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7,62 Tactical action game, sequel to Brigade E5

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  #1  
Old 07-07-2010, 08:56 AM
R@S R@S is offline
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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 (this isn't aimed at you Chortles, you just left the door open for me to get this off my chest)

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.
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  #2  
Old 07-08-2010, 01:42 AM
QuickDagger QuickDagger is offline
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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!
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  #3  
Old 07-08-2010, 07:23 AM
R@S R@S is offline
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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
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  #4  
Old 07-26-2011, 04:21 PM
lucifer1306217 lucifer1306217 is offline
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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.
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  #5  
Old 07-27-2011, 03:55 AM
IceShade IceShade is offline
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Uhh... Where did this come from?
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  #6  
Old 07-28-2011, 04:27 AM
Naserve Naserve is offline
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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.
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  #7  
Old 07-28-2011, 09:52 AM
R@S R@S is offline
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Quote:
Originally Posted by Naserve View Post
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.
I thought that changing the number would work in a current game, and looking at the code it should. I'm not entirely sure but I think you need to fight one encounter before the new settings are used since the numbers are calculated as soon as you finished fighting the last encounter. If the numbers doesn't change at the second encounter after changing the ini file, please let me know and I'll see if there's something wrong with the code.

Quote:
Originally Posted by Naserve View Post
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?
I'm very glad you made the effort of finding info on this yourself, but I think I only explained it in this very, very deep thread. So here's the run-down.

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.
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  #8  
Old 07-28-2011, 11:29 AM
IceShade IceShade is offline
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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  
Old 07-08-2010, 08:26 PM
Chortles Chortles is offline
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Quote:
Originally Posted by R@S View Post
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.
Thanks for confirming that part of the mod is optional.
Quote:
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.
Will you be doing this through text-editing the INI files, or something more complex? For example, I've already been able to artificially increase Cameron's attributes (i.e. Hearing, Experience, Reaction), but not his adjustable skills' minimums (despite changing in the .ini file they're still a minimum of 30 in-game).

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:
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 fully intend to do so. It's not to say that the JA2 system is bad, but rather that it does have much more leeway. In general I would create a high-LDR/WIS merc from I.M.P. (paying a flat $3000 fee), but who crucially will never need to be paid, and from there he and Ira (my first "indigenous merc" who doesn't need to be paid) can act as my training cadre... something that I'm not sure is viable in vanilla JA2. (I admit to 'tweaking' the config files to make Dynamo and Shank actually viable as anything...)
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  #10  
Old 07-08-2010, 08:54 PM
R@S R@S is offline
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Quote:
Originally Posted by Chortles View Post
Will you be doing this through text-editing the INI files, or something more complex? For example, I've already been able to artificially increase Cameron's attributes (i.e. Hearing, Experience, Reaction), but not his adjustable skills' minimums (despite changing in the .ini file they're still a minimum of 30 in-game).
Yeah, when creating the new player guards I'll create new ini files for them and setting them accordingly. There is a random option to make some variations in those inis, so they likely have small differences even if they are the same type.

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:
Originally Posted by Chortles View Post
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.
The game engine will recognize a full inventory and will place the given objects on the ground if that happens, no need to worry about inventory space in those situations.

I've made some preset inventories that will be given depending on player class, there is no random element involved.


Quote:
Originally Posted by Chortles View Post
I fully intend to do so. It's not to say that the JA2 system is bad, but rather that it does have much more leeway. In general I would create a high-LDR/WIS merc from I.M.P. (paying a flat $3000 fee), but who crucially will never need to be paid, and from there he and Ira (my first "indigenous merc" who doesn't need to be paid) can act as my training cadre... something that I'm not sure is viable in vanilla JA2. (I admit to 'tweaking' the config files to make Dynamo and Shank actually viable as anything...)
I have the ability to make a similar setting in this project, making mercs with high leadership and intelligence train the militia faster, and maybe also a little cheaper. I would have to adjust the merc salaries oc, and maybe some other stuff to make it balanced. But as I said before, this game offers a lot of variables to tweak the economics. It'll require a lot of testing, I hope you feel up for that
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