Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Revived?
Re: Arulco Revisited Revived?[message #344526 is a reply to message #344518]
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Mon, 14 March 2016 08:10
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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I think it's better to keep it a pure map mod (+ necessary XML tweaks like facilities etc) and to avoid changing items, mercs, gear kits etc. This will allow it to be compatible with item mods like SDO/IoV/AFS etc.
I personally prefer to always play AR+SDO, as it's the best item balance mod for 1.13.
My opinion:
+ Update of AR to make full use of the current (81xx +) set of features (always good to support for new features)
+ Updates of items used in maps, merc starting gear, army and IMP choices to the current item set
+ Some additional maps and underground sectors (more secret or underground sectors is good)
+ stronger defenses at military bases (maybe add snipers/machinegunners at roofs, add more complex minefields with tripwire etc that require high level sapper to disarm)
+ tile-set changes to adapt to new features such as creating fortifications and to enhance visual impressions (improvised fortifications like in Aimnas are great)
+ changes to the strategic map such as more varied travel times and modified SAM coverage
+ additional factions, some allied, some neutral, some hostile (more factions is always good)
+ less clear-cut decisions and more consequences to player actions
+ additional vehicles (why not?)
+ much enhanced usage of facilities (a good example is AV mod)
+ additional NPCs, RPCs and merchants (why not, especially since the BR is moved to later stage of the game)
- Map updates to better accommodate new features such as more water areas for SCUBA diving (I don't like water sectors, especially because AI cannot play with water well)
- More grass and undergrowth in wilderness maps (we have wildfire for that, AR maps have their style)
- tweaks to mercenary stats, traits and backgrounds (leave it to stock 1.13 or specialized mods)
- new items, mostly for immersion and role-playing purposes (avoid changing items, as this will break compatibility with item mods and you will have to support all changes in 1.13 later by hand)
In general, it would be good to add support for recent features, fix known problems (both tactial and strategic) and improve strategic balance and replayability without changing the original concept of the mod (pure map/strategic balance mod) and existing map style.
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Arulco Revisited Revived?
By: CVB on Sun, 13 March 2016 21:57
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Re: Arulco Revisited Revived?
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Re: Arulco Revisited Revived?
By: Deleted. on Mon, 14 March 2016 08:10
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Re: Arulco Revisited Revived?
By: yarco on Mon, 14 March 2016 11:23
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Re: Arulco Revisited Revived?
By: Flugente on Mon, 14 March 2016 13:21
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Aw: Re: Arulco Revisited Revived?
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Re: Aw: Re: Arulco Revisited Revived?
By: Slax on Mon, 14 March 2016 23:11
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Re: Aw: Re: Arulco Revisited Revived?
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Re: Arulco Revisited Revived?
By: CVB on Fri, 25 March 2016 20:25
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Re: Arulco Revisited Revived?
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Re: Arulco Revisited Revived?
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Re: Arulco Revisited Revived?
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Re: Arulco Revisited Revived?
By: CVB on Fri, 01 April 2016 10:31
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Re: Arulco Revisited Revived?
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Re: Arulco Revisited Revived?
By: CVB on Fri, 01 April 2016 17:27
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Re: Arulco Revisited Revived?
By: magri on Sat, 02 April 2016 08:10
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Re: Arulco Revisited Revived?
By: Peal on Thu, 07 April 2016 15:20
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Re: Arulco Revisited Revived?
By: gmonk on Fri, 08 April 2016 16:04
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Re: Arulco Revisited Revived?
By: CVB on Fri, 08 April 2016 16:25
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Re: Arulco Revisited Revived?
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