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#1
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If you don't wanna play with the class system, I've added a turn on/off function in the outsourcedconfig.ini file. I'll do this for anything new I add that might be in conflict with realism.
I know that there are many people that dislikes anything that isn't based on realism, but most of the criticism I've gotten is from people that has never actually tried it, only read about the changes on a forum. A long time ago I made some changes on grenade damage and got a lot of flak for it, but once people had actually played a little with the new setting the criticism ceased. The lesson here is, never complain about something without having at least given it a shot ![]() ![]() When talking about the 3 levels of player guards, I was mostly meaning their attributes. But I will give them different gear, the recruits will have cheap stuff while the elites will have the expensive imported stuff. The economy will be a big task to delve into, and I agree with you regarding JA2, I tend to do the same as you there. Luckily there are a lot of factors that will be part of it, and with a lot of work we might get it to work. There is of course always possible to trick any system, and since there's an "Easy Money" option in the game, one could easily bypass any system we make. I had an idea last night before I fell asleep, that always happens to me. As you might know, if one hires a merc you can tell him to wait for you, and if that place is a "Standard" sector he'll wait until his contract ends. It might be possible to add some dialog options to a waiting merc, like train militia. So if the player wants to train the existing militia, he'll have to recruit a merc for it and leave him in that town. We could then play with the merc salaries to tweak the economic system. I think this will be worth investigating. |
#2
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Hey R@S, how are you?!
I´ve been out for a while but, after noticing the down of Strategy First Forums I´ve found this 1C forum. And, it makes me feel happy to know you are still active. Congratulations for the BSM mod, I´m already playing it and it´s great! Keep it up! In 2009 or 2008 I´ve found Van-d-all on Mount & Blade Forums and that´s all from the old guys. Any news from afp? I´ll be around. Cheers! |
#3
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Hey Quicky, glad you found this place and that you're enjoying our work. I remember you really investigated some aspects of 7.62 and made some interesting discoveries, do you have any new discoveries for us or are you just enjoying yourself playing?
I saw afp over at the ARMA2 forum, but that was half a year ago, and he was active over at sixthsense back then too, dunno his whereabouts now. But I guess he's up to his old tricks wherever he is ![]() I still have sporadic contact with some of the old guys, and some of them have found their way here since SFI went down. Laterz |
#4
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First, I never said all "variants" were the same, nor do they perform the same. Aspects of a firearm such as barrel length, weight, lining, muzzle brake style, fittings, method of attachment, rifling twist, and even age/use can cause variants of the same style to differ in performance. Stocks, grips, mode of fire, and every functional component can also cause variances in performance data. What I'm talking about is when a weapon is a nearly 100% identical copy of another other than the name. Where every little part is interchangeable with the other. Where upon inspection, with markings removed, one person could not tell the difference between the two, then I really don't see the point in having them.
You are trying to compare an M4 with an M16, or an AK-47 with an AK-74? Those are completely different weapon systems, with different calibers, barrel lengths, or other major functional differences. There are no simple cosmetic differences between them. If someone were to lead me to a table covered in different AK-47's, all fresh from the factory with identical handling and identical number of rounds put through them, but just made by a different factory, then nearly 99% of them will fire the same. Sure, different factories will have different tolerances that lead them to produce items that are slightly better or worse than the other, but their overall performance difference is going to be so slight that the average shooter will not be able to tell. I'm talking very minimal MOA changes, doesn't matter if it was made in Russia, China, Yugoslavia, or wherever. |
#5
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Uhh... Where did this come from?
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#6
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Just wanted to drop in and tell you great mod R@S, I'm enjoying 7.62 a ton more than I had previously.
A question I have is would it be possible to make it so you can edit the amount of enemies for random encounters and not have to start a new game? Unless I'm doing it wrong changing it and continuing off a save doesn't work, unlike changing the hospital settings. Also I can't seem to find anything on slaves in the FAQ or forums, can I get a quick rundown on them? I'm not interested in purchasing them really but are there ways to obtain them so I can sell em at a profit? Last edited by Naserve; 07-28-2011 at 04:29 AM. |
#7
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Selling slaves in Cali-Cantinos gives you the best price for them, it's the weapon trader, not the bartender, that does the buying. Slaves are cheapest at the slave camp, buying them there and selling them in Cali would give you the largest profit margin. |
#8
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I often forget to change the ini settings before I've started a new game.. so 9 out of 10 times I change them after. I have noticed no problems at all. I'm pretty sure changing the amount of enemies in a random encounter works just as well..
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#9
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Also, is there any issue if I edit the character's starting inventory, but then it's full when I receive my luggage, or if there's not enough room for all of the luggage? I don't know if the result is randomized, but I did the "starting inventory quest chain," had my pockets, arms, and belt emptied before receiving the luggage, and I was given a UMP40 with loaded magazine, two empty magazines, a pair of 50-round boxes of .40 S&W, and a Hiking Backpack. Quote:
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#10
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The skills for the presets(player) are hard coded and you can't change them through their ini files. The parameters on the other hand aren't and you can change them freely. Quote:
I've made some preset inventories that will be given depending on player class, there is no random element involved. Quote:
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