Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > Fulqrum PublishingGames > 7,62

7,62 Tactical action game, sequel to Brigade E5

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #11  
Old 11-26-2009, 02:38 PM
R@S R@S is offline
Approved Member
 
Join Date: Apr 2009
Posts: 560
Default

Quote:
Originally Posted by Aderas View Post
I see! Well, alright then. Do Charisma and Trade have any use for the Mercenaries in game?
The trade skill is used when calculating the prices you get when buying/selling at traders.

Quote:
Originally Posted by Aderas View Post
Alright, cool. My FACES and LARGEFACES files are either E6B files or TGA, being text and picture respectively. I can get the portraits open with GIMP, and I'm going to experiment with that if I can. I would appreciate that link on how to open AZP packs when you can get it though!
Here's the link:
http://www.strategyfirst.com/forum/s...ad.php?t=35337

But you can also extract and pack it manually in the command prompt, but that's a hassle and win commander is a lovely and easy tool to use. Check the mod kit for instructions and syntax if you choose to do it manually.

Quote:
Originally Posted by Aderas View Post
I checked my Monsters folder, and none of the files seem to be .act, all AZP.
The *.act files are inside those AZP archives.

Quote:
Originally Posted by Aderas View Post
Where can I get the source code, and can I get it in English (Or at least get a handy translator bundled with it? =p ) And, in the outsourcedini file I found all the Mercenaries with their prices next to them, so I thought (A sample being
EarlJameson "3600" //Earp

ManchuChung "2500" //Cobra

MazzyLiklik "4400" //Ali)
But changing those didn't seem to have any effect, and I can't open the files in the outsourcedconfig mod.
You need to activate the new price system, edit the PriceSystem "1" to PriceSystem "2" and your changes should take effect.

Here's a link to the mod-kit and source code. It's in russian so you need to use google translate if you wanna use it. The English source code has never been released, so you have to make due with this.

7.62 - Mod-kit and Source Code

Quote:
Originally Posted by Aderas View Post
I found those inventory files, and I assume changing each stage to have weapons of similar strength for that stage won't have any adverse effects? That said, and with the knowledge that changing their prices would be hardcoded, is it possible to scale their price to the current CGL?
It can be done by applying a CGL check in their source code files and have a multiplier that increases that value. I'm not very good at programming and have some expert help in these matters. If you know coding it shouldn't be that difficult to figure out.
Reply With Quote
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:15 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.