|
Post by bontainer on Apr 12, 2015 18:10:42 GMT
It had to happen one day. All this emptying of magazines into the air after a short gunfight, has totally depeleted the ammo stores of the stalwart kyrati rebels. No more ammo available at the tireless Sherpa, unless you are a Billionaire. This small mod changes the ammo prices to an unachievable high level. The only way to get ammo now is to get it from the dead bodies of the royal army, from ammo cases, or from supply trucks. Have Fun! Just unzip the file and copy it into the patch_hd directory. Attachments:_UNKNOWN.7z (2.55 KB)
|
|
|
Post by pj on Apr 12, 2015 19:34:45 GMT
Hi Bo; This is new, and sounds like a nice idea, but I would like some more info on how it works, such as:
No store ammo right from the start? Does it kick in after Level 6 in the Arena? (for e.g.) A graduated price increase based on some specific criteria? Are you proposing this is to be rolled into a "final" FC4-HC v18 stable release?
I'm currently using JR's HC4E v0.18.1-8-0-1 mod and Ubi v1.8.0, the end result, hopefully being that it will fit in with any structured testing of a final HC mod created by JR, using his earlier and documented changes, plus any other known changes which can be taken from other mods (yours, Vinh's, ceano's), and built up as we follow his directed test. My suggestion was for a small, manageable, loose "team" - say two, three or four guys, who could test and have input back to JR.
That course seemed to be logical and organised, and the simplest way to "encourage" JR to continue to put together a single version all the way to completed-ness without having to worry about 1.9 and DLC compatibility. I'm just a bit afraid that this might be seen as somewhat moving back to the "free-for-all" of individual modding, and additional requests, without consideration for JR. It's yet another road for him to go down, (sigh) and coming at a time when he's at a low point. It's possible that for him that herding cats is going to be an easier job than managing a slew of new requests from "this guy", and "that guy" - not neccessarily you, but "another forum request to be answered - dug into"... and so on.
Pressure. Burnout.
pj
|
|
|
Post by pj on Apr 12, 2015 20:01:30 GMT
...and then I spotted that this was in the "Other Far Cry Mods", so I'm waaaaay off base! My appologies, Bo. (New forum, right!)
Duh. I should just shut up. Getting too much like Ravi Ray... Itchy bum, anyone?
|
|
|
Post by bontainer on Apr 12, 2015 20:42:06 GMT
Its just a simple change of the price list, I set all ammo items with a multiplier of x1000, so that ammo is just not affordable. How to do it is in my Modding 105, where you find the explanation modify the price list by yourself.
|
|
|
Post by takeout1113 on Apr 13, 2015 0:19:34 GMT
Sounds like a good mod to try out. Thanks for sharing with us. I may not get to it for a while, but nice to know it is there to play a different way for a while.
|
|
|
Post by mikeweeks2346 on Apr 13, 2015 2:06:36 GMT
Just a quick ? All ammo, as shown in the ammo purchase screen, or the ammo that dead NPCs might be carrying?
|
|
|
Post by bontainer on Apr 13, 2015 8:09:23 GMT
No it only concerns ammo in the store, e.g. ammo you have to pay for to get it. Ammo in the open or from cases or from the trucks is still the same.
|
|
|
Post by mikeweeks2346 on Apr 13, 2015 8:41:55 GMT
Got it. Didn't ask it in the proper context. Sorry about that.
Given the small coding change mentioned, I assume nothing was done regarding how much dead NPCs might give up, nor the inventory levels of ammo cases/caches, or those small ammo "piles" scattered around the countryside.
|
|
|
Post by bontainer on Apr 13, 2015 9:54:44 GMT
No, it was just a bit of fingerplay to show how easy it is to make small changes with a big result. Gameplay definitely changes when you can`t buy ammo anywhere ;-)
BTW the zip file also contains the unpacked XML
|
|
|
Post by JRavens on Apr 13, 2015 15:50:22 GMT
This is a pretty neat idea and simple to implement. I definitely think something like this would be good for a hardercore or "nightmare mode" type mod to take the game to more extreme levels. I did experiment with the shop file a little in the past with (as you guys know) mixed results. It's possible that using my how to mod the shop file guide you might find an alternate method to restrict ammo selling. (I tried setting sherpa buvalues to "-1" which caused some of the problems with save files and them not being able to buy special arrows - an alternate experimental method might be to set iAmmo amount to "0" so you don't get any. It's also fully possible I screwed something up with my sherpa experiment so someone might retry just setting ammo buyvalues to -1 although I think I would steer clear of special arrows LOL) pj: hearding cats. I like that. Definitely feels that way at times lol.
|
|
|
Post by pj on Apr 13, 2015 16:12:26 GMT
Soooo... a new game with the "No Intro Movie mod, plus a 500x increase in ammo prices. (I don't want it out of reach just yet...)
pj
|
|
|
Post by mikeweeks2346 on Apr 13, 2015 17:59:42 GMT
What I've been doing, and have since FC3, is to record where are the in-game (re-spawning) locations for the "stuff" that Ajay can carry/use.
And one reason why I completely hate how FC4 was changed from 3 are the special arrows - purchase only. No possibility of in-game crafting with material that can be found by the player.
The lack of special arrow purchasing is a major drawback to an otherwise great idea, as it removes, for me, a major component of how one would go about surviving in a more extreme version of the game.
|
|
|
Post by bontainer on Apr 13, 2015 18:28:10 GMT
I am not sure if special arrows count as ammo. If they are expendables the factor for those could be reduced, so that Ammo can`t be bought, but special arrows can.
|
|
|
Post by mikeweeks2346 on Apr 13, 2015 18:48:39 GMT
The reasoning behind my original question regarding the ammo purchase screen - all the items on that screen, or just the weapons "shooter" ammo (pistol, SMG, LMG, rifle) on the purchase screen.
I suppose it comes down to indeed, how are the items shown on that screen coded.
|
|
|
Post by bontainer on Apr 14, 2015 9:47:50 GMT
After playing some time without ammo, I am sorry to say that the trucks are again gamebreaking. You really do not need to buy ammo ever again after you have finished Act One.
The only way to solve this would be to make the amounts that can be carried much smaller, right now one refill from the truck lasts for a very long time. Additionally you have the ammo chests (which are not included in the loot XML file) that top you up in addition.
I also tried to tinker a bit with the shop file to get the special arrows sorted out, but until now only problems.
|
|