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    Changing the Damage Formula (aka, not this shit again...)

    Sorry Jim to derail your thread for just a moment. The "+X" was to help differentiate the final damage value depending on the ammo used. And yes, I have to retest to be absolutely certain, but division dropping the remainder would definitely be the cause of 0 damage values occurring more...
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    Changing the Damage Formula (aka, not this shit again...)

    Ok - I went back and took a look at YAAM's spreadsheet. First, if you want the same results then you are going to have to script the same changes Haen made to the proto files values. Second, I always thought YAAM was a little over powered; YAAM allows a 10mm Pistol using AP ammo to be able to...
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    NPC Weapon Randomization Mod

    Wow!!! Ok this will change things! Random encounters should become very interesting. :) I think everything you've done here is awesome, I have reviewed the code at a high level and all looks good. 8-) :ok:
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    Changing the Damage Formula (aka, not this shit again...)

    I need to find time to run the numbers myself, but any chance you can provide comparison damage results like I had in the past? Removing halving of the critical multiplier will need to be tested extensively. Even with the high level understanding I have of the affects of your changes...
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    Changing the Damage Formula (aka, not this shit again...)

    @Jim Well, taking into account your other changes, it should theoretically balance out. However, late game combat will be faster when the player has high skill for aimed shots, gets criticals, and with the npc fixed hp. This isn't necessary a bad thing. Just rereading the first post...
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    Changing the Damage Formula (aka, not this shit again...)

    I see your point here. So DT is purely a barrier to surpass, while DR is what actually reduces the damage. I hadn't thought of it this way before, but it's starting to make a lot more sense the more I think about it.
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    Changing the Damage Formula (aka, not this shit again...)

    I think these changes are promising, but it will expose the balance issues between ammo/weapons and armor immediately. I do disagree somewhat with the above. Given that if the damage role exceeds the threshold by one, this should mean the energy of the hit has been greatly dissipated...
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    Scripting question(s)

    @Jim My mod uses assembly code and applies the same method that was in the exe for division. I did some searching for methods of division that do not use the division operator but all seem to only return 0 when the dividend is less than the divisor. But just to clarify, you are sure other...
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    Scripting question(s)

    @Jim For division, do you know if the answer is being rounded or is the remainder simply being dropped?
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    FO2 Mechanics Overhaul Mod

    @Jim Haen helped me a great deal and I hope I influenced him in some small way. So whether completing or not, I tend to think of it as offering variety. :D But, yes a choice in sfall must be made; YAAM or my FIX, both affect the same code in the exe. I do understand the approach taken in...
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    FO2 Mechanics Overhaul Mod

    @Jim Modding any proto file can (and probably should) be dome through the mapper. But there is always Cubik's tool: http://cubik2k.w.interia.pl/en_index.htm
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    Agility & Armor Class

    @Jim Once upon a time I was playing with balancing values of armor and weapons - you can take a peak here https://docs.google.com/spreadsheet/pub?key=0AmgSaQ84j2vFdERRWFl1OW9SWTlMMzVPT1pMaDZtWnc&single=true&gid=0&output=html My damage formula fix is still available from sfall - all it does...
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    FO2 Mechanics Overhaul Mod

    You would need to be very careful with this idea; while it could potentially increase the desire to replay the game, you could drastically unbalance areas by allowing certain weapons to show up to early in the game (player might not have the skill for the weapon but the value of the weapon might...
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    FO2 Mechanics Overhaul Mod

    @JimTheDinosaur Why not ask Timeslip if there is a way to identify the combat turn without the the dude script?
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    get_proto_database

    Modifying proto files directly hasn't been an issue for years now, but having those changes take affect without replacing every instance of a proto you modified on every map that contains that proto has been a considerable challenge. Scripting this allows for all instances of a proto to be...
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    FO2 Mechanics Overhaul Mod

    @JimTheDinosaur Why not ask Timeslip if there is a way a flag of some sort can be captured for the active hand slot?
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    Supply and Demand Mod (Download Added)

    Hmmm... not that I know how to script this but couldn't you approach it this way: 1- Build a list dynamically of all protos that have a price (given only weapons and items should have that value) 2- Do a compare of those proto ids against the proto ids the player has in his/her inventory, and...
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    FO2 Mechanics Overhaul Mod

    @JimTheDinosaur I like your ideas very much and I believe I understand the gist of what you are doing. Question: In the UNFINISHED SCRIPT SEGMENTS, you still incorporate the target's AC value. Maybe I've misunderstood and these are just code snips from the original scripts, but I thought...
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    Definitive Guide to Fallout Calculations

    If you look at the ammo proto files using a tool or the mapper, you should be able to find X and Y easy. How those values were intended to work has always been a little unclear, but they would seem to help differentiate ammo and how much a critical hit has an affect. As many have found...
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    Definitive Guide to Fallout Calculations

    The divisor/dividend or X/Y comes from the ammo as seen on the wiki: 10mm JHP Ammunition Ammo X/Y 2/1 Ammo RM 25 ADT and ADR come from the armor as seen on the wiki: N LA MA CA PA APA ADT 0 2 4 5 12 15 ADR...
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