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7,62 Tactical action game, sequel to Brigade E5

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  #1  
Old 01-08-2012, 03:52 PM
R@S R@S is offline
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@ Kyle

I have stopped adding features that makes the game easier, it ruins the fun. So for the new supply system I feel strongly about letting the evolution take it's course.

1: I never felt that making mixed ammo clips was time consuming or annoying. And never buggy! And I like to change my variation as the game progresses, like having 2 rounds AP, then one HP. Or 2 HP, then one FMJ.

2:That's an issue with the mapfiles, not possible to change.

3:Like telling people to read the frigging FAQ.txt located in the game folder?

4:Might be possible to create a grenade without a bang, I'll look into it.

@IceShade

I haven't heard a peep from you about the new weapon sounds, are they to your satisfaction?
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  #2  
Old 01-09-2012, 03:35 AM
Kyle Kyle is offline
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Quote:
I have stopped adding features that makes the game easier, it ruins the fun. So for the new supply system I feel strongly about letting the evolution take it's course.




Quote:
2:That's an issue with the mapfiles, not possible to change.



Quote:
3:Like telling people to read the frigging FAQ.txt located in the game folder?
Well, maybe make it a little more detailed then, supplying step-by-step example wouldn't hurt. The taxing system was unknowingly bedeviling me. For instance, I didn't know why I had a -14 rating from the compound that I cleared to retrieve the CIA documents. After the bandits were all killed, it wasn't occupied by anyone other than a couple of the slaves I set free, the "Mayor" (that title for a small military installation that you control strikes me as odd, please consider changing it from "Mayor" to "Coordinator" or "Facilitator"), and the valet driver. It didn't dawn on me till much later that I had jacked up the tax rate at the Palinero bank before I had conquered anything. I just wanted to see if the system would give me free money, and it rightfully didn't. But even though I wasn't in control of anything at the time I made the request, it must've been applied to the military base as soon as I liberated it. I later lowered the tax rate to see if the -14 would go away, but Real Life kicked in and I haven't been able to see if that would affect any change in the positive direction. Players need to know that playing around with the tax rate at any bank, before any territory is conquered, is going to impact what happens as soon as a territory is taken over.

The same could be said in regards to building up a militia. I tried that shortly after I gained the radio, yet there wasn't a number displayed on the screen to show that a militia was being raised, nor were any men present whenever I returned to the base. I had plenty of money for the moderate number that I ordered, so I was left wondering "How long do I have to wait till I see any results?" And, I wondered, "What would they be armed with?" Could I arm them individually with weapons that I looted, or...? These kinds of questions weren't answered in the Read Me, and it's this kind of thing that I think that should be fleshed out, so players have a better idea as to what to expect.



Quote:
4:Might be possible to create a grenade without a bang, I'll look into it.

Yay!


Quote:
1: I never felt that making mixed ammo clips was time consuming or annoying. And never buggy! And I like to change my variation as the game progresses, like having 2 rounds AP, then one HP. Or 2 HP, then one FMJ.

*Sniff-sniff...sniff-sniff...*
Would it make it any easier if I said I could live with your style of ammo-mixing?

Puh-please... My...um...puppy...that had a bright red bow around its neck...just got ran over by a...semi truck...and my heart's already crushed...and I don't know how much more...pain...I could handle...sniff-sniff...
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  #3  
Old 01-09-2012, 03:40 PM
Tozmeister Tozmeister is offline
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May I just echo Kyle and add my thanks and appreciation for all your hard work on BSM, Ras and others. Good work fella(s).

Was this assked earlier but can items be re-combined to form a stack? nothing uglier than 20 half empty cartons of ammo each with it's own slot in inventory.

What about the big ammo box's? can they be altered so spare ammo can be put back in? what if it was classed as just a very large magazine that didn't fit any gun?
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  #4  
Old 01-09-2012, 06:35 PM
Dajjal Dajjal is offline
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R@S I wanted to thank you as well for all your hard work modding this game. I have enjoyed it for a few years now and always come back to it to see what you've done. We owe you and all who helped a huge thank you!

I have one question about ver 1.9 - I no longer have the character type selection on first entry, and while the CGL goes up my character level stays at zero. It sayd I have points to spend but no dialog to spend them.

Am I missing a new dialogue at the start of the game?

Again, many thanks!

PS: 1.9 looks and sounds fantastic!
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  #5  
Old 01-09-2012, 06:40 PM
Dajjal Dajjal is offline
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see?
Attached Images
File Type: jpg Shot_2012_01_05 18_55_03.jpg (913.9 KB, 12 views)
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  #6  
Old 01-09-2012, 06:55 PM
R@S R@S is offline
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@ Kyle
I know there should be a better written FAQ, and maybe someday someone with some spare time will write one. But until then you will have to actually learn as you go. About the militia and their numbers. Each time you order more men, you do that by increasing the city's budget. The amount you increase varies, as do the number of men you will be able to have on the budget and the current salary of one single man.

And all the militia doesn't always turn up right away, sometimes it takes a few days before the numbers fit the budget you set for the town. This is why you should keep an eye on the "Check Economy" page when using the field radio. It tells you the most important parts, and the number of militias you have.

I know I said that I wouldn't add things that would make the game easier, but I might have to do that anyways. I was thinking of writing out the rank on enemies tags, like "Bandit Leader" or "Rebel Commander". The reason behind this is actually not to make it easier, but to balance another new thing that might make the game even more difficult. I plan to boost enemy AI and it will be tactically prudent to choose the right targets. There are 5 types of enemy soldier for most factions, and they will be more intelligent, see and react better. By putting their rank in the tag will make it easier to spot the biggest threat, apart from what type of weapon he's carrying and what current action he's performing. I think it will be very fun testing this once I have it ready

@Tozmeister
The stacking of ammo boxes are hard to do, would require some serious exe hacking, well out of my league.

If I made the big ammo boxes as large clips you wouldn't be able to refill other clips from them. You would have to empty all the rounds first, then drop them on the clip you wanted filled. I know, weird, but those are the rules

@Dajjal
Open up the BlueSunMod.ini located in your 7.62\ini\ folder and set the ClassSystem to "1". Then you need to start a new game and select a class. Hope you haven't gotten too far into the game.

And welcome to the board
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  #7  
Old 01-09-2012, 06:56 PM
IceShade IceShade is offline
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Quote:
Originally Posted by R@S View Post
@ Kyle

I have stopped adding features that makes the game easier, it ruins the fun. So for the new supply system I feel strongly about letting the evolution take it's course.

1: I never felt that making mixed ammo clips was time consuming or annoying. And never buggy! And I like to change my variation as the game progresses, like having 2 rounds AP, then one HP. Or 2 HP, then one FMJ.

2:That's an issue with the mapfiles, not possible to change.

3:Like telling people to read the frigging FAQ.txt located in the game folder?

4:Might be possible to create a grenade without a bang, I'll look into it.

@IceShade

I haven't heard a peep from you about the new weapon sounds, are they to your satisfaction?
Oh I haven't played 7.62 in a looooooong time. I decided to try Jagged Alliance 2 with 1.13 and that reminded me of this, so I checked here again.

I just installed the latest version to check the sounds, fired a few from the shop and it's much better. It wasn't so much the quality, but simply that everything sounded the same.

It's impressive you still have the motivation to work on the mod after all this time. The 7.62 fanbase is rather limited!
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  #8  
Old 01-09-2012, 07:08 PM
R@S R@S is offline
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That's funny, I'm in the middle of the "Shady Job" mod, it's very fun. I played 1.13 a little, but I have played it so many times before and got bored.

Small pond you say?

Well, I still like to play the game, and as long as that is the case, I'll continue.
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  #9  
Old 01-09-2012, 09:33 PM
Kyle Kyle is offline
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Quote:
I plan to boost enemy AI and it will be tactically prudent to choose the right targets. There are 5 types of enemy soldier for most factions, and they will be more intelligent, see and react better.






YESSSSS!!!!


R@S, what's the point in going over to play Back in Action, when it's not even moddable. With good ol' (buggy) 7.62, you can still play god, and have a cult of followers who ceaselessly worship you. BiA can't give you that!

Seriously though, the above changes to the AI sounds AMAZING. I can't wait to try it!

In regards to the Read Me, perhaps I can contribute something to that. If you reply to any PMs that give fleshed out advice to others, feel free to send them my way. I'll organize them, and ensure that the spelling and grammar are correct, and send them your way on request. If, for whatever reason, they're not included in the .zip, then perhaps they could be offered in the first posting next to the latest release, and that way people could download it if they so desire. Let me know if you want to try this out.

I badly hope that BiA's developers are seriously reconsidering their "non-moddable" stance. Yes, I understand that it's partly due to having to pay someone else money to make the game moddable, and to ensure that there are tools available to make alterations to the game, but look at the years' worth of extra sales that the Bear's Pit community have undoubtedly driven (it was their work that convinced me to try JA2).

It would be interesting to know just how many sales of 7.62 have been generated since BSM's first release. Does anyone have any clues in regards to that?
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  #10  
Old 01-10-2012, 07:17 PM
R@S R@S is offline
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Quote:
Originally Posted by Kyle View Post
It would be interesting to know just how many sales of 7.62 have been generated since BSM's first release. Does anyone have any clues in regards to that?
I don't know about the actual sales numbers, but I have noticed a steady increase of people playing the mod. I think there are five times as many people that played BSM 1.8 compared to the 0.8 version, and keep in mind that this is 3 years after the initial release of the game. And reading from the reviews over at gamersgate, the only thing that seems to give the game a good rating is the fact that the unofficial patch and BSM has fixed many of the vanilla bugs.

But that's enough of me tooting my own horn
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