Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » back to JA2 after a long hiatus
back to JA2 after a long hiatus[message #344791]
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Tue, 29 March 2016 11:11
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zango |
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Messages:128
Registered:January 2005 Location: India |
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Finally hope to find personal time - family going on vacation for a couple of weeks leaving me behind. I should be able to play JA2 again! YaY!!
Will JA2 work on Windows 10? Windows 7?
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Sergeant
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Re: back to JA2 after a long hiatus[message #344866 is a reply to message #344859]
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Mon, 04 April 2016 17:38
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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First -- don't use the INI Editor. It has not been updated for all the new tags and will delete them if you save any changes made in it.
The mass troops are caused by the massive counter-attack option, which is set ON by default. You can turn it off in JA2Options.INI. Search for TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE, and change it to false. Also, search for NEW_AGGRESSIVE_AI. That is set to FALSE by default, and if true will cause massive counter-attacks at all cities.
Many players don't like the massive counter-attacks, but I do. Of course, in my mod, Arulco Vacations, I re-worked the morale/reputation system so the Player can retreat, hit and run, and raid without dire consequences to morale and reputation. In vanilla 1.13 that is not possible without serious morale/reputation problems. I think the massive counter-attacks are a good strategic and tactical challenge that is realistic. Defeating them requires advance planning and good tactical decisions. You can delay the massive counter-attacks by not taking all the sectors of a city, as it is triggered when you control the entire city.
As for SAM sites and other sectors being attacked in force -- once the massive counter-attack is triggered, and those forces are on-map and moving about without restrictions (i.e. they've retaken the town and haven't suffered many losses) they can end up being a real pain just about anywhere (though the Queen does have prorities, which are set in ArmyComposition.XML and PatrolGroups.XML in TableData\Army).
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Re: back to JA2 after a long hiatus[message #344873 is a reply to message #344866]
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Tue, 05 April 2016 16:04
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zango |
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Messages:128
Registered:January 2005 Location: India |
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Thank you! Did that but lost interest in continuing this round.
I started watching the "Let's play" on Youtube by Moerges and got a few hints on character selection and his style of play (daylight attacks, character traits such as huntsman, ..)
So I started another experienced round. Created the IMP merc with huntsman, auto weapons and scouting as the traits.
Also recruited Moses(@#!#@#!), Bud (!@#!@#), Leech, Steroid(superb merc IMO), Bull (another underrated merc). All have high marksmanship. Moses has high wisdom too!
Finished Omerta quickly and then recruited Ira at the rebel hideout. This team of 7 then set out to San Mona immediately. I thought I'd learnt tricks from Moerges so I could play in the daylight. And I couldn't have been more wrong!
Just outside Omerta we ran into 7 red shirts. I thought this would be easy.
Moses - despite his high intelligence - is losing stats! Misses shots at very close range with full aim!
Bud misses shots at close range with full aim.
Leech misses (not as many but still most) shots at close range with full aim.
Steroid and Bull are better than these mercs with higher stats! What am I missing? (of course I realize the game has a lot of other things in it's calculations - guns, teams the mercs are in, other character traits, etc) in deciding the chances to hit, but bud missing each and every shot using his gun which has a range of 18 (match ammo) while bull and Ira sitting close by get them using their much poorer guns.
So, I abandoned this fight and restarted in Omerta. Decided I will avoid fighting in day time and switch back to my tried and tested night ops.
Walked the troops to San Mona. Had a fight in the Shady Lady sector with 4 yellow shirts - this was easier but not very much - but Moses showed that he's going to continue losing stats - health (-1), dexterity (-1), marksmanship(-2). I had him for 7 days too! - he's going to go off my team soon.
Then made money with fist fights in San Mona. Went to Tony but he didn't have good stuff to sell. I sold off some pistols. Extended Bud by a week. Steroid and Bull had been recruited for a week. Extended Leech by a day.
Then I walked out towards Chitzena. Night was falling.
Starting sector outside San Mona had 12 enemies. Night ops - I thought I'd do well. I was mistaken.
We opened the fight standing next to 3 grey shirts! Already!
Bull finished one off with a throwing knife. Steroid ran upto another and finished him off. The third was already going to be alerted and I had no other silenced weapons/throw knifes, so I decided to engage into a battle with guns booming.
The enemy started running in, I got interrupts, Bud and Leech started to fare better, but Bull and Steroid were still the better marksmen.
And Moses dropped another Marksmanship point!
Finished this sector. Got great guns for this early in the game. Val 76/Druganov SVD with PSO1 scope/M4A1/Ruger Minis/AUG rifles. No need for these pistols/shot guns any more!
Took all this equipment, went to Tony, sold the excess guns off, rescued Maria and sat down to repair equipment/train stats using Bull (strength) and Leech (Marksmanship) on some mercs. Moses doesn't gain any points even when learning.
Saw Maria and Angel off the next day, and stopped playing. Now my team is equipped to go to Drassen with plenty of days left on their contracts and lot of money in my wallet.
For Moses to loose points, is there a way to stop him from doing so at this point or will I have to restart? He isn't learning new skills but keeps dropping.
Are Bud and Leech not as good as their stats suggest?
Thank you for reading.
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Sergeant
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Re: back to JA2 after a long hiatus[message #344895 is a reply to message #344883]
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Wed, 06 April 2016 10:46
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LatZee |
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Messages:185
Registered:December 2015 |
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Just to mention that with NCTH, marksmanship is only equally as important for shooting as dexterity and wisdom (logic probably being that marksmanship is how good is someone at shooting target in controlled environment, eg a shooting range, but in combat it's all important). That makes your guys very mediocre shooters, Moses has dismal dexterity, Steroid has both bad dex and wis, Leech has bad wis, and so on. Literally they are probably no better than Ira with her low marksmanship but high dex and wis (and it is a lot easier to train marksmanship drastically by just shooting than raise dex and wis).
Also about Moerges lets play, i watched parts of it some time ago, and it is very educational, but its also on very old version 4870, many things work quite differently in newer versions, and is not as easy to play edge of vision games like he does and still shoot accurately with low range weapons. Especially without Meltdown who is a gunslinger/ambidextrous and so gets some extra range on her pistols and kinda carries early game for him.
All of that of course doesn't explain why are you getting blakshirts and stuff like that too early, but just saying
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Staff Sergeant
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Re: back to JA2 after a long hiatus[message #345205 is a reply to message #345201]
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Wed, 27 April 2016 09:42
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silversurfer |
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Messages:2793
Registered:May 2009 |
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There are parameters <sSectorX>, <sSectorY> and <sSectorZ> in MercProfiles.xml that allow to set the starting sector for certain NPCs. This is already used for some terrorists. Others are set to 0 which randomly places them from a list of predefined sectors. If you want to place the terrorists manually you have to put them in on one of the predefined sectors or they will not show up on the map.
Toggle Spoiler
INT16 gsTerroristSector[NUM_TERRORISTS][NUM_TERRORIST_POSSIBLE_LOCATIONS][2] =
{
// Elgin... preplaced
{
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 }
},
// Slay
{
{ 9, MAP_ROW_F },
{ 14, MAP_ROW_I },
{ 1, MAP_ROW_G },
{ 2, MAP_ROW_G },
{ 8, MAP_ROW_G }
},
// Matron
{
{ 14, MAP_ROW_I },
{ 6, MAP_ROW_C },
{ 2, MAP_ROW_B },
{ 11, MAP_ROW_L },
{ 8, MAP_ROW_G }
},
// Imposter
{
{ 1, MAP_ROW_G },
{ 9, MAP_ROW_F },
{ 11, MAP_ROW_L },
{ 8, MAP_ROW_G },
{ 2, MAP_ROW_G }
},
// Tiffany
{
{ 14, MAP_ROW_I },
{ 2, MAP_ROW_G },
{ 14, MAP_ROW_H },
{ 6, MAP_ROW_C },
{ 2, MAP_ROW_B }
},
// Rexall
{
{ 9, MAP_ROW_F },
{ 14, MAP_ROW_H },
{ 2, MAP_ROW_H },
{ 1, MAP_ROW_G },
{ 2, MAP_ROW_B }
}
};
Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MODReport message to a moderator
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Re: back to JA2 after a long hiatus[message #345269 is a reply to message #345266]
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Tue, 03 May 2016 12:42
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zango |
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Messages:128
Registered:January 2005 Location: India |
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Still managing to play the game .
Finally found settings to my liking: non-SciFi(realistic), OldCTH, enemy drops all, gun progression is fastest, bobby rays set to awesome. Experienced. Ironman. No retaliation from the queen upon taking cities else that's what you end of doing (defence etc). No reinforcements from adjacent sectors.
Old CTH makes it more balanced than New CTH in my opinion. Else, you need good high level mercs at the beginning without which you can't really win battles without reloading and reloading. If in Ironman that is really painful.
Few bugs I've discovered so far:
1. If an enemy escapes to an adjacent city sector with militia in it, you can still rearrange the militia. Doing so, every time you auto assign militia, the militia in all the other sectors increases automatically by 10!
2. In one save game I had, I couldn't save the game any further. Kept getting an "error: unable to write savegame" with a further debug message "Debug: couldn't write laptop files" - seems there is one other thread on the forum on this topic but no closure.
I had to go back to a previous savegame to be able to continue the game further.
few other trivial bugs.
Finally enjoying JA2 the same way as I did years ago!
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Sergeant
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