Jump to content


Photo

[MOD] Blue Dawn


  • Please log in to reply
714 replies to this topic

#221 Wodin

Wodin

    Little Ivan

  • Members
  • PipPipPip
  • 43 posts

Posted 24 February 2012 - 09:28 AM

@Confus,

Where is the enemy increased range file. All the dropbox links are dead.

Thanks mate.

#222 Karlsson

Karlsson

    A real Bubba

  • Members
  • PipPipPipPip
  • 54 posts
  • LocationSweden

Posted 24 February 2012 - 10:51 AM

First off; Thank you for making this! :D it has totally changed my entire view of the game. Now I actually feel it's worthwhile to arm my militia, and not such a f-ing drag xD! And it's easier, as it drops more weapons <3
Also, the balance is reasonable :) very well done indeed, sir. I have one question though. I've been tinkering a bit with the configs myself, but I admit I'm no genious at it :> is it possible to maybe add a character config where the enemy isn't that heavily armored early on in the game? Or which lines should I look for within the characters.txt to maybe change it myself? ^^ thanks again for a great mod!

#223 Confus

Confus

    A real Bubba

  • Members
  • PipPipPipPip
  • 84 posts
  • LocationUnited Kingdom

Posted 24 February 2012 - 11:24 AM

@Woodin, sorry mate Im just to focused on the files for next version :) next version hard mode will be very similar to the hardcore mode, just a more balanced and fun :)

Next release is very soon so just hang in there :)

#224 resonansER

resonansER

    Little Ivan

  • Members
  • PipPipPip
  • 47 posts
  • LocationKiev, Ukraine

Posted 24 February 2012 - 11:36 AM

@Woodin, sorry mate Im just to focused on the files for next version :) next version hard mode will be very similar to the hardcore mode, just a more balanced and fun :)

Next release is very soon so just hang in there :)


Will there be any adjustments ​​in your mod, when developers implement FoW in game ?

#225 Saten

Saten

    Jagged Member

  • Members
  • PipPip
  • 13 posts

Posted 24 February 2012 - 12:00 PM

First off; Thank you for making this! :D it has totally changed my entire view of the game. Now I actually feel it's worthwhile to arm my militia, and not such a f-ing drag xD! And it's easier, as it drops more weapons <3
Also, the balance is reasonable :) very well done indeed, sir. I have one question though. I've been tinkering a bit with the configs myself, but I admit I'm no genious at it :> is it possible to maybe add a character config where the enemy isn't that heavily armored early on in the game? Or which lines should I look for within the characters.txt to maybe change it myself? ^^ thanks again for a great mod!

If you're using a hard option of characters.txt you can always revert to normal one, by either using default one or any from enemy_normal folder that comes with a mod. If that doesn't clear it, search characters.txt for the word "Enemies". From that point downwards are the templates of enemy characters named RoyalGuard (lvl5), Assassin (lvl4), Soldier (lvl3), Brigand (lvl2) and Bandit (lvl1) that are used when game creates enemy squads. You can tweak them or maybe BD mod team will release an easy option.

#226 R@S

R@S

    Reitman's Fate

  • Members
  • PipPipPipPipPip
  • 241 posts
  • LocationSweden

Posted 24 February 2012 - 12:08 PM

@resonansER
Of course we will update any files after the future patches to balance the mod accordingly. :)

The new traders are almost done, just need to do some more work on the containers and I'll be done with it. I think I'll be getting all the files needed for the next release during the day, so expect a new release this evening. And as usual, those who are expecting a preview version to adjust their mods can expect a PM when I have it ready.
http://bluesunmod.webs.com/

#227 Confus

Confus

    A real Bubba

  • Members
  • PipPipPipPip
  • 84 posts
  • LocationUnited Kingdom

Posted 24 February 2012 - 12:11 PM

Will there be any adjustments ​​in your mod, when developers implement FoW in game ?


Of course, 0.2 is coming together nicely. After next patch is released we will make either a new release or a quick fix if it will be needed.

#228 Fikol

Fikol

    Jagged Member

  • Members
  • PipPip
  • 18 posts

Posted 24 February 2012 - 12:41 PM

Love the mod!

You and FOW patch will adress most issues of the game as far as I'm concerned :) apart from AI which can't be currently improved right?

But have you considered improving the map? I mean the world map? from my point of view is much smaller, you can move around rapidly, and basically I lost a grand scale of JA2... would it be feasible to rework that map at all? basically make it bigger with more locations?

#229 Karlsson

Karlsson

    A real Bubba

  • Members
  • PipPipPipPip
  • 54 posts
  • LocationSweden

Posted 24 February 2012 - 12:59 PM

If you're using a hard option of characters.txt you can always revert to normal one, by either using default one or any from enemy_normal folder that comes with a mod. If that doesn't clear it, search characters.txt for the word "Enemies". From that point downwards are the templates of enemy characters named RoyalGuard (lvl5), Assassin (lvl4), Soldier (lvl3), Brigand (lvl2) and Bandit (lvl1) that are used when game creates enemy squads. You can tweak them or maybe BD mod team will release an easy option.


Thank you :))

#230 resonansER

resonansER

    Little Ivan

  • Members
  • PipPipPip
  • 47 posts
  • LocationKiev, Ukraine

Posted 24 February 2012 - 01:55 PM

@resonansER
Of course we will update any files after the future patches to balance the mod accordingly. :)

The new traders are almost done, just need to do some more work on the containers and I'll be done with it. I think I'll be getting all the files needed for the next release during the day, so expect a new release this evening. And as usual, those who are expecting a preview version to adjust their mods can expect a PM when I have it ready.


Exellent! I'll be waiting for new version of this beautiful mod! You are clever and with right hands, guys! ;)

#231 b15h09

b15h09

    Little Ivan

  • Members
  • PipPipPip
  • 32 posts

Posted 24 February 2012 - 02:46 PM

Hi R@S, curious what's up with the BSM website?  Went to check and see if 2.0 had made it out yet, and it gave me a bandwidth exceeded error.  That mean that 2.0 is indeed out?   :D  If so, are there any mirrors for it?

#232 Dusteki

Dusteki

    Little Ivan

  • Members
  • PipPipPip
  • 34 posts

Posted 24 February 2012 - 03:05 PM

Site not working.

#233 MariotheWhite

MariotheWhite

    Little Ivan

  • Members
  • PipPipPip
  • 39 posts

Posted 24 February 2012 - 03:34 PM

@MariotheWhite
Since Confus has already added some stuff to the clothing file we can't just use your file without some work. I have been focusing on the new trader inventories to get them ready for the next release, but once I'm done I'll check it out. Thanks :)

@Phazorx
I haven't seen the code for the attachments, or tested them enough to give you an answer, I could only speculate. But when I figure it out I'll get back to you.


Ok, it's all just about modified camo properties to the blue, black, and camo cloth and boots based on what i belive are real camos. And armor to sunglasses, and skigoggles and helmets with skigoggles.
Can't wait for your next release, I bet only FOW would beat it. B)

#234 Unwanted

Unwanted

    Reitman's Fate

  • Members
  • PipPipPipPipPip
  • 145 posts
  • LocationCZ

Posted 24 February 2012 - 03:41 PM

Ok, it's all just about modified camo properties to the blue, black, and camo cloth and boots based on what i belive are real camos. And armor to sunglasses, and skigoggles and helmets with skigoggles.
Can't wait for your next release, I bet only FOW would beat it. B)


I bet FoW will improve Blue Dawn :D

*patiently awaits new release

#235 mr31337

mr31337

    Reitman's Fate

  • Members
  • PipPipPipPipPip
  • 132 posts

Posted 24 February 2012 - 04:07 PM

I bet FoW will improve Blue Dawn :D

*patiently awaits new release


Does it matter if you can't see the AI start their tard rush? It will still be a turkey shoot.

In some respects the AI will 'appear' smarter with FOW, especially in CQB. I imagine after the next couple of play throughs with FOW the AI will again become familar & straight forward to counter.

#236 MariotheWhite

MariotheWhite

    Little Ivan

  • Members
  • PipPipPip
  • 39 posts

Posted 24 February 2012 - 04:52 PM

R@S, I did has you asked. Maybe it won't be on time but hope it'll help.
I'll tweak plane colors camo properties next time.

Attached Files



#237 MariotheWhite

MariotheWhite

    Little Ivan

  • Members
  • PipPipPip
  • 39 posts

Posted 24 February 2012 - 04:59 PM

Does it matter if you can't see the AI start their tard rush? It will still be a turkey shoot.

In some respects the AI will 'appear' smarter with FOW, especially in CQB. I imagine after the next couple of play throughs with FOW the AI will again become familar & straight forward to counter.


For people who dislike surprises but like FOW: T-Cube Motion Tracker

#238 R@S

R@S

    Reitman's Fate

  • Members
  • PipPipPipPipPip
  • 241 posts
  • LocationSweden

Posted 24 February 2012 - 05:01 PM

@Fikol
I don't think so, the new world map is something truly amazing if you actually see how they work. But there might be a way to slow down the travel speed once we have more of the game files open for editing, that might at least give the impression of traveling greater distances ;)

@b15h09
Too much traffic, it's a free host and it seems we have gotten "some" new visitors lately. I haven't had this happen before and will try to find a solution, in the meantime there's still the 1C forum to get information. The next version of BSM is scheduled for next weekend, so you haven't missed it :)

@MariotheWhite
Thanks mate, as soon as I get the latest files from Confus I'll add your numbers to that file.
http://bluesunmod.webs.com/

#239 MariotheWhite

MariotheWhite

    Little Ivan

  • Members
  • PipPipPip
  • 39 posts

Posted 24 February 2012 - 05:13 PM

No problem, glad to share it. Will reinstall Brigade to try new BSM, it's been a while i don't play Brigade. :P

@Fikol
I don't think so, the new world map is something truly amazing if you actually see how they work. But there might be a way to slow down the travel speed once we have more of the game files open for editing, that might at least give the impression of traveling greater distances ;)


Would be possible to implement some random encounters or events after that? Like some robbers or new side quests?

#240 Connor_MacManus

Connor_MacManus

    Reitman's Fate

  • Members
  • PipPipPipPipPip
  • 129 posts

Posted 24 February 2012 - 05:37 PM

We have a lot more moving parts. <_<

My new formula (that should completely fix range) has been done since Thursday afternoon, however, there's a lot more to it than one guy fiddling with one file. I can only move as fast as the others, and they only as fast as me, unless you want a dozen different files coming at you from all directions with no scheduling. The other contributors are currently working on adding in all the extras for the new content. Connor does good work, but he has his methods and I have mine. I admit, in hindsight, my initial range formula should not have seen the light of day. Nobody accounted for the fact that the AI was really that dumb. If you want to congratulate Connor on his awesomeness, his thread is this way.


Thanks for the complement Wilson. I know how hard it is to balance it all. So many variables and we don't even have parameters like handling, recoil, reload time that would make it even more complex.

Since I lack experience with real fire arms, I read up on as much info on weapons, ammo and other stuff as I can. This past week I've read more than that I've played the game and modded :)

Some really good reads can be found here: http://www.quarry.ni....uk/miltech.htm

Among other things I found out that the 5.56mm round sucks:) and that the Britsh already had the best round (7x43mm British) back in the 50's :)




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users