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Originally Posted by Chortles
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).
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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
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.
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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
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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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