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Magsize bonus change

Thu, 29 July 2021 22:56

This is a question mostly for modders, not so much players.

Mag adapters adds to a gun's magazine size with the <MagSizeBonus>-tag. For example, the 5.56mm C-Mag Adapter has <MagSizeBonus>70</MagSizeBonus>, meaning that any 5.56 AR with this installed can have 30 + 70 = 100 rounds instead of the usual 30.

However, as a result, this only works properly on guns whose original mag size + the bonus equals the size of existing mags, as in the above example. We have no 80-rnd 5.56 magazines, which is why this isn't allowed on 10-rnd 5.56 guns.
The solution to that would be a 90-rnd bonus adapter then.

This seems needlessly complicated. It would be way easier to just have the adapter overwrite a gun's magsize. My idea is to alter the tag's usage - in the above example the tag would have a 100 and not 70. Any 5.56 gun with that thing can then use 100-rnd Cmags, whether it originally has 30, 10, 42 or 200 rounds.
Heck, we could reasonably skip the entire '5.56' part, as there are 100-rnd Cmags for 9mm too. The things are just a tweak anyway. So I guess a mod with many guns might need less items with this.

The only issue with that is that modders using an exe built with that would have to alter the number in their Items.xml.

Are there any other issues I'm not seeing?

v1.13 General Development Talk | 2 comments

Problem with shooting and hitting

Sun, 25 July 2021 09:24

/index.php?t=getfile&id=335&private=0Hey
First of all i really like this mod in some places like new maps npc rpc and i want like it more, but there is something under the hood of this mod that seriously pissing me off
CTH is weirdly not organic feels like streched to acomodate famous statement "for balance purposes"
I always play kinda rambo first blood character so auto weapons high agl str marksman and athletics going in to enemy sector deal some damage and i am gone in full camo under the bush to wait alarmed enemy to calm down so i can do it again and again but in this mod i can't do it well because i can`t hit shit ROFL or if i do soldiers are bullet sponges and they easy can shrug off 3x 7,62 x 51 two to the torso and one for head after that they can also with three big holes in guts and head one shot my merc in full zylon suit wearing spectra helmet with is BS in my mind cheeky

Basically i just want to have fun and not just be frustrated asshole writing posts on forum ;p

Vengeance 1.13 Reloaded | 2 comments

My Impressions / Questions on the mod

First imperssion/ Gameplay questions, advices, etc.; Wed, 21 July 2021 23:49

First of all thank you for this great mod thumbs up I will post updates on my first run walktrough.

In the beginning I encountered difficulties related to teleport and enemies really strong (for novice) so if this is first time you are playing JA2 it will be hard. After few save/loads hired Mercs with premium equipment, and the walkthrough went smoother.
I did not understand why Keith (storekeeper) transferred to Meduna - he refuses to trade if loyality is low, and by the time loality is sufficient, he is not very useful - I am already far from Meduna.

Is it bug with LBE? it is making most of vests useless

Currently I cleaned Meduna, Estoni, Orta, Cambria and nearby SAM site. Sent my spies Mouse and Elroy to San Mona, where i encontered bugs or features?
In San Mona:
- No Tony/Hans (found in other location)
- Joey(received quest in San Mona from Martha) becomes hostile for no reason near Shady Lady
- No Angel
- No tattoo shop guy(forgot his name)
- No Darren and Boxing Figths (feature?)
- Boss do not like intruders, so i do not how to recruit him. Damon does not like. Maybe low leadership? Will try with Mike or Deidrana

In Estoni:
- I did not see Maddog (feature?) Saw him on other location (did not like me)

In Cambria:
I saw in Cambria mine merc Fidel started to fight rebels with bare hands and he was enemy to me as well(feature?). That was weird and suicidal attack from his side - rebels quickly dealt with him, I tried to help him, but could not reach in time.

SPOILERS:
Chitzena:
scouted with my spies.
- No quest for tourists to escort
- Have to fight Manuel(Sits in ACA Building in mine sector)

Tixa:
top level - nothing speacial
bottom level - scouted with my spies. Shank, Maddog and Dynamo waited for me) I kinda like Shank and Maddog, so my spies just went up to the surface.

Drassen:
Father Walker met me with weapon. From weapon he died.

SAM Site near Drassen (LOTS OF SPOILERS):
- Met Meltdown (she died without single shot)
- Buzz (resisted not for so long)
- Raven (as Buzz)
- Ice was not prepared and he missed a lot trying to shoot Deidrana. She did not.
- Stephen. Poor Stepen, waited in the HQ and eat lead in the end of the battle. Without a single shot.

UPD. 26.07.21
Alma:
Matt thanked my for "busting out Dynamo from Tixa" big grin (he is still in Tixa on sublevel waiting for me)


Changes to the mod I would like to see:
- Return Keith to Cambria, or at least replace him with other shopkeeper in Cambria. UPD met Tony in outskirts of Meduna. Reason for having Keith in Meduna is questionable.

- Unlock the door to storage in ORTA underground level, since the scientist is hireable and could be accidentally hired.

future plans :
See quests in San Mona, Attack Chitzena(done), Tixa prison(done), Balime, Alma or Grumm, Drassen(done)

JA2 v1.13 Deidrannas Side Mod | 4 comments

Cheat Engine Tables

Mon, 12 July 2021 21:46

Hi Folks,

after some years I was missing the lovely DOS JA games and played them again.
By the way, I created cheat tables for Cheat Engine.
About a year ago, I did the same for JA2 stracciatella.

github.com/agehring80/CheatEngine


Have fun !

Jagged Alliance & Deadly Games | 1 comment

Influencing Militia skill traits

how to create milita with desired skill traits?!?; Sat, 10 July 2021 00:55

Howdie folks happy

as i am back in Arulco for another round on the 1.13/7609 and succesfully came up to the point, when it is time to head towards Meduna......, this time i want to take some mobile militia with me, as my settings are rather harsh (unlimited pool of troops, extra aggressive queen, massive attacs enabled and, of course, insane difficulty level).

Now i was wondering, how i can influence the skills of the mobile militia created. I have learned from here, that the skill traits can, but not have to be triggered by the first equipment a militia man/woman receives. As i especially want to avoid them to become close combat fighters, i take care for grenade launchers, sniper rifles and machine guns being available. Additionally i am wondering, what they need to be equiped with, to gain a chance for them to become grenadiers? (i mean the same skill combination like shank and dimitri)

Further some questions:
- do camouflage items also work on militia, or is a camouflage kit the only effective way for them?
- do binoculars in the sector have any effect on them to become scouts?
- it would be great to have some kind of list or table with all equipment militia can pick and which effect it can have on the skill traits.

And one last question...., after a militia had recieved a skill trait, will that determine, which weapon or equipment is picked later on?

Thanks for any helpful hints in advance!

v1.13 General Gameplay Talk | 0 comments

Need help with StrategicEventHandler.lua

Fri, 02 July 2021 19:15

Hello! I need help for my struggle with lua!
I want to understand is it possible for non-coder to at least insert any NPC/RPC on any sector at wish with some simplest script.
I hoped Flugente's Max Payne method would be it, but I failed to exploit it for Eskimo (<uiIndex>65</uiIndex>)
I thought this code were enough

Profil = 
{                   
    FATHER = 100,
    HAMOUS = 63,
    PROF_ICECREAM = 162,
ESK = 65,
    RAT   = 81,
	VINCE = 69,
	STEVE = 80,
	JENNY = 132,
	DARREN = 87,
	TONY = 91,
	DEVIN = 61,
	CARMEN = 78,
	SAL = 99,
	PABLO = 98,
	SPIKE = 93,
	ROBOT = 62,
	JOEY = 90,	
	MADLAB = 146,
	CONRAD = 70,
	KINGPIN = 86,
	MADAME = 107,
	JOHN = 118,
	MARY = 119,
}
	-- Set ESK Payne's location
	if  (not ( ( gWorldSectorX == 2) and ( gWorldSectorY == 2) ) and not MercIsDead(Profil.ESK) ) then
	
--		if ( CheckMiscFlags1(Profil.ESK, Flags1.PROFILE_MISC_FLAG_SAID_HOSTILE_QUOTE) == 0 ) then
		
			AddNPCtoSector (Profil.ESK,2,2,0) 
			SetProfileStrategicInsertionData(Profil.ESK, 12089)
			
		end
		
	end
	-- Set ESK Payne's location

But it seems something else needed
May be this number (SetProfileStrategicInsertionData(Profil.ESK, 12089))?
First I thought it be grid#...
https://freeimage.host/i/oo8OUF
https://freeimage.host/i/oo8Nl1

v1.13 Modding, Customising, Editing | 6 comments

Queen launches attack on San Mona?

Sun, 27 June 2021 20:24

I thought San Mona is Neutral you cant train militia queen can touch you either. But when i station bull here for the fighting queen's army just attack it anyway. Is it a bug or it happens often? Thanks!

Jagged Alliance 2 General | 1 comment

New feature: decals

Sun, 27 June 2021 14:56

In a subious attempt to maybe make the game look better, I've added a bit of code that allows us to show several graphical overlays.



What he have for now are blood spatters on full walls if someone takes a significant (> 15) amount of damage. This works on all things that have, well, blood. Vehicles and robots are excluded, as are the bugs, because their blood has a different colour and I couldn't be bothered.

Additionally, structural damage to walls is shown as well.

For the moment both only work on full walls, but theoretically you can do this on any wall you want. If there is enough interest I might expand this to half-sized walls and doors.
This also doesn't have to be restricted to walls. Any structure would work.

I have a few ideas on what else we could show:

  • burn marks from fire on the floor and walls

  • bullet holes. It would require us to save each and every location hit per map, and apply some finicky business adding pixels to the right spot, but nothing insurmountable.

  • spent shells and empty mags on the ground whenever we fire or reload. But those things would be 1 pixel each, which is going to look very stupid.

  • Add a spray can and graffiti the place?
In order for this to show, the Blood & Gore option needs to be active in the game options. Additionally, set
;------------------------------------------------------------------------------------------------------------------------------
; If set to TRUE, additional decals can be seen on some objects (cracked walls, blood spatters etc.).
; Also requires the 'Blood & Gore' option to be toggled ingame.
;------------------------------------------------------------------------------------------------------------------------------
ADDITIONAL_DECALS = TRUE
in JA2_Options.ini. I might remove this option later, for now it's in until someone finds a bug and wants to deactivate it.

The next post will detail how to set up your own graphics.

This is fully savegame compatible.
This has been added to the trunk in r9113 & GameDir r2595. Using the new exe without the new GameDir data will... not show anything, because then I simply won't display anything. Sucker!

Flugente's Magika Workshop | 6 comments

Hello All! New Here!

Hello Folks!; Sun, 20 June 2021 22:44

Hey everyone, Long time JA2 gamer. Back since it came out when I was in high school. Good memories, old times. Been looking to try to get the vengance mod working, I'm having some trouble with it but Im sure I can figure it out with all of the great resources here!

v1.13 General Gameplay Talk | 0 comments

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