Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

The Fine Tuned mod V 1.7

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [Modern] >> Hired Guns: The Jagged Edge >> Mods >> The Fine Tuned mod V 1.7 Page: [1] 2 3 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
The Fine Tuned mod V 1.7 - 4/28/2009 4:24:15 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
This is the Fine-Tuned mod 1.7 by Foraven (rforce27@hotmail.com)

What this mod does :

This mod use as base the work of Reinforce (Jagged Edge Reinforced 1.3) but a lot of it has been tweaked and changed (i have no skinning or modeling skills so
all that can be found in the mod are either dev's work or Reinforce). I rebalanced all the weapons in the game, they have in general greater range and some do
more damage to reflect the weapon's power or it's ammos. I adjusted AP for each weapons to reflect their cycling rate and ease of use. I made a lot of other
changes to try to make each weapons closer to what they are in RL (i'm open to arguments here if someone disagree) using this site http://world.guns.ru/main-e.htm.
I also added a few unused melee weapons (machete, throwing knife(can't be thrown :( ) and a few others) and adjusted their stats so they are not exactly the same.
I fined tuned the grenades, there are now quite a few differences between them other than damage. Made a few adjustment to the availability of weapons and other stuff,
cheap and common hardware appear more often at the shop while expensive or rare stuff less often. I also made a few improvement to the AI so it waste less AP doing
redundant movements (like going back and forth for no reason), chose better when to go into melee, know when to switch between melee and ranged weapons and most importantly,
know where and when to use grenades (no more spam, but bunching up attract grenades). I reworked all the inventory mercs and other characters carry, expect to see more
melee weapons and fashionable gears like bandanas and caps, and the weaker enemies are less likely to be armored and well armed (also reduced the amount of grenades,
about everyone had many of them). Also note that machineguns now use boxed ammos that can't be used with other guns (because they are belted). I did add a few descriptions
to weapons and equipment in the game. And last, i rebalanced every character in the game to be more human and reflect their class and threat factor, they are no hercules or
god of war left :). There are fewer differences between easy / medium / hard difficulty level, equipments and weapons remain the same, but hiring cost change, as well
as how easy it is to hit your enemies (of course, i might add a few differences later).

New weapons :

From Jagged edge Reinforced : Rx4 Storm, Bushmaster ACR, G36C, G36k, MP7A1, HK416, HK416 Carbine, HK417, SCAR-L, SCAR-H, SIG556, M99 Beretta Sniper rifle, AK-74M, Groza,
FN FaL DMR, HK21E LMG, HK MG43, M249 SAW, PKP Pecheneg, TKB-0145K Sniper rifle, L96A1 Accuracy International PM, Steyr Scout, PGM 338, RAI Model 300, SVN-98, V-94 "Vzlomscik", AT4, GM-94.

From this mod : AR-15, Berdysh, Grach, S&W 5906, TMP, Vikhr, Kiparis, Glock 21, Desert Eagle .357, PK, RPK, FN49, PSS, Machete, Small Knife (it's a throwing knife, but can't be thrown),
Kinjal, Kuchil, Brass knuckles, rk95tp, rk62, m62s, m2carbine, m67, l2a2, lu-213, rgk-3, m26, sae210, sae310, sig550, fnmag, mk46, mk11, sr25, hkump 9mm, dm-51, dm-61, rgo, e-105.



Revision :
1.7
- Fixed the neutral AI so it turn hostile if you take shots at it.
- Improved the AI code so npcs don't try to aim through walls or large obstacles (things that block line of sight completely). This speed up battles.

1.6d
- Added missing names to new characters i added.
- Further fixes to AI inventory
- Changed the look of civilians at the mines so they look like workers.

1.6c
- Fixed several AI bugs.

1.6b
- Fixed a bug that crippled the AI (introduced by 1.6a).
- Fixed a few AI's inventory mistakes.
- Did a few tweaks to the AI.
1.6a
- Added the missing grenades.
- Added new grenades : dm-51, dm-61, rgo, e-105.
- Improved grenade descriptions.
- Several minor fixes.
- Increased the odds AI throw a grenade when target is behind obstruction.
- Enabled the guards (guys holding the heavy weapons like machineguns) to move like everyone else.
- Disabled the line of code that made soldier switch to a knife when negociating around obstacles.
1.6
- Added several new hats.
- Made some some improvement and fixes to the AI.
- Corrected description for akm (now state it has 40 bullets capacity).
- Fixed a few typos in Things.xml that made some soldiers spawn without a gun.
- Fixed ragdoll physics so corpse drop properly when killed.
- Added new description to several armors and helmets/hats.
- Made changes to armor protection.

1.5b (minor fixes)
-Missing 7.62x33 ammo added (caused crash).
-Missing mk 48 and mk 46 picture added.

1.5a
-Fixed bug that prevented spawning on certain maps.
-Swapped the look of kevlar helmet with the heavy helmet (look more appropriate).
-Increased the availability of FM P90 and FMK-3.
-Removed extra files i added by mistake in v1.5, the archive will be smaller now.
1.5
-Fixed a serious bug with the AI that was introduced with 1.4.
-Reworked the whole inventory of every characters in the game.
-Modified missions so new inventory show up.
-Adjusted stats of characters for each difficulty level.
-Fixed some visual issues with some characters in the game.
-Fixed sound and explosion effects for grenade launchers and rocket propelled grenades
-Fixed buckshots, they now spread properly.
-Reduced number of shotgun pellets to 12 (more standard), and reduced the damage penality.
-Added new grenades : m67, l2a2, lu-213, rgk-3, m26, sae210, sae310 and renamed the old ones to their proper names.
-Fixed RPO-A rocket launcher, used to have 2 ammo and ridiculous damage, as well as being available too early.
-Reduced the AP cost of shooting GL and RPG.
-Adjusted the AP cost of shooting heavy snipe rifles.
-Adjusted damage and fire rate of m2 machinegun.
-Added rk95tp, rk62, m62s, m2carbine, sig550, fnmag, mk46, mk11, sr25, hkump 9mm.
-Removed ammo restriction, you can now swap ammos as in stock game.
-Added silencer capability to most rifles, including 7.62 ones.
-Removed sight restrictions to weapons because adding a scope don't change the sight angle, this caused an imbalance between scoped rifles and the ones with the add on.
-Adjusted range of carbine types rifles : they now have shorter range and lower accuracy, but have longer burst (ideal for cqb).
-Fixed weapon sounds, there was a few mistakes and missing sound.
-Made a few adjustments to several weapon's stats.
-Changed the availability of certain weapons.
-Fixed the availability of clips/mags so they appear when they are needed (there was a few oddities).
-Fixed ammo count on shotguns, their clips now match their capacity and reload/unload correctly.
-Reduced the space used by ammos, i had set the values too high, it prevented players from carrying healthy supply of them and caused problems with the AI.
-Changed max ammos on machineguns to create some difference between them (added ammos box for them too).
-Reduced price of addon.
-Added modified combat icons, they should no longer mask the targets.

1.4
-Several more fixes to weapons and ammos
-Added several new weapons to use (AR-15, Berdysh, Grach, S&W 5906, TMP, Vikhr, Kiparis, PSS, Glock 21, Desert Eagle .357).
-Improved AI stamina and AP management.
-Adjusted rifles power, reliability and rarety (so it's easier to get them than sniper and a good alternative to AR).
-AI won't sneak and dodge if no armed enemies present (ie attacking civilians).
-Shotguns are now more common at the shop
-adjusted wich AR weapons could use silencers (most can now, exept the large caliber or the already silenced)
-Sniper don't support any option now, they don't need any.
-Added new ammunition for the new weapons.
-Made a few adjustments to damage fallof of each types of ammos (there was a few mistakes and oddities there).
-Adjusted weapon pricing, some had ridiculously low price for how good they are (like the Calico).
-Fixed the Groza loudness, it's supposed to be silenced.
-Changed the Enfield l85a1 to l85a2 (no point in having an unreliable crap when we have so many weapons to chose from).
-Fixed weapon reliability to be closer to RL, there was some wacky numbers there.
-Improved appearances of shotgun tracers, they feel more right now.
-adjusted shotguns accuracy ; it's unfortunate but pellets spread is linked to accuracy, it also mean slug are innaccurate too.


1.3
-Fixed a few mistakes in the data files. Some weapons did not have their ammos, or could not use them.
-Made a few balance fixes to the Data Files.
-Started to rewrite the items descriptions so they are more informatives (uploaded as a second file due to file size restriction).

1.2
-Lowered stamina cost and made crouch as fast as walk (hey, moving crouched isn't that slow)
-Improved AI, now don't run so much, will be able to sneak on you.
-Changed the special skills of many enemies, many were not useful.
-When low on breath, there is a chance the AI will pause to catch it, this should prevent the AI from always fighting breathless.


1.1
-Fixed clip/magazine inventory space, cost and availability.
-Fixed a corrupt file
-Fixed AI bug left in the last version (Damn it was hard to find) that prevented melee attacks.
-Fixed AP ammos values (damage too low)
-Sniper ammos are special now, don't mix with standard rifle ones.
-A small fix to enemies inventory
-Greatly improved the AI, it's now much smarter than stock.


1.0 First version.

Future plans :

-Improving the AI further, i prefer smarter enemies than having them with super human stats.
-Having models and skins for every weapons added by Reinforce (Can't make them myself though).
-Adding hand axe (with model, this is africa after all :) ), having models for crowbar.
-Finish the translation of comments in the LUA files to make AI modding easier.
-Changing the Quiz so it's less guesswork to create our avatar.
-Adding new types of armor.
-Adding new character skins.
-Adding even more weapons.

Install tips :

-Make backups of your Basis directory before installing this or any other mod.
(note: if you already modded the game before making backup, it's better to reinstall the game and make a fresh backup, with latest patch installed).
-Copy the basis directory of this mod over the basis directory of the game, you must overwrite any file that you are prompted to do. If for some reason you end
up with duplicate file/directory or extra directories that did not exist before (like "fine tuned xx"), remove those and start over.
-If you have a non english version of the game, you have to copy all the files contained in the mod locale/usa dir to your localised dir so the new names and
description show up (you end up with english words along whatever language you normally use though).

Credits :

Reinforce (Jagged Edge Reinforced)


Note : I strongly suggest starting a fresh game to make use of this mod, especially if you started it under a previous version of this mod. Some of the changes made in earlier version
are likely to cause crashes if used with old savegames. Game started after v1.5 should not cause problems.


http://www.mediafire.com/?p1452gtbu2k52uz

< Message edited by Foraven -- 10/13/2011 4:10:16 PM >
Post #: 1
RE: The Fine Tuned mod - 4/28/2009 5:33:40 PM   
james_austintx

 

Posts: 12
Joined: 4/28/2009
Status: offline
Thanks for cooking this up. Not sure if this is a bug or not. I was going through the various xml files in the logic folder and the one called Persons.xml does not load. Gives an error...the other two persons files load...


Thanks again!!!



(in reply to Foraven)
Post #: 2
RE: The Fine Tuned mod - 4/28/2009 5:38:51 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline

quote:

ORIGINAL: james_austintx
Thanks for cooking this up. Not sure if this is a bug or not. I was going through the various xml files in the logic folder and the one called Persons.xml does not load. Gives an error...the other two persons files load...


You are right, i have to fix that. Not sure why but it got corrupted, fortunatly there was few differences between the person files so i can fix it quickly. Strange it did not crash my game while loading a medium difficulty game... Should be fixed quick, i will upload it soon.

(in reply to james_austintx)
Post #: 3
RE: The Fine Tuned mod - 4/28/2009 5:46:22 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
Deleted

< Message edited by Foraven -- 6/9/2009 6:58:43 PM >

(in reply to Foraven)
Post #: 4
RE: The Fine Tuned mod - 4/28/2009 6:06:34 PM   
james_austintx

 

Posts: 12
Joined: 4/28/2009
Status: offline
Glad I could help. I also think this game has a lot of potential but maybe they ran out of time. Not sure.

(in reply to Foraven)
Post #: 5
RE: The Fine Tuned mod - 4/28/2009 6:39:54 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline

quote:

ORIGINAL: james_austintx

Glad I could help. I also think this game has a lot of potential but maybe they ran out of time. Not sure.


Well, i believe that game had quite a few problems along the way, like changing hands and having copyrights issues. I don't expect they ever finish it. I don't mind as long as we can fix it ourselves. I hope though they will make a few improvements to it before stopping to update it.

(in reply to james_austintx)
Post #: 6
RE: The Fine Tuned mod - 4/28/2009 7:25:12 PM   
ZK

 

Posts: 9
Joined: 4/20/2009
Status: offline
Won't have a chance to try it out until later so one question.  Does the AI actually shoot at you now? 


As for Mistland/GFI and Strategy First IIRC things didn't go smoothly from square one.  If I am remembering right Mistland/GFI wanted to do the game in realtime for starters and got pissy when they were forced to go with turn based.  Imagine that, fans of TB game actually expecting the sequel to be TB also.  I need to try and track down the Mistland/GFI's peoples comments after they were dropped by Strategy First.  According to them they had a game that was in everyway superior to JA2:)

(in reply to Foraven)
Post #: 7
RE: The Fine Tuned mod - 4/28/2009 8:09:54 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline

quote:

ORIGINAL: ZK

Won't have a chance to try it out until later so one question.  Does the AI actually shoot at you now? 



Yes, it does, and a lot :). I'm still rooting a few issues with the new code i added, but the AI does perform very well with the changes.

(in reply to ZK)
Post #: 8
RE: The Fine Tuned mod - 4/28/2009 9:38:48 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
I wish i knew how to display lua's logs, that would greatly help me figure out what's wrong with my AI. Almost everything works fine, but there are a few instances where the AI stall and do nothing for a while. All i can do is guess right now...

(in reply to Foraven)
Post #: 9
RE: The Fine Tuned mod - 4/29/2009 1:52:55 PM   
Hard Sarge


Posts: 22741
Joined: 10/1/2000
From: garfield hts ohio usa
Status: offline
thanks for doing the work, sounds like some good ideas

_____________________________


(in reply to Foraven)
Post #: 10
RE: The Fine Tuned mod - 4/29/2009 7:15:36 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
I'm almost done with my new version, i should have it done today. There was a very hard to find AI bug in it but i'm almost done fixing it, the AI should be able to use melee now (i'm my release version, they kept shooting instead until they ran out of ammos, then they would use melee). I found a few quirks with the xml files data too. I just want to be sure my AI work perfectly well before sending the new version and that all the test stuff and wacky code are removed (i'm still learning how the lua work, my earlier code was pretty clumsy). Anyway, it's coming alone nicely :).

(in reply to Hard Sarge)
Post #: 11
RE: The Fine Tuned mod - 4/30/2009 5:37:50 AM   
ZK

 

Posts: 9
Joined: 4/20/2009
Status: offline
First a question, the AI changes are all in the Scripts\AI folder correct? I've been using just those files with my own modifications of the weapons and items. I started a new game and noticed an improvement in the early game but now that up to rifles and assault rifles it's not playing that much differently from the stock version. It's the same old get everyone prone on the high ground and shoot down the AI as it runs at you like an idiot.

Couple theories. Is there some minimum hit percentage the AI is going for? What I think is more likely is the AI simply can't see my mercs and is just rushing blindly towards the sound contacts.

Early game when all you have is a steel helmet and camo vest your camo value is pretty low, 17% I think. I usually go with kevlar helmet, kevlar pants and either a kevlar or assault vest which puts your camo at 33% or 27%. If I'm understanding Constants.xml correctly being prone adds another 30% to your camo. By contrast with the AI always running they're 20% easier to spot or can be spotted 20% farther away. End result is the player can see, and hear, them long before they can see the player.

So do you think there is anything you can do with the way the AI moves? For example make crouch/sneaking or prone the default movement when they take fire or hear gunfire within a certain distance. Or at least end each turns movement by crouching or going prone.

(in reply to Foraven)
Post #: 12
RE: The Fine Tuned mod - 4/30/2009 9:02:54 AM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
New version up! Now 1.1. Improved the AI a lot, check this out.

ZK : I'm always looking at improving the AI (when i'm not fanatically searching where i did a typo in the lua files :P ). I haven't tested the AI very far in the game, i was just getting it to do well in relatively close combat. Of course, what you suggest is possible, i can try to implement something like that. I guess you might become my tester for that :).

(in reply to ZK)
Post #: 13
RE: The Fine Tuned mod - 4/30/2009 3:01:43 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
Zk : I checked what i can do about the movements of the AI. The good news is that i can make it use sneak or even crawling when needed, but the bad news is that i can't make it use the silent mode like the player can. I will try to code something so the AI run when it make sense to, and use sneaking and crawling from time to time. Fortunatly i can't make them hide :(. 

(in reply to Foraven)
Post #: 14
RE: The Fine Tuned mod - 5/1/2009 1:13:52 AM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
The new ai scripts are going along fine, expect some new surprises when i'm done with it. 

(in reply to Foraven)
Post #: 15
RE: The Fine Tuned mod - 5/1/2009 5:38:48 PM   
james_austintx

 

Posts: 12
Joined: 4/28/2009
Status: offline
Looking forward to seeing what you have done

(in reply to Foraven)
Post #: 16
RE: The Fine Tuned mod - 5/1/2009 7:44:42 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
quote:

ORIGINAL: james_austintx

Looking forward to seeing what you have done


Then you will be happy :). Version 1.2 is ready (took me a while but now it works :) ).

Check first post for download.

< Message edited by Foraven -- 5/1/2009 7:45:30 PM >

(in reply to james_austintx)
Post #: 17
RE: The Fine Tuned mod - 5/1/2009 8:00:16 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
If anyone has stories fighting my AI, please share. I want to know how well it perform and if there are issues or needed improvements. 1.2 AI should prove much harder than 1.1, i hope it's challenging enough to experienced players :).

(in reply to Foraven)
Post #: 18
RE: The Fine Tuned mod - 5/2/2009 4:28:30 AM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
deleted

< Message edited by Foraven -- 6/9/2009 6:59:14 PM >

(in reply to Foraven)
Post #: 19
RE: The Fine Tuned mod - 5/3/2009 10:31:11 PM   
james_austintx

 

Posts: 12
Joined: 4/28/2009
Status: offline
Can you check the M24 rifle? I was unable to load any ammo into it.

(in reply to Foraven)
Post #: 20
RE: The Fine Tuned mod - 5/4/2009 12:31:36 AM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline

quote:

ORIGINAL: james_austintx

Can you check the M24 rifle? I was unable to load any ammo into it.


Try the 7.62x51 in pack of 5 or 10, the 20 is only compatible with FN FALs and the 100 with M60s. In the next version, i will have the weapon descr and it will be stated.

(in reply to james_austintx)
Post #: 21
RE: The Fine Tuned mod - 5/4/2009 12:20:20 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
I recently figured out how enemies are picked, as well as their inventory, to populate the gameworld. Seem i made a few mistaken assumtions when i edited the persons and their things. For example, each phase 2 templates characters are used, and each has about 3 loadouts they can be randomly assigned. But with the huge variety of weapons (even more in my mod, and my next version has several more) and skills, only a few get used that way. So i plan on reworking the whole thing so the enemy spawn class of characters, each with their skills and loadouts... But first i will finish all the new weapons i planned to add (all the remaining unfinished weapons that were not included in the game) and finish all the descriptions for each so we know what we are using better. I may revisit the AI too, but without feedback i'm not sure what to improve on them. 

(in reply to Foraven)
Post #: 22
RE: The Fine Tuned mod - 5/4/2009 4:07:19 PM   
james_austintx

 

Posts: 12
Joined: 4/28/2009
Status: offline
Here is what I have seen from the AI.

-They use grenades a lot more.
-They are very willing to pull out a melee weapon. This is also a bad thing because I have seen them pull out a weapon and run towards a target but they are still not close enough to hit. So they get shot to death. When they are close enough, they will maul the target in melee.

They seem to run around a lot and do things like kneel, move, kneel, then they never shoot. A good map to see this is the Safari map when you side with the bandits to kill the civis....


They did that before your A.I. tweaks though, but I do see a lot more aggressive behavior from them in general.


(in reply to Foraven)
Post #: 23
RE: The Fine Tuned mod - 5/4/2009 7:35:56 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline

quote:

ORIGINAL: james_austintx

Here is what I have seen from the AI.

-They use grenades a lot more.


But do they use them when it makes sense to? The way i coded them, the chance they use them increase with the number of enemies that can potentially be caught in the blast, but unless there are a lot of enemies, they should avoid throwing if a friend is close by (20% chance by enemy, -60% per friend in a radius of 7 meters).

quote:


-They are very willing to pull out a melee weapon. This is also a bad thing because I have seen them pull out a weapon and run towards a target but they are still not close enough to hit. So they get shot to death. When they are close enough, they will maul the target in melee.


I did try to make them smarter about this, maybe i should add an AP check so they don't attempt this when too low in AP.

quote:


They seem to run around a lot and do things like kneel, move, kneel, then they never shoot. A good map to see this is the Safari map when you side with the bandits to kill the civis....


Well, that can be easily fixed, i just did not code a different behavior against harmless targets in the current AI. As for never shooting, in my test they seemed to do fine, doing less useless movements and shooting more. But i also coded them to stop and rest when low in stamina, i guess that part could be refined a bit more because right now they may just stop their turn early before attacking at least once.

quote:


They did that before your A.I. tweaks though, but I do see a lot more aggressive behavior from them in general.


That's what i was aiming for. Did you notice they hide a lot more?

(in reply to james_austintx)
Post #: 24
RE: The Fine Tuned mod - 5/4/2009 7:40:32 PM   
james_austintx

 

Posts: 12
Joined: 4/28/2009
Status: offline
I have not noticed if they hide more yet, but I have only played an hour or two with your new settings.

Also, they DO seem to use grenades a heck of a lot better with your tweaks.

(in reply to Foraven)
Post #: 25
RE: The Fine Tuned mod - 5/4/2009 7:47:00 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
quote:

ORIGINAL: james_austintx

I have not noticed if they hide more yet, but I have only played an hour or two with your new settings.

Also, they DO seem to use grenades a heck of a lot better with your tweaks.



Nice, that's what i was aiming for (i did missread it at first).

< Message edited by Foraven -- 5/4/2009 7:50:44 PM >

(in reply to james_austintx)
Post #: 26
RE: The Fine Tuned mod - 5/4/2009 10:53:11 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
I found a small bug with enemies inventory. Due to the changes i made to ammo clips and some other equipment, enemies often spawn with missing equipment (like no ammos for their guns). Since i planed to redo the enemies loadouts anyway, i will fix that along the way.

(in reply to Foraven)
Post #: 27
RE: The Fine Tuned mod - 5/6/2009 6:15:16 AM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
New version is coming along, it should be ready this week. The AI has been improved, the weapon description are almost done, and i plan on reworking the enemy loadout and tweak the appearance of several character in game (using already existing skins). I also made a complete list of the weapons in the mod :

From Jagged edge Reinforced : Rx4 Storm, Bushmaster ACR, G36C, G36k, MP7A1, HK416, HK416 Carbine, HK417, SCAR-L, SCAR-H, SIG556, M99 Beretta Sniper rifle, AK-74M, Groza, FN FaL DMR, HK21E LMG, HK MG43, M249 SAW, PKP Pecheneg, TKB-0145K Sniper rifle, L96A1 Accuracy International PM, Steyr Scout, PGM 338, RAI Model 300, SVN-98, V-94 "Vzlomscik", AT4, GM-94.

From this mod : AR-15, Berdysh, Grach, S&W 5906, TMP, Vikhr, Kiparis, PK, RPK, FN49, PSS, Machete, Small Knife (it's a throwing knife, but can't be thrown), Kinjal, Kuchil,
Brass knuckles.

(in reply to Foraven)
Post #: 28
RE: The Fine Tuned mod - 5/6/2009 4:22:17 PM   
QTQuazar

 

Posts: 3
Joined: 5/6/2009
Status: offline
Using your mod so far and enjoying it--makes this a bit more playable. Playing at Medium level, patched to 1.007.001, mod installed after patching.

Bug and Exploits (sorry if these aren't your mod's--I quit playing vanilla after half an hour in--too easy)

Major Exploit: Medikits can be used indefinitely to heal. In JA2, they would patch you up but you would have to heal through the orange with a doctor or such. In HG, you can fully heal your character by just repeatedly using the kit. Is this mod-related exploit or vanilla exploit? It's a game-breaker. Needs to be mentioned in tech support if it's not yours or Reinforce's mod's fault.

Bug: Trying to equip 30.08 ammo (as opposed to aught 6) crashes me to desktop. I think it highlights incorrectly for 30.06 weapons. Something is off, anyway.

I can also confirm james_austintx 's comments about the AI. It's not just non-combatants like on Safari--I just finished playing through the DAM. Had two mercs crossing the bridge, covering at the nests. Two enemies were at the end of the bridge. Kneeling inside the nests meant enemies couldn't get a line of fire. So they would walk back and forth at the end of the bridge, kneeling and standing up, ad infinitum. Many other enemies also did this on the map when they didn't have a clear line of fire, rather than moving to a concealed position or charging me--either of which at least would have given them a fighting chance.

At other times, they simply don't move even when it's obvious they're going to be caught in a crossfire or when they KNOW you're just around the corner. You can duck around corners, spray them, and they won't come after you on your turn (again, tested this in back of the dam). In JA2, if you missed coming around a corner, you knew you were
taking serious damage the next round.

Finally--perhaps weapon distances can be reduced? Kills are becoming even easier than vanilla. My 48-accuracy Merc with an M1 Garand hits really damn frequently for his skill level. Think some tweaking still needs to be done here.


(in reply to Foraven)
Post #: 29
RE: The Fine Tuned mod - 5/6/2009 9:36:32 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline

quote:

ORIGINAL: QTQuazar
Bug and Exploits (sorry if these aren't your mod's--I quit playing vanilla after half an hour in--too easy)

Major Exploit: Medikits can be used indefinitely to heal. In JA2, they would patch you up but you would have to heal through the orange with a doctor or such. In HG, you can fully heal your character by just repeatedly using the kit. Is this mod-related exploit or vanilla exploit? It's a game-breaker. Needs to be mentioned in tech support if it's not yours or Reinforce's mod's fault.


I haven't changed anything with the medkits. But according to what i can read in the file, they should eventually run out so you can't use them forever. I can always reduce how much they can heal before running out...

quote:


Bug: Trying to equip 30.08 ammo (as opposed to aught 6) crashes me to desktop. I think it highlights incorrectly for 30.06 weapons. Something is off, anyway.


Hum, i checked the files and did not find anything wrong, but i haven't tried the weapon myself (was made by reinforce), i will check.

quote:


I can also confirm james_austintx 's comments about the AI. It's not just non-combatants like on Safari--I just finished playing through the DAM. Had two mercs crossing the bridge, covering at the nests. Two enemies were at the end of the bridge. Kneeling inside the nests meant enemies couldn't get a line of fire. So they would walk back and forth at the end of the bridge, kneeling and standing up, ad infinitum. Many other enemies also did this on the map when they didn't have a clear line of fire, rather than moving to a concealed position or charging me--either of which at least would have given them a fighting chance.


Next version should fix this, the code has been improved a lot. I'm still working on it though.

quote:


At other times, they simply don't move even when it's obvious they're going to be caught in a crossfire or when they KNOW you're just around the corner. You can duck around corners, spray them, and they won't come after you on your turn (again, tested this in back of the dam). In JA2, if you missed coming around a corner, you knew you were
taking serious damage the next round.


Hum, i haven't experienced it yet (started to mod before getting that far).

quote:


Finally--perhaps weapon distances can be reduced? Kills are becoming even easier than vanilla. My 48-accuracy Merc with an M1 Garand hits really damn frequently for his skill level. Think some tweaking still needs to be done here.


I don't like having weapons that are extremely short ranged, ranges are increased in my mod. Range just give you an extra penality when you are too far. But there are alternatives to messing with the weapon stats, i can increase the accuracy modifier in constant.xml, this should make it harder to shoot with low skills. You can experiement it yourself, just find the lines "accuracy_mod" and increase the number. I did it already, but maybe the number is too low.

(in reply to QTQuazar)
Post #: 30
Page:   [1] 2 3 4 5   next >   >>
All Forums >> [Current Games From Matrix.] >> [Modern] >> Hired Guns: The Jagged Edge >> Mods >> The Fine Tuned mod V 1.7 Page: [1] 2 3 4 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.266