Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » Ideas for the next update to Arulco Vacations (So, I wanted to create this new thread to bounce ideas around for the next update to AV)
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Re: Ideas for the next update to Arulco Vacations[message #361422 is a reply to message #361419]
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Thu, 01 October 2020 02:46
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Quote:- The rest of the Characters of Vietnam SOG'69
- The rest of the new characters from Flugente's Magika Workshop
- Miguel's Deputy skill is improved to Squadleader and the Leadership number is 100, Level 8 Experience
- Carlos has Level 7 Experience and his leadership being second in command is lower than Miguel but at 86 it's still a very solid figure
- More enemy screams when losing hitpoints (I recommend from The Delta Force series, There's plenty to choose from)
- Arriving at Aruclo at early morning (I pick 0200)
- IMP gear selection
- A 100 round Thompson Submachine gun
- Due to "Cougar" background in weaponry and being (Presumably) MERC's top performer, His Auto Weapons skill is improved to Machinegunner. I also gave one of the options A 23E with AR Suppressor. Coupled with his Stealthy Trait, That equipment will turn "Cougar" into a Stealth gunner
- Scope's Marksmanship is 100
- Bubba has 100 Strength, Bull has 99 and Steroid has 98
- Reflecting Len's past in the Green Berets, The Elite Weapon of Choice for him is now the M60 (Remind you of another fictional SF Operator? Hint: His first name is John) while Ice's Elite weapon is the M249 SAW
I appreciate all ideas. At the moment, however, I am playtesting v1.2. I had been totally overhauling every map sector (I'm halfway through). A problem with random items put the kabosh on my motivation for that. I was trying to give the mod more re-playability by random weapons and items - I randomized almost everything into a multitude of groups of things. As well, I was re-working every map sector with the knowledge I've gained in the past 5 years with the intention of making each one interesting and unique in it's own way - so that a diversity of tactics need to be used throughout the campaign.
Anyway . . . so I'm playtesting all the other changes I've made - a lot of the changes asked for by players, but not all . . . we each have our own 'relationship' (can I use that word? :-) ) with the characters, and the game/campaign, after so many years. Some of the changes to the starting gear that you mention are, to me, motivations to advance that character in-game to get those things. I might at a later date re-work every character's 'elite' gear kit to be the 'very best in-character' setup possible, but not for v1.2. I want to get this out before Chritmas, and when I started this series of updates I was hoping to get it out last Valentine's Day at the latest!
Oh, the enemy screams . . . seems there was some bug or glitch or other that kept the other files from playing . . . but they started playing a while back with Sevenfm's new executables (he must have cleaned something up that fixed that problem for me).
[Updated on: Thu, 01 October 2020 02:48] Report message to a moderator
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Re: Ideas for the next update to Arulco Vacations[message #361682 is a reply to message #361676]
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Tue, 27 October 2020 05:30
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Kitty |
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Messages:491
Registered:October 2017 Location: Germany |
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edmortimer wrote on Tue, 27 October 2020 03:39Quote:
By the way; I am aware the name of GSG-9 has been since 2005, "GSG 9 der Bundespolizei" But since this game takes place sometime in 1999; I think the former name is apt
Also it should be included that GSG-9 is technically a Police tactical unit
Perhaps one of our German players/modders can weigh in on this. I thought the name of the unit in 1999 was Grenzschutzgruppe 9 (Border Protection Group 9).
Yes, renaming happened in 2005. To no surprise, only after years of controversial discussion. Before 2005 the name was "Bundesgrenzschutz" (BGS), then changed to "Bundespolizei" (BPol). However, the name of the unit stayed.
"Die GSG 9 der Bundespolizei (kurz GSG 9 BPOL oder einfach GSG 9) ist die Spezialeinheit der Bundespolizei zur Bekämpfung von Schwerst-/Organisierter Kriminalität sowie Terrorismus."
"The GSG 9 of the Federal Police (GSG 9 BPOL for short or simply GSG 9) is the special unit of the Federal Police for the fight against serious / organized crime and terrorism."
"Die Abkürzung GSG 9 steht für Grenzschutzgruppe 9. Der Bundesgrenzschutz heißt zwar seit 2005 Bundespolizei, jedoch stellt der Name GSG 9 weltweit einen festen Begriff dar und wurde aus diesem Grund beibehalten und lediglich mit dem Zusatz "der Bundespolizei" ergänzt."
"The abbreviation GSG 9 stands for Grenzschutzgruppe 9. The Federal Border Guard has been called the Federal Police since 2005, but the name GSG 9 is a fixed term worldwide and for this reason has been retained and only supplemented with the addition of" the Federal Police "."
Taken from homepage: https://www.bundespolizei.de/Web/DE/05Die-Bundespolizei/04Einsatzkraefte/GSG9-neu/gsg9_node.html
So, official papers and the like probably use "GSG 9 BPOL", otherwise it's fine to still just call it GSG 9.
As a note, the Federal Police (Bundespolizei) and the Federal Criminal Police Office (Bundeskriminalamt) aren't the same. And my guess would be, the term "federal" has different co-notations in german and us-english.
[Updated on: Tue, 27 October 2020 05:37]
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: Ideas for the next update to Arulco Vacations[message #362068 is a reply to message #361991]
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Thu, 17 December 2020 09:23
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BlueWarrior |
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Messages:102
Registered:May 2019 |
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Okay I have three more suggestion before I get into the switches I made to some of the gear
Singe SOG had a casualty rate more than 100%, Every SOG Member who's in this mod should have a damage reduction; Not nearly as high as bodybuilder but at least 5% sounds fair and I also updated the description
"The Military Assistance Command, Vietnam - Studies and Observation Group was a classified special forces unit conducting unconventional warfare in Laos, Cambodia and Both Vietnams; Members of this Black Ops group would later help found, train and were the earliest operatives of America's Tier One SMU's"
Also I remember seeing the number icons on Friendly, Direct and Threating, If it's possible to add that, That would be great
One last thing. I remember seeing Kyle "Shadow" Simmons traits as well as background info and I made an assumption about what unit he was apart of in the 75th, I believe he was part of the Ranger Reconnaissance Company or it's name in 1999, Ranger Reconnaissance Detachment. And my theory
was strengthened when Mark Camacho (The Voice Actor of Shadow in the original Jagged Alliance 2) Said about my idea "I think that could be a distinct possibility" on Twitter, Regardless of what you want to do with this information I made his Elite weapon the M24 (The regiment's standard sniper rifle)
I'll post the switches I made to the gear later on today
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Sergeant
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Re: Ideas for the next update to Arulco Vacations[message #362070 is a reply to message #362068]
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Fri, 18 December 2020 06:53
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BlueWarrior |
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Messages:102
Registered:May 2019 |
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Scope's Elite weapon is the Arctic Warfare AWM 338 and the Pistol is SIG P226 SAS
Hitman's Elite weapon is HK53, Like in Back in Action
Of Course The S.W.A.T weapon for Raider and Raven standard is The MP5A4, But Raider's Elite Weapon is the Colt M635 SMG due to it's use in the LAPD SWAT Teams and Colt XM177E2 for Squadleader
The MP Weapon for Bull is M4 Carbine
Wolf's Sapper Class has A Spectre M4 .40 as it's main weapon, Which now that I think about it Shepard should have a Spectre in one of her loadouts
Vince's Glock is now .45 ACP and it's loaded with AET Ammo
Ice's Combat Weapon is the M16A3
Miguel's sidearm is a Five-SeveN, Due to him carrying an old weapon, Why not have the newest pistol around for his loadout?
Dimitri's Main weapon is the Mendoza M-45
Also because Spam spent time in the UN, He's handled different weapon from different countries, So He's armed with An AUG in fast rope
Monk's Elite weapon is the AS-VAL
Now for the new weapon classes
I Changed Spam's Elite to Kevlar Killer, Arming him with a P90 and Five-SeveN
Monk's 4th loadout spot is "Sniper" He's armed with a VSS
Ivan's 3rd Loadout is Automatic, I armed him with the RPK but Probably I should've gave him the RPK-74 or the PKM
Ice's third weapon choice is "Spayer" Here you can turn him into A Spray and Pray Merc, With the Mac-11 and Glock 18 with glaser ammo
The biggest overhaul is to Meltdown. I'll post the photos that I have
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Sergeant
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Re: Ideas for the next update to Arulco Vacations[message #362075 is a reply to message #362073]
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Sat, 19 December 2020 15:01
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Quote:I forgot to mention a WWII Themed loadout for one of the mercs,
Actually, so did I. One of the things on my To-Do List (forever, it seems) is to have quick-change loadouts for Merc starting gear and enemy gear so a Player can change to a WW2 time line, or a 1950's or 1960's timeline, or all Warsaw Pact for one side and Western for the other (both versions), or whatever else we can think of that tickles our fancy enough to do the work.
A lot of the new weapons and gear (and other modifications) in v1.2 are included not only to give more replayability to the mod as-is, but to make quick-change loadouts possible without adding anything to any of the XMLs, only switching some out.
[Updated on: Sat, 19 December 2020 15:05] Report message to a moderator
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Re: Ideas for the next update to Arulco Vacations[message #362091 is a reply to message #362072]
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Tue, 22 December 2020 12:41
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BlueWarrior |
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Messages:102
Registered:May 2019 |
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About that, I deleted my version of the mod because I had to transfer games from my two hard drives and I didn't think about keeping it I guess I was excited and realizing that I had a lot of work ahead on me. Although my changes is more giving the Mercs more ammo and tweaking some of the stats, Which I've share I believe I've say just about all of them, I don't believe I've said that I increased Ira's medic skill from 40 to 60 because being a field medic that 40 number didn't work for me (In fact I wanted to add more to that value because Miguel said that he lost 30 people a month before AIM, IMP and MERC showed up)
Also Fox being the model, Her looks are extremely important and she also cares extremely about that
Spider's elite weapon is a Colt Delta Elite (I probably picked that because I saw a lack of 10mm pistols being used)
Rudolf's pistol in the elite section is the PPK, Because you gave him a box of .32 rounds and a pistol that didn't go along with it
Len had a few changes in his section, Reflecting his Green Beret background, I gave him A M16A1 in Ammo, MP5A2 in Deputy, XM177E2 in Fast Rope, M60 in Elite and I believe an M14 as the starter weapon I believe I changed only one or two weapons
Laura had more ammo for her MP5A2 and her 9mm then her MP5/10 and 10mm pistol, So It'll give a person some extra thought, Power vs Cost
Tex actually has 2 .357 revolvers, I picked FN Barracudas but you can go with Colt Pythons if you have a preference
Bull's MP's main weapon is an M4 Carbine (3 round burst)
Speck T. Kline Mechanical stat is improved from 99 to 100
Looking back on it, My modifications are pretty simple, There wasn't a massive overhaul to the game like Arulco Vacations, The real change was to how much ammo everyone was carrying
[Updated on: Tue, 22 December 2020 12:57] Report message to a moderator
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Sergeant
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Re: Ideas for the next update to Arulco Vacations[message #362094 is a reply to message #362091]
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Tue, 22 December 2020 16:53
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Quote:Looking back on it, My modifications are pretty simple,
Most of the modifying in AV is made up of simple changes and tweaks. In fact, AV started out years ago thinking I was just going to tweak 1.13 a little. One tweak led to endless stream of little tweaks with intermittent bouts of creativity. I'll see mention of a specific weapon somewhere that isn't in AV, and think - oh, I'll just quickly add "that one" . . . and while doing the research on "that one" I'll find interesting info about "another one that should be in AV", which leads to more leads on other interesting weapons . . . which invariably leads to the gear the troops who used those weapons had . . . which all leads to tweaking the gear and weapons of the Mercs, NPCs, and enemies . . . which leads to tweaking map sectors to place new 'treasure' . . . which leads to fixing annoying little map problems that just take a minute . . . which leads to tweaking the enemy positions, patrols and defenses . . . which after a while leads back to an interesting weapon and I'll think -- oh, I'll just quickly add "that one" . . .
For example: here is a --partial list-- of items I added after deciding I could not add any more items if I wanted to release v1.2 anytime this year: TCI M89SR, Welrod Mk.II, Baikal IJ-70, Zastava M85, Taurus MT-12A, SAFN-49A, Hovea M/49, FinskGv M/66, SMLE No 5 Mk I, SMLE Mk IIIa, Ishapore 2A1, Bofors Ak 5A, FEG AK-63F, Enfield L85A1, Zastava PAP-59/66, Zastava M92, Steyr M9-A1, Howa Type 64 Rifle, HK 33SG/1, Thai Type 11 Rifle, Type 2466 Rifle, Siam Type 2466 LMG, Arisaka Type 38/56, Arisaka Type 38E, Arisaka Type 99, Arisaka Type 97 Sniper, Nambu Type 11 LMG, Nambu Type 99 LMG, Mondragon M1915, Springfield M1903A3, Winchester M1897, FN Browning Mle 1900, Armalon PR, FN Model 30-11, FN Model 50, Berthier 1892/16-M34, Orita M1948, Krieghoff FG 42,Beretta MG42/59, M1937 BAR Belt, Ammo Carrier Grenade Vest, M3 Cartridge Bandolier, DPRK Type 69 Grenade, Kevlar Soft Armour Inserts, Doron Armour Plate, M52A Flak Jacket, M55 Flack Jacket, OMON Wood & Urban Fatigues, CCE Fatigues, KMT M35 Helmet, British Bush Hat, Zh-86 Flak Vest, SSh-40 Helmet, SSh-60 Helmet, 56 & 32 shotshell bandoliers and belts . . . and more modding has to be done to integrate all them into the mod seamlessly.
I'm pretty sure I saved all of your posts - or, at least saved the ones I haven't used yet. I got To-Do Lists all over the place!
[Updated on: Tue, 22 December 2020 16:57] Report message to a moderator
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Re: Ideas for the next update to Arulco Vacations[message #362169 is a reply to message #362160]
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Sun, 03 January 2021 14:18
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BlueWarrior |
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Messages:102
Registered:May 2019 |
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Well happy 2021 to everyone, And I have a question about the mod not just for Ed but for everyone else, In your opinion How large do you think Deidranna's army should be? Now for me I have no idea what Arulco's population is, So I thought "Okay let's check Wikipedia's article on Military Organization" And I found out that a Battalion sized element usually consists of 300 to 1000 people, Obviously it's not on the high end (Until those members are her Police) My number was 300 and I played on experienced which I modified it to multiple the base number by 1.5; Giving 450 people. But I looked up a former Roman army unit called The Cohort, And Cohorts usually had around 480 men in its ranks, I'm sure that in the Queen's deprived mind she sees herself as Ceaser, Napoleon and Catherine The Great rolled into one so it wouldn't surprise me if the army's numbers were modeled after that, And also the reinforcements I made 30 a pop, Which is Platoon size; But I'd like to hear everyone else's figures.
[Updated on: Sun, 03 January 2021 14:18] Report message to a moderator
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Sergeant
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Re: Ideas for the next update to Arulco Vacations[message #362170 is a reply to message #362169]
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Sun, 03 January 2021 16:50
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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I considered the same thing. I looked at it this way: Arulco is a tiny nation even smaller than Belize - which the developers, being Canadian, probably modeled Arulco after if not intentionally, then subconsciously as Belize is a Commonwealth nation like Canada.
Anyway, Belize has a military consisting of 2 battalions of infantry (3 companies each), 1 volunteer battalion (3 companies), 1 support battalion, 1 air wing (4 planes), 1 boat unit, and 1 special forces unit. All told, about 1 division of 1050 troops with 700 troops in reserve. This is not out of the ordinary for Central American countries.
Arulco is, I think, about 1/3 the size of Belize in territory, and probably smaller in population. Such a country would never succeed being militarily aggressive.
The way the Queens army works is that after initial deployment when the total number of troops falls below a certain number (in JA2options) then training a new batch begins.
So, because this is a game and the AI is not smart enough to think it's way through a lack of troops I decided to try to make it so troops are constantly being trained by the Queen as long as you are constantly killing them. This is because Arulco would never have the manpower we see in a long campaign. They'd run out of troops fast, and then resort to a nuclear option or surrender. the queen being the queen surrender is not an option.
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