Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA 2/1 Metavira » JA 2/1 Metavira: Questions
JA 2/1 Metavira: Questions[message #314074] Wed, 09 January 2013 23:24 Go to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
I'll be happy to answer any questions about this project.

I hope my bad English won't be a problem. Smile

The manual


Keyboard commands

Use the key "A" to select the scope, which you will use.
You'll see a letter on your gun:
"O" - means sniper or night scope.
"L" - laser scope
"C" - collimator

Use the key "Y" to see the chance to hit the target, if you need it always. (Or hold "Alt" over the enemy, if you need it once)

Use the key "J" to rise the weapon and prepare it for shooting.

Press "Alt+U" to delay the explosion of the grenade, which you have in your main hand.

Use "Alt+C" to delete all corpses from the sector.

Use "Alt" to set your mercs in isolated parts of the sector before the battle.

Use "Del" to delete all items from the active inventory page.

Press the key "D" to enter the turn based mode from the real time mode.

Use "Ctrl + L" to load saved game during the enemies turn.

The Windowed Game

The game can work in the windowed mode, for this purpose select 16-bit colors on your computer (settings of the monitor) and run the JA21m.exe with the key -windowed.

The guards orders

You can select the type of your guards tactics. Use the right mouse button for a long pressing on the guard. You'll see a menu. You can select the order for this guard (left button click) or for all guards in the sector ("Alt" + left button click).

Also you can use the right mouse button with the "Alt" key. In this case you'll see another menu.

☆★GL★☆
Re: JA 2/1 Metavira: Questions.[message #314076] Thu, 10 January 2013 00:13 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
INI Settings

The file options.ini.

1=On
0=Off

Screen
Set Screen sizes here, enter 640, 800, 1024, or 1280.

Overheat
With this turned on, gun can overheat with multiple shots.

ActiveMilitia
Turn this on if you want the guards to attack the enemy head on.

ItemShadow
Shadows of items in Strategy Screen etc...

TeachingMilitia
"Teaching" Skill is required to train guards.

Defecation (a joke)
Enemyes will produce a shit during the battle.

AddDistVisible
By entering a positive or a negative number, you can adjust the range of detection of the enemy.

PayInventory
Costs in AP for various actions with inventory (only for player):
3 AP - to hold anything in hands
5 AP - to wear helmets
10 AP - to wear clothes/vests
The remaining slots cost no AP

ProgressDropItems
0 - All items can drop.
1 - Only items with the game progress can drop or be stolen.
2 - Only items with the game progress can drop, but you can steal any item.

FastMoveAI
Faster animation of AI controlled characters.

UseBatteries
Night-vision scope, NVG and Extended Ear now requires batteries (turn-based mode only)

TrainCoefficient
This coefficient makes process of the training faster. Only for mercs who are on the assignment practice etc.

PermanentTB
Constant turn based mode during the battle. Can be on/off by .

ScopeAP=5 1 1 1 1 0 1 1 1 1
Costs in AP for the first (first 5 numbers) and next aiming with the sniper scope (by right mouse click on the target).

WeaponResource
Weapons have mechanical resource, which limits the reparation.

CriticalHit
There are critical hits.
Head - 80%
Tors - 10%
Legs - 5%

Adrenalin
Flying bullets cause the adrenalin, which reduce marksmanship of the target by 1 turn.

ContinueMercMovement
The mercenaries will continue their previous action after an interrupt

SoftIronMan
It's possible to save the game only in the real-time.


UndyingMercs.
Mercs won't die from bullets and explosions.

Weapons

Every weapon has an individual AP for burst fire

When character is shooting with machine guns in prone pose then burst penalty is minimal.

The distribution of the enemy's weapons can be customized in the file "TTX.txt"

Ammo type of enemy's weapons depends on the game's progress. AP ammo in later stage of the game.

You can select the length of the burst with the mouse wheel.

The weapon has mechanical resource and can't be used forever.

Penelty for shooting at moving target (depends on the angle between target's direction and the shooter)

Variable penalty to head shots, depending on the distance to the target.

Chance of Blinding when bullet hits the target's face.

Recoil of .50cal weapons throws the shooter on the ground, if the shooter is not of "Big Male" type. For mercs of other bodytypes shooting with large-caliber weapons must be at prone. if merc's strength is more then 90 or he have "heavy weapons" skill, then he can shootinf in crouching pose.
Also if there is object behind the shooter (other merc, tree, wall, etc.), then it's compensate the weapon's recoil.

Aim in burst mode of shooting. Aiming affects only the first shot in a burst.

Ammo

0 - Normal: Damage - Armour. (gray)
1 - HP: (Damage - Armour * 1.5) * 1.7 (light blue)
2 - AP: Damage - Armour * .68 (light pink)
3 - SAP 1: Damage - Armour * .5 (pink)
4 - Buckshot. (yellow-brown)
7 - high AP 2: Damage - Armour * .5 (bright red)
8 - superAP: Damage - Armour * .375 (dark red)
9 - HE: Damage * 1.33 - Armour (Yellow)
10 - HEAP: Damage * 1.33 - Armour * .75 (orange)
11 - tranquilizer: Damage (armor ignoring) (green)

Armour

The various Armor-Penetration and Destruction effect on Armour (depending on the type of ammo).

Protection of armor various by the sides of character (front, back, side). Ceramic plates works only versus frontal hits.

Helmet may not work in 50% of front-end hit.

Scopes

Addition to the visual range of the character, when merc raise his weapon by 'J' button (Sniper Rifle +1 tile at daytime).

Game automatically chooses between the Night Scope and Sniper Scope, depending on the lighting of Sector (i.e. if night - working Night Scope, if day - working Sniper Scope).

Collimator sight increases accuracy by 10% and speed of re-aiming to the new target.

Limit the range of Laser Scope (20 tiles).

The effectiveness of sniper Scopes is reduced, if the weapon's not the Sniper Rifle. If weapon's Sniper Rifle, but the shooter has not trait "Sniper" then reducing of the effectiveness is depending on the Mrk (if Mrk > 90, then the shooter can use Sniper Rifle effectively, but "Sniper" specialists use it much better).

Character's visual range has 225 degrees angle.

A different angle of visual range depending on the using scopes.

Addition to visual range of the characters: man on the roof has +5 tiles, but he's visible in +3 tiles farther.

Tactical Gameplay

In the reservoirs of Metavira live electric eels (instead of JA1 boa). Nothing can help you. Use bridges.

There is the ability to roll in and out of cover using the "Alt" key while prone.

You can also throw grenades from a crouched position.

If you are hit for 4 or less HP you will be auto bandaged.

Guns can overheat, keep an eye on the red bar to the left of your gun. When it is full, the weapon will degrade and eventually become unusable for a turn or two.

Automatic filling of canteens 4 times per day. Canteens hold more water.

Reduced damage of items from the water.

Trait "sniper" (+15% Mrk) now works not only from the roof. Snipers also use the sniper rifles with 100% efficiency.

Camo poncho for the head, torso and legs.

Increase the probability of

[Updated on: Fri, 04 October 2013 14:43] by Moderator


☆★GL★☆
Re: JA 2/1 Metavira: Questions.[message #314102] Thu, 10 January 2013 10:41 Go to previous messageGo to next message
whoami

 
Messages:77
Registered:May 2009
Location: Russia, Uljanovsk
Arulcish_Lion
I think, it might by useful for you to read this manual, written by Off_Topic
There is an old information. For example, you can change scopes and attaches by pressing "A" . Probably we need to translate new manual (in PDF).
Re: JA 2/1 Metavira: Questions.[message #314103] Thu, 10 January 2013 11:23 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
whoami
Probably we need to translate new manual (in PDF).
It'll we good. Smile
Are you ready do this?

Maybe Legend can help you.

New manual is very good, but while there is only the russian version, it won't help our players. Sad

☆★GL★☆
Re: JA 2/1 Metavira: Questions.[message #314105] Thu, 10 January 2013 12:19 Go to previous messageGo to next message
whoami

 
Messages:77
Registered:May 2009
Location: Russia, Uljanovsk
Arulcish_Lion
whoami
Probably we need to translate new manual (in PDF).
It'll be good. Smile
(

I'm waiting for Terapevt. He promised to check information in new manual.
Re: JA 2/1 Metavira: Questions.[message #314476] Mon, 21 January 2013 06:33 Go to previous messageGo to next message
Rage!

 
Messages:26
Registered:February 2012
I hope there are plans for this mod to be made in v1.13 as well. Can we expect to see that in the near future?
Re: JA 2/1 Metavira: Questions.[message #314484] Mon, 21 January 2013 11:17 Go to previous messageGo to next message
Legend

 
Messages:15
Registered:January 2013
Location: Central Europe
@ RageWinner: only if you make it for yourself. Metavira is a standalone and self-sufficient mode, we've got no intentions nor interest to merge it with any other mods. Besides which version of 1.13 should it be, what sub-mods included, and so on, and so on, don't to mentions the stability and the balance, thus the playability of all of them.
Re: JA 2/1 Metavira: Questions.[message #314485] Mon, 21 January 2013 11:18 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
@RageWinner No, we are not planning to make the "JA2/1 Metavira" modification in v1.13.

We don't see any reasons to make it and there are some reasons not to make it. Wink

I don't want to say anything bad about v1.13 and the people who work on it, but the ideologies of v1.13 and Jagged Alliance 1 are different.

☆★GL★☆
Re: JA 2/1 Metavira: Questions.[message #314495] Mon, 21 January 2013 13:11 Go to previous messageGo to next message
Rage!

 
Messages:26
Registered:February 2012
Gay. It's just 1.13 can be customized the way I like it a lot easier. But whatever
Re: JA 2/1 Metavira: Questions.[message #314498] Mon, 21 January 2013 13:30 Go to previous messageGo to next message
Legend

 
Messages:15
Registered:January 2013
Location: Central Europe
Customization is not everything Wink
Re: JA 2/1 Metavira: Questions.[message #314499] Mon, 21 January 2013 13:34 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
@RageWinner I think it's a problem of v1.13 that it could be customized easily. Because it's not so easy as people usually think and this settings changes often.

In our Russian forums we have v1.13 fans who died during the customization. :rip:

For example, I have read about the helicopter which can fly only by the roads. Smile

I think, that in a good game must be a balance, which is closely regulated by the creators. Players changes usually destroy the balance (if it was there). In my opinion it's good, if the player isn't able to ruin the game balance. (And even doesn't have an idea to try)

Of cause, it's not the main reason.

☆★GL★☆
Re: JA 2/1 Metavira: Questions.[message #314576] Tue, 22 January 2013 14:06 Go to previous messageGo to next message
Rage!

 
Messages:26
Registered:February 2012
Well I have edited all my v1.13 mods to be as realistic as possible. One wrong move you can kiss your merc bye bye or at least out of action. Its boring as dogs balls the original way.
Re: JA 2/1 Metavira: Questions.[message #314578] Tue, 22 January 2013 14:17 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3790
Registered:July 2009
What the average player doesn't seem to understand is that merging involves more than slapping a bit of stuff from A onto a bit of stuff from B. It's hard enough to reintegrate stuff like HAM or STOMP after they've been separated from the main branch of 1.13 for half a year without breaking stuff (and it usually takes a while afterwards to fix the stuff that broke anyway). The most recent date when 1.13 and this shared the same code was back when it all was the Original Vanilla Code. What you are actually demanding here is that they rewrite the whole damned mod on a much more evolved and complex code base - just because. Show some appreciation for what you get, and don't ask for unreasonable stuff.


Re: JA 2/1 Metavira: Questions.[message #314582] Tue, 22 January 2013 15:32 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
RageWinner
Well I have edited all my v1.13 mods to be as realistic as possible.
The realism is the main enemy of the balance. It's realistic if you receive all items from the killed enemy, but it's bad for the balance, especially in JA1.
RageWinner
One wrong move you can kiss your merc bye bye or at least out of action.
By the way, in our mod enemy with .38 SW revolver can kill you with only one shot. Smile

@DepressivesBrot Thank you. It's really a huge work to build this with 1.13. We are not ready to do this and to solve problems after it.

☆★GL★☆
Re: JA 2/1 Metavira: Questions.[message #314586] Tue, 22 January 2013 16:03 Go to previous messageGo to next message
Legend

 
Messages:15
Registered:January 2013
Location: Central Europe
@DepressivesBrot: +1, I couldn't have said it better myself Smile
Re: JA 2/1 Metavira: Questions.[message #314785] Sat, 26 January 2013 13:13 Go to previous messageGo to next message
Deadman

 
Messages:39
Registered:March 2008
Location: Germany
I have a ingame question about:

Doctor: The Doctoring (and patinent) does not seem to work? they only get +1 health per hour , no matter if they are "patient" or just "squad 1"

edit: oh. i was reading through the NO Manual. I guess you need min 60 Medizin? that would be pretty bad...

I am on Day 5 have the 8 Sektors from G11 to D10

Skill: Nobody improved any skill

http://s1.directupload.net/images/130126/temp/fjlzkr9s.png

[Updated on: Sat, 26 January 2013 13:25] by Moderator

Re: JA 2/1 Metavira: Questions.[message #314790] Sat, 26 January 2013 15:11 Go to previous messageGo to next message
Legend

 
Messages:15
Registered:January 2013
Location: Central Europe
Medicine: yes, you need at least 60 medicine to heal someone as a doctor, and for the second it could be the disease already started, check the journal if you missed the message from Miranda.
The too slow progress of the skills is on the discussion, it's possible we'll raise the training's speed a little.
Re: JA 2/1 Metavira: Questions.[message #314791] Sat, 26 January 2013 15:11 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
Deadman
Doctor: The Doctoring (and patinent) does not seem to work? they only get +1 health per hour , no matter if they are "patient" or just "squad 1"
Patients can get more then +1 health per hour. Smile

Deadman
oh. i was reading through the NO Manual. I guess you need min 60 Medizin? that would be pretty bad...
Not everything from that NO manual is correct for latest NO versions and for Metavira. You don't need 60+ Medicine in Metavira.

But something from that manual might be useful.

I was busy, so I recommended to read it. No I'll probably try to write something like a manual or Frequently Asked Questions for Metavira.

First posts of this topic will be changed to contain more information. Wink


Deadman
I am on Day 5 have the 8 Sektors from G11 to D10

Skill: Nobody improved any skill
I'm on Day 11, have 34 sectors. My team improved 5 points of Agility, 1 point of Dexterity, 11 points of Marksmanship and 7 experience levels.

You mercs will improve their scills, but slow. In JA1 it was very difficult to play without hiring more expensive and experienced mercs during the operation.

@Legend You are not right about medicine, try it in the game. Wink
Every merc with more then zero medicine can be a doctor, but a bad doctor.

☆★GL★☆
Re: JA 2/1 Metavira: Questions.[message #314792] Sat, 26 January 2013 15:30 Go to previous messageGo to next message
Legend

 
Messages:15
Registered:January 2013
Location: Central Europe
Arulcish_Lion
@Legend You are not right about medicine, try it in the game. Wink
Every merc with more then zero medicine can be a doctor, but a bad doctor.
"Hey, I'm a doctor, let me through! Well, I'm a lousy doctor, only two points of medicine, but, hey, your chances to survive this brain-surgery are higher than zero, aren't they?!" Very Happy

[Updated on: Sat, 26 January 2013 15:35] by Moderator

Re: JA 2/1 Metavira: Questions.[message #314793] Sat, 26 January 2013 16:30 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
@Legend Yes. You're not very effective doctor, but something is better then nothing. Smile

☆★GL★☆
Re: JA 2/1 Metavira: Questions.[message #314795] Sat, 26 January 2013 16:59 Go to previous messageGo to next message
Legend

 
Messages:15
Registered:January 2013
Location: Central Europe
Yeah, right, you can crack-open someone's head, but you need your brother (M.D., lives in Princeton, flies a black helicopter Cool ) to put everything back together =)

[Updated on: Sat, 26 January 2013 17:01] by Moderator

Re: JA 2/1 Metavira: Questions.[message #314796] Sat, 26 January 2013 17:14 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
@Legend Алексей, прошу Вас вести себя хорошо и не устраивать тут истерик. Wink

If you want (and you able to do this) you can use only one doctor, but the best doctor, Mike is his name. :devilaugh:

By the way, this topic is for questions. I can't find any in your last post. http://forum.ja2.su/YaBBImages/addsmiles/btopic.gif

☆★GL★☆
Re: JA 2/1 Metavira: Questions.[message #314797] Sat, 26 January 2013 17:28 Go to previous messageGo to next message
Legend

 
Messages:15
Registered:January 2013
Location: Central Europe
Quote:
I can't find any in your last post.
Yeah, me neither in yours Wink
Re: JA 2/1 Metavira: Questions.[message #315818] Fri, 01 March 2013 18:49 Go to previous messageGo to next message
rizzla

 
Messages:41
Registered:February 2008
I guess I'll have to ask the stupid question: How/where do I find the micro purifier?
Re: JA 2/1 Metavira: Questions.[message #315820] Fri, 01 March 2013 20:27 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
@Rizzla It has been stolen by the enemies.

So, in one of the sectors around your base there is a bad guy with the micro purifier.
You should kill him and among the dropped items you'll find the purifier.

Thank you for playing our mod! Smile

☆★GL★☆
Re: JA 2/1 Metavira: Questions.[message #315831] Fri, 01 March 2013 22:40 Go to previous messageGo to next message
rizzla

 
Messages:41
Registered:February 2008
Thanks for the quick reply. I was going to complain it's a bit vague but then realised it's actually a lot of help, not having to worry it's in a hidden crate I missed. The first time I played I drew some bad guys into the water and killed them, probably destroyed the purifier. And so just now I went back and found the purifier nearly immediately!

Thank you for the mod! I had great fun with Night Ops, silenced P90s kept me alive most of the time. Metavira looks great so far, too.
Re: JA 2/1 Metavira: Questions.[message #315863] Sat, 02 March 2013 23:05 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
Rizzla
The first time I played I drew some bad guys into the water and killed them, probably destroyed the purifier.
The purifier will never sink.

In the company you will receive not less then one purifier. Smile

Rizzla
Thank you for the mod! I had great fun with Night Ops, silenced P90s kept me alive most of the time. Metavira looks great so far, too.
I'm happy, you like it.
Metavira is the mod with greatly modified economics, tactics, strategy, AI...
I hope, you'll find something new and interesting in it.

☆★GL★☆
Re: JA 2/1 Metavira: Questions.[message #316855] Sun, 31 March 2013 20:28 Go to previous messageGo to next message
Fan

 
Messages:167
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
I' m not so happy with Matavira.

1. My Imp-Character as the best fighter has 22 enemies killed (and 4 assists). But no reward!

2. I have got the sector with the laboratory. I have only 10 militiamen, but then 22
enemies attack this sector. But fortunately I had my 6 soldiers in the sector and I was the
winning team.

I ask myself: Should I play this mod further? I don't know at this time.
I am fearing for a dead end after 8 sectors.

[Updated on: Thu, 04 April 2013 08:37] by Moderator

Re: JA 2/1 Metavira: Questions.[message #316861] Mon, 01 April 2013 00:01 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
I understand your problems.

I'll try to explain you why it is so.

This mod id the reincarnation of JA1. We try to reproduce original game as close as possible.
So, if you haven't played JA1 it might be very uncommon and difficult for you. Really, JA1 was very cruel to player. So the mod is.

Quote:
My Imp-Character as the best fighter has 22 enemies killed (and 4 assists). But no reward!


In JA1 skills grow up very slow. It was almost necessary to change the team (and good fighters become available during the game)
We made it in our mode, but you'll receive you reward. Wink

By the way, we have a guy in Russia, who raised his explosives from 15 to 81 and level from 1 to 7. :crazy:

Quote:
I have gotten the sector with the laboratory. I have only 10 militiamen, but then 22
enemies attack this sector. But fortunately I had my 6 soldiers in the sector and I was the
winning team.

Are you playing on easy difficulty level? I remember about 32 enemies. Smile
Usually, 12 blue militiamen can easily defend the sector.
But the laboratory is an extremely important for the plot sector. Enemies must occupy it. You have protected it, but they'll return and attack tomorrow, and the day after tomorrow... They must occupy the laboratory.
Then you'll receive a quest, caused by loosing the laboratory, after it there wouldn't be such great attacks any more.
Really, there is only one more sector, which enemies will try to occupy with great forces, but Jack will warn you about it.

Quote:
Should I play this mod further?

I think: "Yes".
You don't know what will be later, so why not to try to learn it. Wink
It might be unusual.

If you'll have problems - you can ask me and I'll try to help you.

☆★GL★☆
Re: JA 2/1 Metavira: Questions.[message #316874] Mon, 01 April 2013 11:20 Go to previous messageGo to next message
Fan

 
Messages:167
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
Y@Arulcish Lion,

thank you for your answer.
You may be a lion, but I am not!
I have played Ja1 several times, and I know that it is hard in comparison
to Ja2. But you are in a competition with such mods as Demise of men, Arulco Revisited,
Vengeance and Ja2-Options.ini.
And you shall not make the same mistakes of Ja1.
The idea to copy the story of Ja1 is enough in my opinion.

Yes, I play after three unsuccessfully attempts now NOVICE, therefore 22 enemies,
now for the second time in this currently game. My soldiers are in this sector every day
during the daylight, only to protect it and they have no time to explore the other sectors.
It's a damage! And very frustrating!
I had the idea that after two attacks: This is the end of this proof of my courage.
But now I must see that NO.

Sorry, I have now vacances from Matavira till the patch change this balancing.
A true copy of Ja1? Please NO. I have totally forgotten: 22 enemies against me in
Ja1? No, I have no rememberance on this circumstance.

And this is so good idea with matavira!!! Really!!!
But change it for at least my person has no possibility to learn more of this mod
at this time in the mod! And what I can read, other players too.

Remember: I can play only with a few mercenaries who will follow and they are not the best
and any of them are not available in this moment. Good luck. Bad luck. And I fight with them
against 4 or 6 enemies (NOVICE). OK! But after 7 (!) sectors I must suddenly fight against 22
ever and ever. You have the idea: This is the end of the trail. And the other sectors?
I have no time to heal the one who had bad luck in the last fight. And you must leave
him back to heal with the doctor in the team. Now I have only 4 soldiers who can fight.
What for? No money for another.

Sorry, I write so hard, but I would like to play Matavira!
Really!!!

You wrote:
If you'll have problems - you can ask me and I'll try to help you.

Now you have read my problems.

[Updated on: Mon, 01 April 2013 11:21] by Moderator

Re: JA 2/1 Metavira: Questions.[message #316876] Mon, 01 April 2013 13:26 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
Quote:
But you are in a competition with such mods as Demise of men, Arulco Revisited,
Vengeance and Ja2-Options.ini.
I see your point, but I can't agree with you. We are not going to compete with anybody. We just make the game. And we try to make it good and interesting for us. Smile

Quote:
My soldiers are in this sector every day
during the daylight, only to protect it and they have no time to explore the other sectors.
That's an interesting way to solve the problem. I think, you are the first player, who tried this. Smile I didn't defend the laboratory at all, I even have no guards there.

As I remember, enemies won't attack the laboratory forever - there should be three cruel attempts. After them there could be normal attacks and guards will defend the sector.

So, you have protected the laboratory twice, now you are rather close to winning this battle. Wink

And if 22 enemies attack the laboratory more then three times - it's our mistake, but there should be only three such attempts to occupy the laboratory.

Quote:
I have totally forgotten: 22 enemies against me in
Ja1? No, I have no rememberance on this circumstance.
There were 8 enemies. But they killed all guards easily.

Quote:
This is the end of the trail. And the other sectors?
They will not attack you forever.
About the end: you have made a mistake - it's not good idea to do whatever Jack asks as fast as possible. Wink If you attack the laboratory after 12 sectors, you may have good equipment, AK-47 for example.

By the way, what people you have? As I remember, I had a good team and I had no problems with it.

I think, I wrote about it, but it might be useful to write it one more time:
Healing is much faster in the sectors with plants (G11 etc)
You can hire mercs daily, like JA1, and to pay them every day automatically, but not for a week or two forward.

Quote:
Now you have read my problems.
Yes, thank you for them.
We really need players, who can write their opinion in detail.

☆★GL★☆
Re: JA 2/1 Metavira: Questions.[message #316883] Mon, 01 April 2013 16:01 Go to previous messageGo to next message
Fan

 
Messages:167
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
@Arulcish Lion,

you are quick, indeed.
My party?
Bob, Leech (very well), Snake (Camouflage),
Vinny (Opener), Ice (absolutely an unsuccessful
person), IMP (Nightsight, Camouflage; my practice in Ja2,
but in this mod? Camouflage: No if in Matavira fights during the
night an exception case).

To attack D 9 as sector eight? Yes, indeed. But I had won
D 9 as EXPERIANCED without any explosion and Jack has promised
me a reward of 5.000 $. But this effort was in a night fight.
Now in NOVICE I thought I shall get this reward only by doing
this quick. Therefore this plan.
AK 47? In which sector? And the ammo?
Ivan will enjoy this. He is my latest soldier, but he don't
reach my troops before the fight. He must stay on the way.

Ice will "fly"! I hate his sky-blue outfit and his effort.

Your answers:
There were 8 enemies. But they killed all guards
easily.

But my soldiers killed them easily too. This is another case
in your mod.
They will not attack you forever.
Really, only three times? I hope so.

But for all: You find 22 enemies against 10 green militiamen
ok? And this three times?
6 less would be right and not to easily.
Perhaps I don't know it: Can I train the green militiamen
to sky-blue without any fight? Till this moment I send
blue militiamen after their fight in which they become blue
to another sector to the borderline.
No militiaman becomes blue after a fight in D 9; they are
all dead.

Among ourselves: I'm waiting for a patch.

Last but not least:
But you are in a competition with such mods as Demise of
men, Arulco Revisited, Vengeance and Ja2-Options.ini.


Not for you! But for me; I have the choice, isn't it?

[Updated on: Mon, 01 April 2013 16:23] by Moderator

Re: JA 2/1 Metavira: Questions.[message #316886] Mon, 01 April 2013 16:17 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
Arulcish_Lion
Quote:
But you are in a competition with such mods as Demise of men, Arulco Revisited,
Vengeance and Ja2-Options.ini.
I see your point, but I can't agree with you. We are not going to compete with anybody. We just make the game. And we try to make it good and interesting for us. Smile

What he probably meant is that your mod is competing for his interest and time to play with other mods and games. So if your mod is frustrating him, he sooner or later will not play it any more but rather play another mod ...

So my reading of his reports is: Do think of players that are not as familiar to the mod and what happens when and how you tend to play it. Give the idea of making the game considerably less difficult on novice difficulty a thought ... Smile
(By this you could please hardcore war pigs as well as sissy whimps with your mod ... Wink )
Re: JA 2/1 Metavira: Questions.[message #316887] Mon, 01 April 2013 16:54 Go to previous messageGo to next message
Fan

 
Messages:167
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
@Sam Hotte,

you answered during my post.
You're right. This I meant. I have the choice but I'm really grateful at
each mod in Ja and I would like to play each mod to honour the modder (@Arulcish Lion).

You find Matavira easily?
I liked Ja2 because of its quests in connection with the fights,
not because of the fights. Therefore I liked all mods from the modder
Smili. Matavira has a big chance in my opinion, but not because of the
fights. Perhaps I'm standing alone. In this case I shall accept this.
But till now I'm testing and testing by beginning several times is
frustrating, in my eyes.

Ausnahmswweise mal in Deutsch,
nur f

[Updated on: Mon, 01 April 2013 16:56] by Moderator

Re: JA 2/1 Metavira: Questions.[message #316889] Mon, 01 April 2013 17:20 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
Quote:
Bob, Leech (very well), Snake (Camouflage),
Vinny (Opener), Ice (absolutely an unsuccessful
person), IMP
It's a good team. I had IMP (sniper, ambidextrous), Ice (second fighter), Grunty (night fighter), Beth (doctor), Vinny, Speck (opener and repair).
I like Ice. He's rather good.

Quote:
No if in Matavira fights during the night an exception case).
Why? You can fight every night, but only one battle.

Quote:
AK 47? In which sector? And the ammo?
B11, as I remember. Between 60 and 90 bullets.

Quote:
But my soldiers killed them easily too. This is another case in your mod.
If you play JA1 fair. You don't expect them and they occupy the laboratory. Defending it by mercs is not very fair and it's difficult in our mod. I don't think that is a problem.

Quote:
Really, only three times? I hope so.
Me too. Smile

Quote:
Can I train the green militiamen to sky-blue without any fight?
Yes, of cause. Like JA2. But, maybe, only in the sectors with the plants.

Quote:
But for all: You find 22 enemies against 10 green militiamen ok?
Me? I find 32 enemies ok. Really, I was upset, when discovered that they are not elite. :devilaugh:

Quote:
Not for you! But for me; I have the choice, isn't it?

Of cause. Smile

I'll write one more post now. Wink

☆★GL★☆
Re: JA 2/1 Metavira: Questions.[message #316890] Mon, 01 April 2013 17:45 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
@Sam_Hotte Thank you.

It's not so easy for me to read large posts in English and write good replies. I hope, my English will become better. Smile

Quote:
So if your mod is frustrating him, he sooner or later will not play it any more but rather play another mod ...
I understand this. It's not very gaily, but it's surprising too.

We were ready, that our mod won't be very popular from the very beginning. We know, that it'll be old-school and hardcore and unpopular. Smile

I think, it's a problem of all Russian mods. They are made by people, who know JA2 very well and can play it easily on hard level, so they (and we) usually make extremely difficult mods.

I don't know, how and for what purpose people do 1.13, but we usually make the mods for ourself, to make it interesting for us to play JA2 again. I don't say that it's good - it's a reality.

By the way, I don't think, that it's good, if you start the game and you can't lose it.

Quote:
Give the idea of making the game considerably less difficult on novice difficulty a thought...
It becomes easily. Early version were without saving in turn-base, for example. Smile Now there are more good mercenaries. Game balance is also in progress.

Toggle Spoiler


@Fan I understand, that it's comfortable for you to write in German. I don't know it. Sad
I don't know do you want me to understand, what is written there, but we have people, who can translate it.

Quote:
You find Matavira easily?
No, I find it normal. On the hard, of cause.
Our main tester always cries that it's to easy to play on hard. Smile

Quote:
Metavira has a big chance in my opinion, but not because of the fights
We think, that the main parts of our mod are economics and the plot, but fights are also important and AI was uprated.

[Updated on: Mon, 01 April 2013 17:55] by Moderator


☆★GL★☆
Re: JA 2/1 Metavira: Questions.[message #316891] Mon, 01 April 2013 18:31 Go to previous messageGo to next message
Burzmali

 
Messages:242
Registered:March 2007
Location: Estonia
I remember from playing the old JA that it was possible to defend the lab. And freeing Brenda was also not easy. Now, too, the lab can be defended. Sure, keeping some of your mercs in the sector slows down your progress but on the other hand bad guys keep bringing you guns and ammo (and junk). If you have also the second factory, you can hire more mercs and eventually clean those neighbouring sectors.

BTW, my IMP (camouflaged sniper) got next level after about 50 kills. And Fidel seems a must - he can fight and open doors with all those mines he picks up.
Re: JA 2/1 Metavira: Questions.[message #316902] Tue, 02 April 2013 00:54 Go to previous messageGo to next message
Fan

 
Messages:167
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
My IMP has now Level 2 after killing 33 enemies and 10 assists.
It is a progress.
Sorry, I have no money to get Fidel, but perhaps lateron or in another life
in the world of matavira. I had to dismiss one after the other because my income is
ca. 640 $ lower than my wages. And I cannot increase my income for some reason.
If I understand Jack right he will get new territorium.

At this moment my team consists of IMP, Vinny, Ivan and Elio.
I hope I overcome this crisis.


Re: JA 2/1 Metavira: Questions.[message #316913] Tue, 02 April 2013 09:23 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
Quote:
I had to dismiss one after the other because my income is
ca. 640 $ lower than my wages.
That's really strange.
If you have 9 sectors, including the laboratory - you have more then 20 trees, so your income should be about 8'000$.

Quote:
At this moment my team consists of IMP, Vinny, Ivan and Elio.
You pay them about 3'000$

So, you have 5'000$ for wages for natives (35$ for one person).
S0 140 people, among them 20 tappers and 120 guards. I think it's much more, then you need.

☆★GL★☆
Re: JA 2/1 Metavira: Questions.[message #316914] Tue, 02 April 2013 09:29 Go to previous messageGo to previous message
az75

 
Messages:34
Registered:June 2012
Location: Romania
How do I hire tappers in order to receive an income?
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