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Several JA1 Questions[message #260878] Sat, 28 August 2010 16:27 Go to next message
Eclipsus
Messages:3
Registered:August 2010
'Ello all! I've got several questions about the original Jagged Alliance game, so I'll just present them in a list:

  • 1: I've got the old floppy disk version of the game rather than the CD version, but it's only v1.00. Does anyone know where I can get the patch for that version? Only the CD version patch was at Patch Scrolls, and I'm dubious as to it's compatibility.
  • 2: For some reason whenever I use a wall probe, the resulting message I should get is gone so fast it barely even shows up as a blip on screen, so I can't tell if there was anything detected or not. How can I fix this?
  • 3: Can Santiago's men attack a sector across water? (Examples: Can the sector directly west from where you start (59) be attacked from the one west of it (58)? Or can the 35 output processing plant at sector 27 be attacked from any direction but south?
  • 4: In sector 48 (the dilapidated native housing), for some reason everyone suddenly stops recognizing bombs or traps even when they should have more than enough skill to do so, so I can't disarm any of the bombs there (To test I tried maxing Fidel's stats temporarily with the editor and yet the bombs still blew up in his face every time). Is it normal that they can't be detected and disarmed or am I glitching?

I'll say up front that I'm currently playing JA1 on DosBox via the D-Fend Reloaded program. Thanks in advance for any help and advice you guys can provide. :3
Re: Several JA1 Questions[message #260902] Sat, 28 August 2010 21:40 Go to previous messageGo to next message
MikeThePro

 
Messages:178
Registered:November 2007
Location: Bulgaria

Looks like bugs caused by inconsistencies with the DosBox to me.
I was thinking of getting to replay JA1(and finally manage to run DG)

Will try to answer the Qs now:
1.See if you can find a later version from here. That's what I could find.
http://www.gameskb.com/Uwe/Forum.aspx/pc-games-strategy/693/Jagged-Alliance-1-patch-needed

2.Definitely seems like DosBox bug.Had similar experiences with other games.

3.From what I remember, all sectors can be attacked by hostile enighbour sectors, as long as there are enemies to spare. I've had attacks from partially water/partially ground sides where I get to shoot some easy targets swimming for their lives. Haven't seen precisely if sectors bordering with water are assaulted from that side though.

4.I really don't remember about this one. But it can be:
-DosBox bug
-Game glitch
-Scripted so you can't disram these bombs(unprobable, but who knows)
-Something else like a very bad-luck streak(I've had times when 9 out of 10 bombs blow up in my face with 95EXP skill).
Re: Several JA1 Questions[message #260941] Sun, 29 August 2010 12:35 Go to previous messageGo to next message
Dansken

 
Messages:85
Registered:March 2007
Location: Norway
As it happens, I have just been replaying JA1 as well.

Bought it from Good Old Games (gog.com), and played with the included Dosbox without issues.

I did not have any problems with the wall probe, but I did have a few bombs blow up in my face -- I don't believe Fidel ever stopped recognizing mines altogether, though.

And yes, enemies definitely attack across water.

Good luck!
Re: Several JA1 Questions[message #261008] Mon, 30 August 2010 00:35 Go to previous messageGo to next message
Eclipsus
Messages:3
Registered:August 2010
A friend of mine bought me a copy of it from GOG today (yay :3) so now a lot of those bugs are fixed for me (the CD version has sounds play when you use wall probes, which forces the caption to pause until you click it away, unlike the diskette version). BTW, it turns out if you leave a border sector completely unguarded (I tested it with the 2nd plant) it can (and will) be attacked (and lost). However I do not yet know if a single token guard in the sector will force the enemies to try to attack it via land routes, forcing them to fight your real guard force.

Though I do have another question that's come up during my new game -- I've been finding a lot of keys that don't seem to go to anything, is this normal? I have my mechanic walking around with a pocketful of keys, trying them on every locked door in every nearby sector but it seems that if I find a key that doesn't unlock something in the same zone, they never work. Are some keys just red herrings?

P.S. - What stat(s) affect booby-trap detection, anyways? Is it just Explosives, Wisdom, Agility, or a combination of the above? Maybe it's just pure Experience Class, since that's the only thing the manual references as helping detect traps, though indirectly - they never properly address the issue. For mines you're better off with a metal detector regardless, but for some reason the MD doesn't pick up 'trigger' traps like in the 'Demolition Zone', which prompted my pondering of the subject.

[Updated on: Mon, 30 August 2010 00:49] by Moderator

Re: Several JA1 Questions[message #261037] Mon, 30 August 2010 13:02 Go to previous messageGo to next message
Majek

 
Messages:445
Registered:January 2003
Location: Slovenia
No. Enemies attack over water too.

Hmm there shouldn't be any keys that don't work somewhere. Usually leftover keys meant you've already unlocked the door it's supposed unlock.
Re: Several JA1 Questions[message #261084] Mon, 30 August 2010 20:19 Go to previous messageGo to next message
MikeThePro

 
Messages:178
Registered:November 2007
Location: Bulgaria

Yes, sometimes enemies open locked doors themselves(one did so with a door I couldn't find the key for).Then you got spare keys without purpose

And if you can't find a key-there's always the locksmith kit or good ol' explosives.


Trap detection seems better when having higher EXP.Class.
Use your top operatives for that.
Re: Several JA1 Questions[message #261093] Mon, 30 August 2010 21:57 Go to previous messageGo to next message
public1983

 
Messages:127
Registered:February 2006

You can read the screen messages from the wall probe if you deactivate sfx for this action. This is possible in the tactical options screen.
Re: Several JA1 Questions[message #261557] Sat, 04 September 2010 17:03 Go to previous messageGo to next message
Eclipsus
Messages:3
Registered:August 2010
Thanks for the advice peeps, it helped a lot. Very Happy

Oh here's one tip I uncovered: If you ever plan to hire Hitman, don't hire Hector. The latter complains to the former and makes him double his asking salary. T_T
Re: Several JA1 Questions[message #261705] Mon, 06 September 2010 01:17 Go to previous messageGo to next message
MikeThePro

 
Messages:178
Registered:November 2007
Location: Bulgaria

Looks like somebody has to make a chart about merc relations for JA1 and DG.

I know for sure some people don't like Ivan, one was some of the oldies (Eli, or Pops, not sure there) and the other was Reuban, who still works for you but I heard he screws things up in game(haven't tested it). Could be more.
Re: Several JA1 Questions[message #351260 is a reply to message #261705] Sun, 15 October 2017 15:13 Go to previous messageGo to next message
Jeneral28

 
Messages:24
Registered:February 2017
secotr 48? It's a tough one no the explosives are set off if you walk around that small peninsula.
Re: Several JA1 Questions[message #351261 is a reply to message #351260] Sun, 15 October 2017 15:39 Go to previous messageGo to next message
Jahh

 
Messages:10
Registered:March 2017
Man, you really think he checked it for 7 years to get this "answer"? Maybe you'll just stick to editing jawiki with useless or simply wrong data (likely from the ancient obsolete guide) as you doing recently (no, assemble order for molotov do not matter the way you wrote there etc), and will stop that necroposting flood (assuming you already have all your questions here solved, as you dont renew them).

[Updated on: Sun, 15 October 2017 15:43]

Re: Several JA1 Questions[message #351287 is a reply to message #351261] Wed, 18 October 2017 07:41 Go to previous message
Jeneral28

 
Messages:24
Registered:February 2017
Ignoring you then.
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