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RE: Maybe a wish list

Posted: Mon Dec 08, 2008 10:07 pm
by SlickWilhelm
ORIGINAL: Trifler

I would like to see the number of grenades an enemy NPC has be finite.

In c:\Matrix Games\Hired Guns\basis\scripts\logic\constants.xml there's all kind of interesting stuff you can play around with..one of them being TOSSES_PER_10TURNS, which according to babelfish means the number of grenade tosses a character can throw in 10 turns. Now, I don't know if this variable would affect NPC's only, Merc's only, or every character...but you could always lower the value and see what happens. Just make sure to create a backup copy ofthe original constants.xml, constants_easy.xml or constants_hard.xml, depending on which level of difficulty you're playing on.

RE: Maybe a wish list

Posted: Mon Dec 08, 2008 10:17 pm
by milkweg
ORIGINAL: dodger bullet

no. it'll be like JA 1.13 with realistic value of gun damage. not 30 45s to the torso and the guy can still nade you graveyard dead.

I downloaded that mod for JA2 just two days ago but haven't installed it yet. Don't know if I will like my mercs being killed with just one shot but will check it out.

RE: Maybe a wish list

Posted: Mon Dec 08, 2008 10:28 pm
by SeanD
As I've hinted to before - we're working on an update to fix the grenade problem ASAP. We'll make sure everything is tweaked to difficulty etc.

For the adventurous people who want a quick but not in depth fix you can always pop into the things.xml file and change the kit load outs for characters. As you can see in that file, the most common enemies do have finite grenades but they have quite a few. Delete some of those cells with nades or cut back the number of nades.

RE: Maybe a wish list

Posted: Mon Dec 08, 2008 10:37 pm
by SlickWilhelm
ORIGINAL: SeanD

As I've hinted to before - we're working on an update to fix the grenade problem ASAP. We'll make sure everything is tweaked to difficulty etc.

For the adventurous people who want a quick but not in depth fix you can always pop into the things.xml file and change the kit load outs for characters. As you can see in that file, the most common enemies do have finite grenades but they have quite a few. Delete some of those cells with nades or cut back the number of nades.

I also noticed all the Mercs from JA2 in that things.xml file, Sean. What's up with that?

RE: Maybe a wish list

Posted: Mon Dec 08, 2008 11:55 pm
by SeanD
HG was originally developed as JA3 if I remember correctly. This was years ago before Matrix was ever involved. The developers back then must have inputted that character info and then when the project changed direction they cut out the JA content but they must have missed this little snippet.

RE: Maybe a wish list

Posted: Tue Dec 09, 2008 1:20 am
by NobillyT
Another wish to add to the wishlist: that in-game nighttime looks like...well...night. As it is, the day and night look the same. [&:]

RE: Maybe a wish list

Posted: Tue Dec 09, 2008 2:31 am
by SeanD
This may be the case and we can look into making some visual bells and whistles to differentiate between the dark/light. However, bear in mind that visibility is decreased at night (duh) even though you may not see dark on the tactical map there are "night" modifiers at play .

RE: Maybe a wish list

Posted: Tue Dec 09, 2008 2:46 am
by ShadoWarrior
It would help if we at least knew if it is night or day. When exactly is dawn and dusk in HG?

RE: Maybe a wish list

Posted: Tue Dec 09, 2008 3:14 am
by NobillyT
ORIGINAL: SeanD

This may be the case and we can look into making some visual bells and whistles to differentiate between the dark/light.

Cool. I try not to be too much of a graphics whore, and the graphics in the game looks good enough for me, but I a dark night would help with the suspension of disbelief.

I'd settle for one lighting state during daylight hours (the one that's already there) and another state for night. And since time doesn't pass during tactical missions, you'll be staying in the lighting state you begin the mission in for the entire mission anyway, so dynamic night/day cycles don't need to be worried about.

RE: Maybe a wish list

Posted: Tue Dec 09, 2008 6:22 am
by mmalficia
nod i admit  in a normal run on my game moneys very tight i cant seem to  keep  key sectors defended well enough :>    but with my luck of the draw as far as weapons, i miss JA2 insector mechent npcs to either sell to or buy spare ammo from  .. either thats just not in HG  or i havent found  one yet..  

anyone  find any enlistable  npcs  besides your main merc ? (ie  that arnt costing an arm and a leg )

RE: Maybe a wish list

Posted: Tue Dec 09, 2008 7:23 am
by Hard Sarge
I don't mind the cost for going from prone to knee, or prone to standing, but, if shot and knocked down, the cost should be much higher

(in fact, most people shot with a Rifle type weapon in the leg, don't stand again for while)

RE: Maybe a wish list

Posted: Tue Dec 09, 2008 8:58 am
by zhanga
Hard Sarge - You may be right that the mercs in the game aren't too crash hot shooters. But I think the game models real combat situations where there's moving targets, smoke and fire, explosions and sudden encounters. This is not exactly a shooting range. With all due respect to your team of sharp shooters, the guys and gals in your team would be lucky to even see a target 20 feet away on a real field of battle than putting a round into someone at 1000 yards. In this respect I think the game is realistic in this respect including the frustration.

I'm enjoying this game immensely, been waiting for something like this for 10 years since JA2. And I have to say this game beats Silent Storm (SS is not a bad game btw) by a long shot. Thanks Matrix for publishing this one, it could have been lost so easily...

RE: Maybe a wish list

Posted: Tue Dec 09, 2008 9:06 am
by Hard Sarge
I think we need to look at carry costs, they are just plain silly, Jabby is at 104, and he has 26 pounds of gear (normal frontline Grunt carries 90 or so nowadays)

plus weight on your body (Hel/vest/pants) don't mean the same thing as something in your hands

which is also the whole idea of web gear (which about 15 pounds for him is all carry weight, not holding weight)

(the old Flak Vest was heavy, but once on, you didn't notice it, other then it was hot and bulky, the Kevlar, was light and you only noticed the heat)

RE: Maybe a wish list

Posted: Tue Dec 09, 2008 9:08 am
by milkweg
ORIGINAL: Hard Sarge


(so far, none of these Merks would be allowed to join my team, until they did some training and learned some fireing skills)

Well, that's just it, the game was just released a few days ago so I doubt anyone has any highly skilled mercs yet because they either won't work for you or are too expensive to hire. Not being a "negative nancy", just a realist. Not saying some values don't need to be tweaked just realize that it is an abstracted strat game that is designed for fun and not RL hitman sniper squads.

RE: Maybe a wish list

Posted: Tue Dec 09, 2008 9:14 am
by milkweg
ORIGINAL: dodger bullet

it's just a wishlist milk. don't be a negative nancy now and add consternation and needless heckling to an otherwise productive thread.

Boo! Hisss! ;)

Maybe it would be more appropriate if I changed my username to milkweed?

RE: Maybe a wish list

Posted: Tue Dec 09, 2008 10:30 am
by Scautura
ORIGINAL: Slick Wilhelm

ORIGINAL: SeanD

As I've hinted to before - we're working on an update to fix the grenade problem ASAP. We'll make sure everything is tweaked to difficulty etc.

For the adventurous people who want a quick but not in depth fix you can always pop into the things.xml file and change the kit load outs for characters. As you can see in that file, the most common enemies do have finite grenades but they have quite a few. Delete some of those cells with nades or cut back the number of nades.

I also noticed all the Mercs from JA2 in that things.xml file, Sean. What's up with that?

I noticed an "imp_set" - yet my IMP doesn't have any kit! It would be useful if he actually started with something (even a 92F and a couple of 9mm clips)

RE: Maybe a wish list

Posted: Tue Dec 09, 2008 11:07 am
by CowGod
The shop should also have much of the equipment from the start. In reality DJ did not open for buisness just for you, he might have been in buisness for severall years so why does he have old crap stuff? He should supply almost everything, it would be better and more realistic. Anyway....even if the heavy loudout is there, you cannot afford it early in the game but at least you can decide if you want to invest on a decent sniper of a good assault guy. Without some good firepower, you cannot do this! Also these hardened mercenaries have very little-if any- ammo when you hire them. So my wish list is as follows
 
  • DJ's shop should have almost all the stuff from the start.
  • Hired mercs should have more decent equipment.
  • I agree with the rest of the wish lists above as well.

RE: Maybe a wish list

Posted: Tue Dec 09, 2008 12:01 pm
by Hard Sarge
ORIGINAL: milkweg

ORIGINAL: Hard Sarge


(so far, none of these Merks would be allowed to join my team, until they did some training and learned some fireing skills)

Well, that's just it, the game was just released a few days ago so I doubt anyone has any highly skilled mercs yet because they either won't work for you or are too expensive to hire. Not being a "negative nancy", just a realist. Not saying some values don't need to be tweaked just realize that it is an abstracted strat game that is designed for fun and not RL hitman sniper squads.

I think you misunderstood me, I meant, if I was hiring, none of these guys would be able to make my team, you need to at least be as good as I am, or have some skills I don't have, and outside of running for speed, I was pretty well trained

RE: Maybe a wish list

Posted: Tue Dec 09, 2008 12:29 pm
by CowGod
I agree, i have the same problem as well!!! xit loads of guns......without ammo. why is that a dead enemy drops a gun without ammo? maybe he ate it? :)

And another thing that hugley bugs me. DJ is now supplying a huge ammount of advanced guns but guess what? he's still offering the small caliber ammo like 9mm, .45 and shells anly!!!!!!! doesn't make sense.

RE: Maybe a wish list

Posted: Tue Dec 09, 2008 3:22 pm
by Hard Sarge
you know, I still think the torso thing is a bug, we keep getting told, that well it is the bullet hitting the armor the may be wearing, but then was does AP ammo do the same two points that ball or HP (OC) ammo does ?

plus and I am not sure how far along we have gotten with the tech, but, back in the day, vests were called Flak Jackets, they were designed to stop scrapnel, not bullets, the Media, is the one that came out with the bullet proof vest name, a Flak Jacket may stop a 38 or a buckshot, but most High Powered ammo goes right though them (at the time, it was a trade off on weight, make it strong enough to stop bullets and it weights too much to wear)