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Musings for after the first stage is complete.[message #101027] Mon, 05 April 2004 02:55 Go to next message
PegasusJF is currently offline PegasusJF

 
Messages:19
Registered:March 2004
Location: Northern IL
One thing which I've been thinking about lately is this. What if we could replace the strategic engine with something else. Jagged Alliance 2 has one of the best 2D turn based combat engines I know of, give it some of the features of X-COM apocalypse (like destruable terrain, multiple levels) and I don't see a better incarantion of a 2D turn based tactical combat engine.

But my primary question is the strategic engine. How possible would it be to replace it with something else. We could replace it with the earth and could essential mod a new X-COM, with all the special missions, the mercs (as squad leaders to more pedestrian soliders). Anyway, that's one idea, one of many that can be done using the tactical engine as a base.

Something to consider as the first goals of Project Source Code get nearer to completion.

PegasusJF

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Re: Musings for after the first stage is complete.[message #101028] Mon, 05 April 2004 21:57 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:423
Registered:March 2004
Sure. The modules needed would profit even a "standard" JA: No map limitations, possibility to give orders to your "militia", better travel options, and so on.

On the other hand, don't divide your attention among too many things. The danger is to get bogged down trying to implement far too many things (conflicting if possible!) at the same time. If the engine is open enough, it's always time to add them afterwards, as additional modules.

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Master Sergeant
Re: Musings for after the first stage is complete.[message #101029] Tue, 06 April 2004 10:32 Go to previous messageGo to next message
PegasusJF is currently offline PegasusJF

 
Messages:19
Registered:March 2004
Location: Northern IL
Very true, I wasn't suggesting making such radical changes now. That will probably be worked up to. A new strategic module (like an X-com like globe) would be way down in the list of things to do.

I'm not a very experienced coder...so I'm kinda just pitching it to those that are.

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Re: Musings for after the first stage is complete.[message #101030] Tue, 06 April 2004 12:36 Go to previous messageGo to next message
Denwad is currently offline Denwad
Messages:3
Registered:April 2002
Maybe being able to appoint a merc commander of militia and being able to move militia platoons around the map.

And vehicles, like APCs and tanks Smile Smile Smile

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Civilian
Re: Musings for after the first stage is complete.[message #101031] Tue, 06 April 2004 22:03 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:423
Registered:March 2004
To keep the strain on programming (and on the computer) down, just group the militia in squads (they get created in groups after all), and give each squad a "common" AI, so you can give orders to a whole squad (simple orders, like "stay here", "patrol around here", "go there", "spread/group"). If a militia squad sees an enemy, they'll attack, but (please, pretty pretty please) they don't move: They seek cover and pin the enemy down, waiting for the specialists (mercs) to come and clean up. Of course if there are no mercs in that sector, militia will work as before.

Yes, I'd like some (drivable) vehicles too. Not (only) military stuff, but regular civilian vehicles. Like pickup trucks to move your mercs, maybe bikes for scouting, and so on.

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Master Sergeant
Re: Musings for after the first stage is complete.[message #101032] Wed, 07 April 2004 02:30 Go to previous messageGo to next message
PegasusJF is currently offline PegasusJF

 
Messages:19
Registered:March 2004
Location: Northern IL
You guys seem to be asking me as if I have a choice in the matter. As a white hat I only serve as an artist. I don't have enough C/C++ coding skills to make any serious coding changes, nor am I in any decision making position. I am only a servant.

I decided to post here simply because it would have been wasteful for me to post in the white hat forum, simply because they are not working on such extreme changes at this time.

Pretty much what I'm suggesting here is a merging between the original X-com and X-com apocalypse (the original's strategic engine, with apocalypses tactical engine but with the original's (somewhat) ability for selfmade tactical maps and use of heavy weapon platforms with day/night fighting). The return and enhancement of the original's terror missions would be nice to.

Both the mercs and more standard plain-vanilla "militia" will be moveable as standard mercs are. Simply because in X-COM, you typically have 40-60 soldiers if not more late game.

X-COM desparately needs a new game, and I think we have the tools to give the fans just that. And perhaps convince the businessmen that the franchise has merit.

My 2 cents for the future.

PegasusJF

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Re: Musings for after the first stage is complete.[message #101033] Wed, 07 April 2004 03:10 Go to previous messageGo to next message
Sectus is currently offline Sectus

 
Messages:10
Registered:March 2004
This is something I've been thinking about myself, and it would be really cool. I'm a big fan of both JA2 and the X-COM series, but I do think they're good at different things, combining the strengths of each game would be amazing. Add multiplayer to that and it would be even more godlike.

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Re: Musings for after the first stage is complete.[message #101034] Wed, 07 April 2004 04:48 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:423
Registered:March 2004
Quote:
Originally posted by PegasusJF:
You guys seem to be asking me as if I have a choice in the matter.
No, don't worry, those aren't requests, this is just a little bit of brainstorming. It could ultimately be of some use for one of you, who's (white) hat is far too low on his eyes for him to see... Very Happy

I don't know what X-Com is like (somehow I never played that one), but engine-wise, the changes needed would IMHO profit a vanilla JA setting too. The rest is, as far as I've understood X-Com, just level design and graphical changes. So if the JA engine is well build, doing a X-Com sequel would just need some specific artwork and level design. Is that right?

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Master Sergeant
Re: Musings for after the first stage is complete.[message #101035] Wed, 07 April 2004 07:28 Go to previous messageGo to next message
PegasusJF is currently offline PegasusJF

 
Messages:19
Registered:March 2004
Location: Northern IL
Quote:
Originally posted by Kurt:
The rest is, as far as I've understood X-Com, just level design and graphical changes. So if the JA engine is well build, doing a X-Com sequel would just need some specific artwork and level design. Is that right?
True to a point, X-COM and X-COM Apocalypse had multiple levels. So hills, valleys, and multistory buildings where possible. X-COM apocalypse also had destructable terrian. It wasn't unknown to be crouching on a elevated walkway and an explosion literally collapsing the floor from under you. APOC also had the possibility for real-time battles (which I preferred to turn-based in that game). But other than that, your assumption is largely true.

The thing that would be needed to be ripped out would be the strategic engine. X-COM had bases all over the globe (you had to keep the sponsoring nations happy), with events occuring everywhere (like UFO sightings, terror attacks on cities) It also had fighter interceptions (fairly basic though). APOC has the bases and interceptions, but only in one large city (in isometric view, and you had to keep corporations happy). Both were fine games.

I would recommend you look for "X-COM: The collector's edition" Which has all three tactical/strategic combat games. You'll find it a worthy purchase.

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Re: Musings for after the first stage is complete.[message #101036] Wed, 07 April 2004 08:02 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:423
Registered:March 2004
Thanks, I'll keep it in mind. For the time being, I've already too much games on my "waiting list": Finishing UC, Wildfire, Far Cry... From time to time I have to work, too (nasty thing, that). Ah, yes, not to mention perparing this summer's sailing trip - I'm a busy man. Very Happy

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Master Sergeant
Re: Musings for after the first stage is complete.[message #101037] Wed, 07 April 2004 09:43 Go to previous messageGo to next message
Digicrab is currently offline Digicrab

 
Messages:253
Registered:December 2003

I think re-making X-Com on the JA2 engine is hardly an original idea. I know I've had it in my had for a while and so do others. If I ever have time, I'll see what I can do about it. I'm leaning more toward a game with the feel of xcom and not a straight ripoff. BTW, Kurt enjoy Far Cry, I just finished it this weekend. Great game! (with occasional frustrating moments).

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Master Sergeant
Re: Musings for after the first stage is complete.[message #101038] Sun, 11 April 2004 01:26 Go to previous message
PegasusJF is currently offline PegasusJF

 
Messages:19
Registered:March 2004
Location: Northern IL
One other thing that I mentioned before for implementation in the JA2 tactical engine. X-COM APOC had the ability to pause and issue commands during pause. They also had the ability to issue waypoints (at least in the sqaud level) so you can easily make more in depth movement commands. I would reccomend adding this and another option: The ability of synchronizing movement. Have the mercs move at the speed of the slowest unit, and wait until all reach their own "waypoint 1" until they set off to waypoint 2.

Not only would I reccomend this for any X-COM mod of JA2, but this would be a good feature for JA2 itself, allowing for more fine-tuned Real Time control (while keeping the original method useable) in tactical battles.

My 2 cents
PegasusJF

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