind of trigger group. Ut. Knife + 2 rnd Trigger = 3 rnd Trigger Ut. Knife + 3 rnd Trigger = 4 rnd Trigger Ut. Knife + 4 rnd Trigger = 2 rnd Trigger

I try to verify this ingame...

Edit2: Tried it, and it works like a charm. Dunno what's going on on your side.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Fri, 05 Nov 2010 01:23:43 GMT View Forum Message <> Reply to Message datakursI messed it up with an irregular sequence of copying files during installation, sorry. Bringing back the jeep was a nice success, thanks!

Edit:

Page 138 of 153 ---- Generated from The Bears Pit Maybe wasn't entirely my mistake this language mess. WF mercs now speak English but rebels, subtitles and e-mails are in German.

Yeah, as I said when I uplaoded the Data-AIM stuff... weird language stuff was probably supposed to happen. Unless someone is going to make an English SCI based on the Data-AIM stuff I made (-> replacing the German speechfiles, e-mails and subtitles), this will be the way WF AIMNAS is going to look for quite a time, I guess... I actually don't have the english files.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Hellunen on Fri, 05 Nov 2010 08:06:12 GMT View Forum Message <> Reply to Message smeagolHellunen

How is this done then? I tried to apply the utility knife to a trigger group attached to a gun and separate without any effect, also tried vice versa.

Tried it, and it works like a charm. Dunno what's going on on your side.

I also tried it on an earlier version on which it works OK. In the current one the slots are just greyed up and won't accept the knife. Do the merges require a game setting turned on like in the previous case of the enhanced info box or some specific game setting like tons of guns or such?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by GMV on Fri, 05 Nov 2010 09:25:00 GMT View Forum Message <> Reply to Message smeagolQuoted from the merge list on page 1:

No glue merges:

- Burris AR scope + Burris Speeddot = Aiming Module SDA - AN/PVS NV scope + Burris Speeddot = Aiming Module SDNV

So if you want to use the Speeddot together with a scope, you need to merge them (without glue).

Oh, than I must have misread something. I apoligize. smeagolGMV 1) In Orta basement still lies a box of 7.62x54R with way more than the intended 200 bullets.

Page 139 of 153 ---- Generated from The Bears Pit Hmm... just had a look at the Orta basement map in my latest version, no 7.62x54R ammo box I could find there... you're probably running an older version and this issue has already been fixed.

Rechecked the version of the download and it truly says 12... where can I check code-wise to see which version I am running? For this is a bit puzzling in this case, as well as somewhat annoying for you/embarrising for me as I try to help by reporting things that apparently are outdated.

P.s. excuse my ignorance, but I can't see it with C-18/C-20 part of the armor on the first page. Is it meant for the C-18 coated Kevlar Leather Jacket to be unrepairable? C-18 did not do anything for me.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Fri, 05 Nov 2010 17:24:10 GMT View Forum Message <> Reply to Message HellunenI also tried it on an earlier version on which it works OK. In the current one the slots are just greyed up and won't accept the knife. Do the merges require a game setting turned on like in the previous case of the enhanced info box or some specific game setting like tons of guns or such?

Hmm... it is possible that some of the xml files are missing in your version or are in the wrong place (i.e. in the wrong folder and the VFS setup reads them in the wrong order).

Things to check: - Merges.xml (is the merge with utility knife actually in the xml or not).

- attachmentslots.xml (or maybe itemslotassign.xml etc... never can remember the correct names of all the NAS relevant xmls...)

- make sure the trigger groups are not coolness 0 (warmsteel added this as a failsafe for merges, merger items need coolness >0 to actually work).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by bigday on Fri, 05 Nov 2010 19:18:55 GMT View Forum Message <> Reply to Message Sorry for very nood question but is seem like i have a huge finance issue :

Mines don't work at all, get no income even when the loyal of the city is 100% (bug with head-miner they just speech like they already work for me)

Page 140 of 153 ---- Generated from The Bears Pit Can any tell me how to fix these problem ?? any patch???

I also found some gun with no stock ,actually all sniper rifle have no stock! ( bug? ) Can't run XML editor always get error

And how to install AIMNAS_FIX?? i've just installed SCI_SVN1241_MPSVN3721_WF606_AIMNASv12 so is there any file I should download first to install AIMNAS_FIX?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Fri, 05 Nov 2010 22:34:16 GMT View Forum Message <> Reply to Message Don't know what's going on with the continued problems with the miners... for me they work just fine. :/

The AIMNAS-FIX is supposed for the latest Data-AIM version I uploaded, it fixes the missing vehicles. If you run V12, you don't need the fix.

The Data-AIM package on my skydrive is supposed to work with the latest SCI Tais made (the one with the old mercs returning...).

Added a few new items, which will be included in the next release I make: - SMLE No. 4 - Bren LMG - Razor Knife - Golden Saber ammunition in .38SPC, .357, .45, .40 S&W and 9x19mm - Desert Ops Armor and Conversion Kits (same as Field Ops Armor, just with Desert Camo bonus instead of woodcamo bonus)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Hellunen on Sat, 06 Nov 2010 00:38:32 GMT View Forum Message <> Reply to Message smeagolHmm... it is possible that some of the xml files are missing in your version or are in the wrong place (i.e. in the wrong folder and the VFS setup reads them in the wrong order).

Things to check: - Merges.xml (is the merge with utility knife actually in the xml or not).

- attachmentslots.xml (or maybe itemslotassign.xml etc... never can remember the correct names of all the NAS relevant xmls...)

Page 141 of 153 ---- Generated from The Bears Pit - make sure the trigger groups are not coolness 0 (warmsteel added this as a failsafe for merges, merger items need coolness >0 to actually work).

I opened both aforementioned files, but the item numbers don't say anything to me. The latter contained a comment about the trigger groups followed by related lines, so I believe that at least is OK. There is a Merges.xml dated Nov 2. 2010 in Data-AIM\TableData, so that must the current one. Data-1.13 and Data had older ones each in their TableData-folders. What VFS-file should the JA2.ini specify, vfs_config.JA2113AIMBase?

I tried several other merges too; metal pipe and duct tape, duct tape and attachments... Of the tested items only 10x scope accepted the tape. Afterwards its description didn't mention anything about stickiness, but it stuck on the weapon anyway. Grips or other scopes wouldn't have any of it.

Anyway, I think I'll wait for the SCI, as I'm well out of my league here with so little (=none) experience... Thanks anyway.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Sat, 06 Nov 2010 10:48:12 GMT View Forum Message <> Reply to Message i dowloaded tais sci[second in order] from mediafire,dowloading aim_nas v12,aim_nas part_01+02 & aim_nas fix,first copy aim_nas v12,second copy are aim_nas parts 01/02 + aim_nas fix ... it is corect?...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sat, 06 Nov 2010 10:58:49 GMT View Forum Message <> Reply to Message Hmmm

I think you should have taken the regular vanilla SCi and slap the Data-AIm + AIMNAS fix onto that. I might do a new install package today, though (which will probablystill contain several German files...).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by olol on Sun, 07 Nov 2010 16:53:32 GMT View Forum Message <> Reply to Message Something Changed: r3868

Page 142 of 153 ---- Generated from The Bears Pit - Moved "Data-AIM-WF" content to official 1.13 Data Folder (Data-1.13) Now the additional WF mercs are official in 1.13. No need for a separate Data ("Data-AIM-WF") folder

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Slax on Sun, 07 Nov 2010 19:51:03 GMT View Forum Message <> Reply to Message Smeagol, you have my gratitude. Can't believe I haven't played this mod until now! It's like Christmas, times ten. It's truly a joy to play AIM.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Sun, 07 Nov 2010 20:18:17 GMT View Forum Message <> Reply to Message SlaxSmeagol, you have my gratitude. Can't believe I haven't played this mod until now! It's like Christmas, times ten. It's truly a joy to play AIM.

Thanks. Always good to know that people enjoy my work.

Edit: Btw, I upped V13 yesterday, which is supposed to work with Tais vanilla SCI. We're still working on actually getting it to run in the IRC chat atm. Seems like there are some difficulties installing the thing... so, anyone wanting to help, is welcome in joining us in the IRC (just follow the link in the forum that leads to the Bears Pit IRC chat).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Slax on Mon, 08 Nov 2010 00:01:45 GMT View Forum Message <> Reply to Message I never did like working with vfs so I just overwrite everything in the Data and Data-1.13 folders. Oodles of storage space spoils you, I guess.

Page 143 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 08 Nov 2010 00:23:15 GMT View Forum Message <> Reply to Message Well, putting everything in the same folder of course works as well, as long as you do it in the right order and don't care about not being able to use the xml editor (due to the startinggear file...).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Kellomies on Mon, 08 Nov 2010 09:42:48 GMT View Forum Message <> Reply to Message I just temporarily replace that file with an editor-compatible version...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 08 Nov 2010 11:05:31 GMT View Forum Message <> Reply to Message KellomiesI just temporarily replace that file with an editor-compatible version...

Yupp.. that works just fine.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Mon, 08 Nov 2010 11:19:17 GMT View Forum Message <> Reply to Message

this from new v13 ...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 08 Nov 2010 12:37:58 GMT View Forum Message <> Reply to Message smeag plays a german install - if you find more post them he already asked for those things

Page 144 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 08 Nov 2010 14:27:13 GMT View Forum Message <> Reply to Message I get the German e-mail thingy, and as said earlier, I only have the German files. I fyou want the English files, you need to copy them over manually from the WF6.06 english version. However, I don't get the ini file you posted. What's up with that?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Mon, 08 Nov 2010 14:44:51 GMT View Forum Message <> Reply to Message this ini file is for wf ver-here is emails in german langue,i use ja2 1.13 ini-here is eglish emails ... sad to say i have no wildfire in retail variant ... i have only ja2 1.12 gold

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 08 Nov 2010 14:54:43 GMT View Forum Message <> Reply to Message Logisteric is working on an all-english version.

Be patient, he'll get it done.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 08 Nov 2010 15:10:11 GMT View Forum Message <> Reply to Message smeagolLogisteric is working on an all-english version.

Be patient, he'll get it done.

try this - if you still have german stuff post it (as you did before with a pic) -> i'll change it and ... read the bloody comment edith: updated the link to a newer version (emails and wf-mercs' subtitels are english now, too) judith: fixed merc-bios

Page 145 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 08 Nov 2010 15:24:52 GMT View Forum Message <> Reply to Message Great. This should help fix the language stuff.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by datakurs on Mon, 08 Nov 2010 19:47:44 GMT View Forum Message <> Reply to Message I applied this patch but still have German e-mails and subtitles.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 08 Nov 2010 19:51:37 GMT View Forum Message <> Reply to Message which subtitels? edith:

- had a look emails are missing - which subtitels = whose of course i'll change that as soon as you told me

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by datakurs on Mon, 08 Nov 2010 20:00:34 GMT View Forum Message <> Reply to Message The WF mercs' subtitles. However I'll check it until the rebel base. Edit: Rebels' subtitles are all in English but Dimitri and Ira speak in German. Can Miguel be given his original voice? This WF voice with the Russian accent is not really needed I think.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 08 Nov 2010 20:13:28 GMT View Forum Message <> Reply to Message you have an english ja2? if yes delete anything 057 from folders speech, npc-speech and mercedt - changing dimitri and ira to english works the same way delete anything 059 and 060 from these

Page 146 of 153 ---- Generated from The Bears Pit three folders edith: new version - you need to redelete 057 [color:#FF0000] link deleted[/color] judith: you also need to delete 057.etd (and 059/060.etds) from folder npcdata to get rid of german voices and subtitles for rebels (as npcs) gwyneth: you MUST NOT delete 057/059/060.npc from npc-data (if they exist)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by datakurs on Mon, 08 Nov 2010 20:35:49 GMT View Forum Message <> Reply to Message It worked, thank you very much. Can you do something with the e-mails & WF merc subtitles, too? Edit: I overlooked it, thanks again.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 08 Nov 2010 20:36:35 GMT View Forum Message <> Reply to Message just redownload the link it's a new file where it should be corrected

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by datakurs on Mon, 08 Nov 2010 21:06:18 GMT View Forum Message <> Reply to Message Now there's a new weirdness:

Uploaded with ImageShack.us

Edit: Yes, he does. (If 10 pages allowed in a thread, we're going to fill it soon.)

Page 147 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 08 Nov 2010 21:09:31 GMT View Forum Message <> Reply to Message i already know that - waiting for a file - does blood have monk's bio?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 08 Nov 2010 21:20:27 GMT View Forum Message <> Reply to Message next try in this the bios should be corrected datakurs, thanks for providing a guinea-pig (i don't have it installed)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Mon, 08 Nov 2010 21:40:47 GMT View Forum Message <> Reply to Message Just fixed ImpItemChoices.xml for Stomp (now Imps actually get items according to their Stomp Skills).

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by datakurs on Mon, 08 Nov 2010 21:46:39 GMT View Forum Message <> Reply to Message Good work, now bios are OK. I can't do modding and coding but at least I'm good at complaining

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Logisteric on Mon, 08 Nov 2010 21:52:24 GMT View Forum Message <> Reply to Message at least you do what you are told, which is a lot when testing that kind of stuff

Page 148 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by hmf38 on Tue, 09 Nov 2010 12:09:07 GMT View Forum Message <> Reply to Message Looking through the weapons I recognized that the pic of the Gepard M2 (GUN210.sti) still shows the Gepard M1.

I think the Mag is missing and the M2 is a bit shorter.

Maybe peanuts - just wanted to mention that...

I'm currently translating the item.xml from english to german, so if I find some other things I'll post it here if it is interesting for someone.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 09 Nov 2010 13:34:52 GMT View Forum Message <> Reply to Message hmf38Looking through the weapons I recognized that the pic of the Gepard M2 (GUN210.sti) still shows the Gepard M1.

I think the Mag is missing and the M2 is a bit shorter.

Maybe peanuts - just wanted to mention that...

I'm currently translating the item.xml from english to german, so if I find some other things I'll post it here if it is interesting for someone.

In fact the M2 seems to be quite more than just a bit shorter. I renamed the in-game M2.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by hmf38 on Tue, 09 Nov 2010 14:54:13 GMT View Forum Message <> Reply to Message smeagol

In fact the M2 seems to be quite more than just a bit shorter.

Seems so, I think there also must be readded the APsToReloadManually - because it's not semi-automatic.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6

Page 149 of 153 ---- Generated from The Bears Pit Posted by Slax on Tue, 09 Nov 2010 16:17:09 GMT View Forum Message <> Reply to Message Sorry if this has already been discussed but have you considered tweaking the reload costs? I haven't gotten very far into the game yet but from what I've seen so far, most rifles completely gimp all SMGs and pistols by a whole lot. IoV has a great formula. Check it out if you haven't and hopefully you'll see what I mean.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Tue, 09 Nov 2010 21:30:09 GMT View Forum Message <> Reply to Message I will eventually rework the reload speed, haven't had the time yet to do so. But it is definitely on my to-do list.

Currently reworking the Imp Starting Gear choices for STOMP Skills...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Kellomies on Tue, 09 Nov 2010 22:00:36 GMT View Forum Message <> Reply to Message :headscratch: Maybe I just don't recognise the issue, but how in the world do reload speeds of all things make any meaningful difference there...? I mean as far as I can tell looking at the numbers (in "vanilla" 1.13 and AIM equally), where rifles run roughshod over SMGs is for the most part being at least as fast-shooting and having equal or better autofire handling characteristics - on top of boasting loads more range (ergo accuracy, given how the numbers get crunched) and power.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by sorca_2 on Wed, 10 Nov 2010 05:12:47 GMT View Forum Message <> Reply to Message Kellomies:headscratch: Maybe I just don't recognise the issue, but how in the world do reload speeds of all things make any meaningful difference there...? I mean as far as I can tell looking at the numbers (in "vanilla" 1.13 and AIM equally), where rifles run roughshod over SMGs is for the most part being at least as fast-shooting and having equal or better autofire handling characteristics - on top of boasting loads more range (ergo accuracy, given how the numbers get crunched) and power. Well, if reload costs were increased, backup weapons would be more useful. For example, if you have a G36C and shoot it empty (and the reload cost is high)--you might consider using a backup weapon in an emergency situation, just like in real life (and most other games).

Of course, you could just swap out for another fully-loaded G36C without penalty right now, which is why I think it needs to go hand-in-hand with optional AP costs on the sling and combat pack to

Page 150 of 153 ---- Generated from The Bears Pit make realistic small weapons for back-ups.

Read the bottom of this thread to see what I'm talking about. I fully admit that I have no idea what I'm doing, but I'm trying to figure out a global reload cost multiplier. ChrisL is going to try to make AP cost possibilities for the sling and/or combat pack. If the cost of reloading was higher and it was costly to switch to your "backup LMG", smaller weapons would be much more useful even at the end of the game.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Wed, 10 Nov 2010 09:19:52 GMT View Forum Message <> Reply to Message smeagol: i mising something.. please take look at http://www.vojsko.net/index.php?clanek=zbrane/ostatni/urg86 h.e from czech republic ...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Wed, 10 Nov 2010 13:15:07 GMT View Forum Message <> Reply to Message wolf00smeagol: i mising something.. please take look at http://www.vojsko.net/index.php?clanek=zbrane/ostatni/urg86 h.e from czech republic ...

What's so special about those? The neon green looks ugly...

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Gorro der Grüne on Wed, 10 Nov 2010 13:47:17 GMT View Forum Message <> Reply to Message nobody but Wolf can read the description?

Page 151 of 153 ---- Generated from The Bears Pit Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Kellomies on Wed, 10 Nov 2010 14:25:13 GMT View Forum Message <> Reply to Message I see... grenades? :headscratch: I got nuthin'... sorca_2Well, if reload costs were increased, backup weapons would be more useful. For example, if you have a G36C and shoot it empty (and the reload cost is high)--you might consider using a backup weapon in an emergency situation, just like in real life (and most other games).

Of course, you could just swap out for another fully-loaded G36C without penalty right now, which is why I think it needs to go hand-in-hand with optional AP costs on the sling and combat pack to make realistic small weapons for back-ups.

Read the bottom of this thread to see what I'm talking about. I fully admit that I have no idea what I'm doing, but I'm trying to figure out a global reload cost multiplier. ChrisL is going to try to make AP cost possibilities for the sling and/or combat pack. If the cost of reloading was higher and it was costly to switch to your "backup LMG", smaller weapons would be much more useful even at the end of the game. Been lurking that thread actually, but I don't think that's what he was on about. I mean, amped reload costs would hit the SMGs pretty much equally hard right?

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Slax on Wed, 10 Nov 2010 15:20:34 GMT View Forum Message <> Reply to Message You've misunderstood, Kellomies. It all needs to be balanced, naturally.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by wolf00 on Wed, 10 Nov 2010 15:54:14 GMT View Forum Message <> Reply to Message Gorro der Gr

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Thu, 11 Nov 2010 20:22:40 GMT View Forum Message <> Reply to Message Slightly adjusted reload costs for guns.

Some examples of current reload costs:

Page 152 of 153 ---- Generated from The Bears Pit Glock 17 (8 APs) Desert Eagle (12 APs) HK MP5K (17 APs) Thompson M1A1 (22 APs) AKS-74U (24 APs) Mini-14 (24 APs) C7A2 (28 APs) AUG-A2 (36 APs)

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Marlboro Man on Thu, 11 Nov 2010 20:44:20 GMT View Forum Message <> Reply to Message @ Smeagol

Might be a good idea to think about starting a new thread soon, as this one is fat.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by smeagol on Thu, 11 Nov 2010 21:01:11 GMT View Forum Message <> Reply to Message Oki doki... consider this thread closed.

New thread can be found here.

Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 6 Posted by Marlboro Man on Fri, 12 Nov 2010 01:44:23 GMT View Forum Message <> Reply to Message Thanks

Page 153 of 153 ---- Generated from The Bears Pit