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Post by JRavens on Apr 12, 2015 13:57:58 GMT
So as we have been discussing my intent is to work on version 0.18 of Hardcore and at the very least create an 0.18 FINAL. I may (or may not) then go on to create a 0.19 FINAL feature reduced version for Yeti. I also may (or may not) create the Hardercore and/or Yeti Hunter versions of 0.18 ...but that's getting way ahead of myself. I really just want to commit to wrapping up 0.18 HC better so it's not left in a state of "disrepair". Maybe that will encourage me to do more, maybe it will teach others to expand upon what I did, maybe I'll pass the torch and let someone else lose hair and sleep over it. A whole lotta maybes. We'll just see how that goes. Having said that FC4E 0.18 FINAL will be built from my Nexus build labeled "FC4E Hardcore v0.18.1-8-0-1". I will also try to better document on these forums what and HOW I'm making the changes so it will be easier for folks to adjust my work to their own liking and/or expand upon what I've done. HC 0.20 beta will be phased out, but used as a reference by me to implement some of those features we were trying to nail down into the final (where I can) - for example the long out of bounds timer. Off the top of my head I don't remember what other unique features 0.20 was playing with, but I will look at it and see. Because I no longer see a long time of me working on these I don't think they need the scaled back numbering system any more so ultimately when I've done what I want to do 0.18 will become 1.8 FINAL and 0.19 will become 1.9 FINAL to match Ubisoft's patch numbering scheme. I'm still open to any and all suggestions and wishlists (in fact I WILL NEED THESE along with bug reports), but I'm fairly certain 0.18 final will not contain very many new difficult hard to implement features, but rather focus on bug fixes and easy additions/adjustments. I'm pretty sure new signature weapons, new attachments and not gaining free weapons from picking up weapons will be outside the scope of what I intend to do. Likewise elements which had continued to elude me will likely also not make the final cut unless some magic discovery is made. Things like the reduced day & night cycle, darker nights and altered XP for cargo trucks and karma events So that's the short term plan in a nutshell. Hope it's not too disappointing for you guys.
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Post by bontainer on Apr 12, 2015 16:30:37 GMT
Thats really great to hear.
What I would like to have is some kind of a list which files contain what and how to open them. I learned a bit of modding FC4 now, but I would really love to tinker with the weapons a bit, but couldn´t find the files yet.
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Post by mikeweeks2346 on Apr 12, 2015 23:53:58 GMT
As part of a balance (re-balance?) for the final I'd like to bring up the hunter and recurve bows. Currently found the improved hunter better than vanilla for that early game hunting. When it can one-shot kill a mud croc for example, thought "great." An arrow to the head should do that.
Then moved up to the recurve and discovered it's apparently the same as vanilla - it takes two shots to kill a mud croc (as my base parameter measurement).
As one who prefers to use a bow over a sniper rifle (as background), and also spends the effort to acquire special arrows, etc, etc, I was surprised that the more powerful recurve bow doesn't do at least the basic-level animal damage as the hunter in the mod. Just basic understanding of the difference in the two bows would seem to suggest, to me, that if you wish to use a bow as a major weapon in your game play, that you should be rewarded across the board for upgrading the bow you use.
Anyway, my two cents.
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Post by takeout1113 on Apr 13, 2015 0:07:08 GMT
Good to hear, as Bontainer said. And I agree with Mike on bows. There are quite a few that will be turning to "loinclothing it" as I say, hmm, not good in Himalayas I guess, more like "windbreakering it", that is, trying to win with minimum equiptment, eventually when the weapons magic wears off. That just leaves the area of skill and stealth to aquire fun in.
IF I interpet the above correctly, I should apply 0.18.1 1-8-0-1 to help find bugs. I am assuming I should restart if I want to help find bugs cause it would be hard to discern whether the bugs came from the used mod or leftover from previous mod. I played thru Yeti today, was fun, worth finishing, I really milked the money's worth out of that one.... heh.
EDIT: I think I yam gonna wait for a while just in case some plans aren't written in concrete yet. I really appreciate your going on to finish and complete the mods in any way you finally choose. Having the basic 1.8 will be a joy to have a standard for us to compare bug notes and such. I admit I got quite a bit confused with the different versions floating around the two sites.
Also, this new forum is great for it's many ways to post, good job finding it.
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Post by Ceano on Apr 13, 2015 7:19:10 GMT
I think your plans looking good and i am glad to see that you not abandoning this awesome mod, keep up the good work.
p.s. In your Profile settings you can change youre screen name to JRavens instead of just Admin. d.s.
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Post by bontainer on Apr 13, 2015 7:49:39 GMT
Concerning the bow:
The idea was to faciliate a bit betwen the two bows. The modern recurve bow with its targeting devices in opposite to the classic Longbow with its raw power. A typical olympic target bow has an energy of 52J in comparism to the classic english yew longbow with 144J, so the longbow became the stonger of both.
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Post by JRavens on Apr 13, 2015 23:05:35 GMT
As part of a balance (re-balance?) for the final I'd like to bring up the hunter and recurve bows. Currently found the improved hunter better than vanilla for that early game hunting. When it can one-shot kill a mud croc for example, thought "great." An arrow to the head should do that. Then moved up to the recurve and discovered it's apparently the same as vanilla - it takes two shots to kill a mud croc (as my base parameter measurement). As one who prefers to use a bow over a sniper rifle (as background), and also spends the effort to acquire special arrows, etc, etc, I was surprised that the more powerful recurve bow doesn't do at least the basic-level animal damage as the hunter in the mod. Just basic understanding of the difference in the two bows would seem to suggest, to me, that if you wish to use a bow as a major weapon in your game play, that you should be rewarded across the board for upgrading the bow you use. Anyway, my two cents. Yeah this has come up a few times. It seems bow users prefer having the Recurve as a logical step up from the Hunter bow. The idea behind it was to balance the Recurves ability to mount scopes (and thus be used more easily at long range) vs the primitive bow's inability to do so. I basically gave the hunter bow a small boost in damage against animals with the idea that it's a "hunting bow" so it's more suited to hunting - even if that stretches reality a little. It's been pointed out that modern recurves are made with sturdier and lighter materials, can handle heavier pulls, etc. so I understand that it seems counter-intuitive to someone who has experience with bows. In my mod both work equally the same against human enemies (well I suppose the heavy takes less primitive arrows to the body, but at that point either way you are spending far too long trying to turn him into a pin cushion) I just was looking to balance them against each other instead of having them as flat upgrades. It's unfortunate that the vanilla game takes the same path of tiered weapons as FC3 instead of them each having distinct advantages and disadvantages.
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Post by mikeweeks2346 on Apr 13, 2015 23:35:12 GMT
Concerning the bow: The idea was to faciliate a bit betwen the two bows. The modern recurve bow with its targeting devices in opposite to the classic Longbow with its raw power. A typical olympic target bow has an energy of 52J in comparism to the classic english yew longbow with 144J, so the longbow became the stonger of both. Is the recurve bow in this game a "typical Olympic target bow" (in general terms as coded)?
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Post by mikeweeks2346 on Apr 13, 2015 23:48:39 GMT
As part of a balance (re-balance?) for the final I'd like to bring up the hunter and recurve bows. Currently found the improved hunter better than vanilla for that early game hunting. When it can one-shot kill a mud croc for example, thought "great." An arrow to the head should do that. Then moved up to the recurve and discovered it's apparently the same as vanilla - it takes two shots to kill a mud croc (as my base parameter measurement). As one who prefers to use a bow over a sniper rifle (as background), and also spends the effort to acquire special arrows, etc, etc, I was surprised that the more powerful recurve bow doesn't do at least the basic-level animal damage as the hunter in the mod. Just basic understanding of the difference in the two bows would seem to suggest, to me, that if you wish to use a bow as a major weapon in your game play, that you should be rewarded across the board for upgrading the bow you use. Anyway, my two cents. Yeah this has come up a few times. It seems bow users prefer having the Recurve as a logical step up from the Hunter bow. The idea behind it was to balance the Recurves ability to mount scopes (and thus be used more easily at long range) vs the primitive bow's inability to do so. I basically gave the hunter bow a small boost in damage against animals with the idea that it's a "hunting bow" so it's more suited to hunting - even if that stretches reality a little. It's been pointed out that modern recurves are made with sturdier and lighter materials, can handle heavier pulls, etc. so I understand that it seems counter-intuitive to someone who has experience with bows. In my mod both work equally the same against human enemies (well I suppose the heavy takes less primitive arrows to the body, but at that point either way you are spending far too long trying to turn him into a pin cushion) I just was looking to balance them against each other instead of having them as flat upgrades. It's unfortunate that the vanilla game takes the same path of tiered weapons as FC3 instead of them each having distinct advantages and disadvantages. I can understand the intended balance, and the restrictions of how ubisoft coded the weapons.
Of interest is the third para - will the hunter bow do more damage to a heavy (i.e., human NPCs), as well as animals? IOW, the coding change for damage had to be applied to all targets, not just animals?
I haven't started encountering the heavy's yet with the mod. In vanilla found the recurve would two-hit kill a heavy and when I would pop a "double damage" syringe while hidden, one-hit was all it took. If I was in a hurry and doing movement in an open area, a fire arrow did just fine ...
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Post by bontainer on Apr 14, 2015 7:31:39 GMT
For those interested I have included a table with typical bows and their data. Attachments:
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Post by mikeweeks2346 on Apr 14, 2015 7:47:32 GMT
Fot those interested I have included a table with typical bows and their data. That's truly some interesting info regarding real-world bows.
Since I'm still early in game-play, have taken a few extended cycles out "there" beyond the valley for hunting purposes only and have switched back to the Hunter bow to see how it plays. With the increase damage Ajay can now received, even with body armor, stealth has become even more important, and I'm really fine with that.
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Post by flanker1six on Apr 14, 2015 23:35:56 GMT
There are quite a few that will be turning to "loinclothing it" as I say, hmm, not good in Himalayas........................... LOL! Speak for yourself! Ted Nugent would BREEZE through that scenario!
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Post by takeout1113 on Apr 15, 2015 16:06:54 GMT
MOST would be unable to "loincloth it" in Himalayas..........
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