Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » A few questions about 1.13 gameplay  () 1 Vote
Re: A few questions about 1.13 gameplay[message #354822 is a reply to message #354817] Tue, 11 September 2018 18:57 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
guys you answer questions when you create IMP character and those questions give you sth like secret passive attributes. how can i see these numbers after created character? i wanna know my character's total stealth attribute for example. i choose the ones give you stealth or ap reduction. so how can i see the results?

also i installed latest stable version over 1.13 7609. is it ok or do we have to install new version over 1.13 release version?

[Updated on: Tue, 11 September 2018 19:07]

Re: A few questions about 1.13 gameplay[message #354824 is a reply to message #354712] Wed, 12 September 2018 02:37 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
how to level up wisdom?
Re: A few questions about 1.13 gameplay[message #354825 is a reply to message #354824] Wed, 12 September 2018 03:05 Go to previous messageGo to next message
Gopas

 
Messages:197
Registered:June 2016
Location: Norway
In 1.13 you raise Wisdom by training militia or practicing some other skill.

You are answering questions for IMP ? Are you playing the vanilla JA2 ?



Just another old soldier.
Re: A few questions about 1.13 gameplay[message #354826 is a reply to message #354825] Wed, 12 September 2018 03:26 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
thanks. i was talking about IMP background. and making a choice on every page (there are 7-8 pages i guess) and expect to see combined traits (one from every page total 7-8 background (traits) big grin ) didnt know we could choose only one background hehe happy

ive started a new game with last version. created 3 IMPs one sniper, one (stealth, nightops, marksman) for night operations and one leadership/mechanic guy. i actually wanted to give athletics, spy and either throwing knifes or melee to night operation guy but it makes total 1 major 6 minor skills big grin

[Updated on: Wed, 12 September 2018 13:19]

Re: A few questions about 1.13 gameplay[message #354827 is a reply to message #354826] Wed, 12 September 2018 07:07 Go to previous messageGo to next message
Gopas

 
Messages:197
Registered:June 2016
Location: Norway
You can change the skills for IMP's in the Skills.xml, in the 1.13 Data folder. Can add more skills to IMP's. Can also make up to 10 IMP's if you so choose. It's in the INI.Editor options. Background, yes, you can choose only one. You can view all the skills, including the background skills in the Personnel tab in the laptop in-game. If you want to view these stats as numeric values, that, i know not, maybe one of the techies can answer that.



Just another old soldier.
Re: A few questions about 1.13 gameplay[message #354831 is a reply to message #354827] Wed, 12 September 2018 13:21 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
i actually started with last version just because i couldnt make bayonet work in 7609. i mean bayonet is not the point but there could be other problems/bugs maybe.

also there is a problem with 1.13 i guess. when enemies get alerted they start searching whole map and my useless mercs who wait in the far corner of the map are being exposed. i had to tell them leave the sector a few times. didnt like this. actually hated!

[Updated on: Wed, 12 September 2018 13:25]

Re: A few questions about 1.13 gameplay[message #354833 is a reply to message #354831] Wed, 12 September 2018 16:39 Go to previous messageGo to next message
Gopas

 
Messages:197
Registered:June 2016
Location: Norway
It's best to retreat if the odds are overwhelming. Live to fight another day.
In case you don't know this, silencers work only if the weapon is firing cold ammo. I am not sure if this goes only for larger calibers but there is cold ammo in smaller calibersas well : .45 and 9x19 mm are having quite a lot of variations, including cold ammo.

I've noticed that carabiners will lower the stealth value. Maybe that's how the enemy can find our soldiers. Carabiners are metal and therefore can be a bit noisy.



Just another old soldier.
Re: A few questions about 1.13 gameplay[message #354835 is a reply to message #354833] Wed, 12 September 2018 17:15 Go to previous messageGo to next message
Gopas

 
Messages:197
Registered:June 2016
Location: Norway
Even more useful for Scouts is that they can prevent ambushes, either by the enemy or the bloodcats.



Just another old soldier.
Re: A few questions about 1.13 gameplay[message #354836 is a reply to message #354835] Wed, 12 September 2018 17:29 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
well, only that useless merc(s) who are being exposed leave the sector, the rest stay to continue to fight. but there is a thing that soldier was just standing in far corner of the map, doing nothing. i use my mercs to carry things or for their specialities and mostly use 2 or maximum 3 mercs to fight against enemies, no gunshot, it is not possible. but somehow they find my mercs who doing nothing in irrevelant corner of the map. they are in the map because they carry items nothing more. so i don't understand how the enemies find them. i don't use them like i said. i am killing enemies at far away from them....

i dont know about cold bullets. is that new? where can i find them and which color represent them? white normal, blue->energy, red->health/armor. are there new bullet types in 1.13?

[Updated on: Wed, 12 September 2018 17:32]

Re: A few questions about 1.13 gameplay[message #354838 is a reply to message #354836] Wed, 12 September 2018 20:17 Go to previous messageGo to next message
Gopas

 
Messages:197
Registered:June 2016
Location: Norway
Bobby Ray's, a website in your laptop sells almost everything. To access that site, go to AIM and then look at the bottom of the page for some tabs, One of them says : Links. click and open Bobby Ray's. It's closed until you have liberated the airport in Drassen. Bribe Pablo but it's safer to turn off shipment loss or stealing from shipments at the INI.Editor. That way Pablo can't steal. If you kill him, his replacement, Santiago, is even worst, i don't know if he steals, he seems to be rather inexperienced on managing shipments.

Cold ammo is light red color when you load it in a gun. Bobby Ray's explains a lot of things about whatever they are selling. When mousing over weapons, it shows all kinds of attachments that every gun can accept secifically. If the attachemnets don't show, enable it from the INI.Editor.



Just another old soldier.
Re: A few questions about 1.13 gameplay[message #354842 is a reply to message #354838] Thu, 13 September 2018 03:37 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
i am waiting in drassen airport but had to defeat enemies 4 times because they are attacking constantly, i can't make militia and when i do (it only adds 3 militia) they are breaking my playstyle, stealth tactics and game looks like not playable.

anyone has a solution for this? i dont want to get attacked every single day. it is just 5th day and i already defeated enemy 4 times. it is ridiculous.

also drassen counter attack got nerfed huge in 8609. i just defeated 10-15 guys in one sector but you know in 7609 i had to kill more than 100 guys in just one sector.

and enemies in surrounding sectors didnt attack or reinforced counter attack in drassen mine.



last thing i have to add, ira doesnt show true numbers of enemies in sectors.

[Updated on: Thu, 13 September 2018 14:20]

Re: A few questions about 1.13 gameplay[message #354843 is a reply to message #354842] Thu, 13 September 2018 04:53 Go to previous messageGo to next message
Talion

 
Messages:17
Registered:June 2018
The Leadership skill increases the amount of militias created in each round of training. I think the maximum is ten per round. Also additional to leadership it is helpful to have the teaching trait as it further increases the speed at which militia is trained. I'd just create another IMP or two specialized for this purpose. They can still have another useful trait depending on what else is needed.
There are patrols that just stay put and won't join attacks. They also will only attack if a sector is poorly defended.
Dom't know about Ira spotting, never had that problem.
Re: A few questions about 1.13 gameplay[message #354844 is a reply to message #354843] Thu, 13 September 2018 10:08 Go to previous messageGo to next message
silversurfer

 
Messages:2462
Registered:May 2009
What did you expect? Deidranna sitting idle in her throne room waiting for you to build up defenses? Of course she lets her troops attack as often as possible (depending on difficulty level).

If your play style is playing hide and seek with the enemy you need to attack them instead of waiting in a town sector filled with militia. As soon as enemy troops attack the town the militia will defend it. That's what you trained them for after all.

The counter attacks got nerved a bit in revision 8396. There is a new parameter "CounterAttackGroupSize" in "DifficultySettings.xml". Now players can set the group size to something they like. The values in "DifficultySettings.xml" are actually the old hard coded defaults but the game used to add some more on top of that automatically, a functionality that has been removed. If you want bigger groups just increase the number in the section that defines the difficulty you are playing on.

I don't see anything wrong with Ira's ability to detect troop numbers. Your screenshot shows the exact numbers of enemy troops in the surrounding sectors.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: A few questions about 1.13 gameplay[message #354845 is a reply to message #354844] Thu, 13 September 2018 12:41 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
silversurfer wrote on Thu, 13 September 2018 10:08
What did you expect?

not this.

https://i.imgur.com/A60P8ds.jpg

i am waiting in there for repairing items. my 3rd IMP is engineer, he is repairing items. at the same time i tried to make some militia but gave up because like i said i dont like to fight against enemy while militias on the sector. i hate waiting their turn to end. so waiting in drassen for just repairing but can't do that too. every single day they attack to my sector around 10am. and i have to put my mercs in this back room with no windows and killing every single enemy who enters the room from that small door. 4 times in 4 days i exactly did this.

silversurfer wrote on Thu, 13 September 2018 10:08
If your play style is playing hide and seek with the enemy you need to attack them instead of waiting in a town sector filled with militia. As soon as enemy troops attack the town the militia will defend it. That's what you trained them for after all.

i cant even do that because i think there is almost zero chance to make militia before enemy arrives. can you fill 3 drassen cities with militia in 1 day? you didnt hear me i guees. they attacked 4 times in 4 day. and the same hours around 10am.... how am i expected to make militia without interrupted by the enemies every single day?

silversurfer wrote on Thu, 13 September 2018 10:08
I don't see anything wrong with Ira's ability to detect troop numbers. Your screenshot shows the exact numbers of enemy troops in the surrounding sectors.

so that new yellow/red dots are being used for a dozen of enemy?

[Updated on: Thu, 13 September 2018 13:22]

Re: A few questions about 1.13 gameplay[message #354846 is a reply to message #354845] Thu, 13 September 2018 13:35 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
also i dont know if it is bug but i find green ammos time to time in my mechanic's inventory that dont belong to me.

[Updated on: Thu, 13 September 2018 14:21]

Re: A few questions about 1.13 gameplay[message #354847 is a reply to message #354846] Thu, 13 September 2018 14:17 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
lol i have a lot of things to say.

1. what are these new green icons near enemies?

2. why other mercs dislike my mechanic everytime he starts to repair items?

3. why can't i remove folding stock from a gun?

4. i found skyrider but hints map still shows the swarms. is there a way to remove hints for certain/completed quests?

[Updated on: Thu, 13 September 2018 14:19]

Re: A few questions about 1.13 gameplay[message #354848 is a reply to message #354847] Thu, 13 September 2018 14:50 Go to previous messageGo to next message
silversurfer

 
Messages:2462
Registered:May 2009
Looks like your mechanic is a thieving magpie... big grin
At least that seems to be the reason why items appear in his inventory.

1. Those are roles (soldier, medic, sniper, radio operator, mortar, officer, VIP).

2. Looks like he is stealing stuff from time to time which is a property of his background. Other mercs don't like that.

3. It's a built-in folding stock that cannot be removed. You can fold/unfold it however by right-clicking on the folding stock and using the item transformation gear wheel.


One red/yellow square represents 10 soldiers.

If you don't want so many troops attacking you daily maybe you should select a lower difficulty level.

[Updated on: Thu, 13 September 2018 14:53]




Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: A few questions about 1.13 gameplay[message #354850 is a reply to message #354848] Thu, 13 September 2018 16:09 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
well, background of that merc is con artist, maybe he is trying to make other mercs believe their weapons are fully repaired while are not? big grin i made him both for charisma char to talk with the NPCs for recruiting and mechanic. so his bacground is not thief but he even stolen some pistols big grin i sold them all on map mode.

also i gave him physco voice, they hate him maybe because of this? big grin i am enjoying his speeches and also i really loved that ordinary enemy dialogue additions with 1.13 happy

https://i.imgur.com/TDJ77wa.jpg

anyway i think i wont try to keep mines for daily income since the enemy always try to capture it before i make blue militias like i was doing in classic game. and since i didn't hire any paid mercs because of this new multiple IMP recruits.

[Updated on: Thu, 13 September 2018 16:11]

Re: A few questions about 1.13 gameplay[message #354851 is a reply to message #354848] Thu, 13 September 2018 16:25 Go to previous messageGo to next message
Gopas

 
Messages:197
Registered:June 2016
Location: Norway
There were settings in the INI.Editor, about how many hours grace period between attacks. They are in the DifficultySettings.xml. You can edit the values. If you don't want to get attacked daily, make the grace period 48 hours or 72 ( 2 or 3 days between attacks). Of course it might be a bit boring but you can train militia in peace.

After 4 attacks in 4 days, your mercs are still using pistols ? Nothing better dropped ????? That's surprising.



Just another old soldier.
Re: A few questions about 1.13 gameplay[message #354852 is a reply to message #354851] Thu, 13 September 2018 16:29 Go to previous messageGo to next message
Gopas

 
Messages:197
Registered:June 2016
Location: Norway
If you made an IMP with the engineer/technician trait, how come he steals items ??. The backgrounds are there to enhance a merc's traits. If he is a mechanic he shouldn't steal, still glacer ammo is useful.

You should really take the time to go through the INI.Editor options and the xml's in Data 1.13 folder. You can adjust a lot of variants to make a fuller gameplay the way you like it. And don't use Internet Explorer, Install Notepad+++ and edit with it.

[Updated on: Thu, 13 September 2018 16:39]




Just another old soldier.
Re: A few questions about 1.13 gameplay[message #354853 is a reply to message #354848] Thu, 13 September 2018 16:29 Go to previous messageGo to next message
townltu

 
Messages:306
Registered:December 2017
Location: here
One attack a day is not that much even for 1.13 vanilla, in AV on insane 4/day was avg for Drassen at some point,
similar for Grumm and Alma, and it could easily peak to 6/day in a town.

Hire Leon and/or the Reverend to train militia fast for reasonable price, but they cant fill Drassen with blue ones in 24h.


I also dont like to fight with militia on my side for various reasons:
The delay of the turns is already reason enough!
Additionally I play extremely cautious (and time consuming, battles may last realtime hours)
so to see how militia runs into their doom is terrible, it also causes big financial and strategic loss,
as the 750$ for militia are only a fraction of what they really cost, trainer & possible downtime for other mercs...
The delay from training gives existing patrols the time to attack and the queen can mobilize more forces.


I try to have no militia present at all when defending a sector with mercs.
Therefore i usually take all except one sectors of a town,
that also triggers less enemy attacks since the town is not considered "taken", (exploit alarm!)
fill these sectors with blue militia and take the last one.
If for some reason i cant move militia out, its has proven best for me to move them all into a building
(done with a chain of place swapping mercs before militia commands of today existed at all)
and block all exits except one with fortification or blue flags (in & outside so neither enemy nor militia can access the door)
while the worst fighter blocks the remaining (closed) door from inside and issues an "all get down" command to the militia at the end of every turn.
If things go bad, the merc can step away from the entrance and let militia pour out.


p.s. *blue flags
Skitz's voiceset alone is worth his price, so you literally get the tripwires for free.
Re: A few questions about 1.13 gameplay[message #354854 is a reply to message #354852] Thu, 13 September 2018 17:13 Go to previous messageGo to next message
silversurfer

 
Messages:2462
Registered:May 2009
Gopas wrote on Thu, 13 September 2018 15:29
If you made an IMP with the engineer/technician trait, how come he steals items ??. The backgrounds are there to enhance a merc's traits. If he is a mechanic he shouldn't steal, still glacer ammo is useful.


"Con Artist" background:
Toggle Spoiler

Notice the <scrounging> tag at the bottom.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: A few questions about 1.13 gameplay[message #354855 is a reply to message #354851] Thu, 13 September 2018 18:28 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
Gopas wrote on Thu, 13 September 2018 16:25
There were settings in the INI.Editor, about how many hours grace period between attacks. They are in the DifficultySettings.xml. You can edit the values. If you don't want to get attacked daily, make the grace period 48 hours or 72 ( 2 or 3 days between attacks). Of course it might be a bit boring but you can train militia in peace.

thanks for ini settings but i already started a new campaign 2 times and did exact same things so i dont wanna start another one. wish this ini settings could be save game compatible.

Gopas wrote on Thu, 13 September 2018 16:25

After 4 attacks in 4 days, your mercs are still using pistols ? Nothing better dropped ????? That's surprising.

yes and no.

- i liked to kill enemies with throwing and normal knives. created one IMP for this. and using her in night operations. i took all drassen with killing enemies using knives thumbs up

- m16 and ak47 dropped but i only have 2x and 4x scopes (since laser scopes or reflex sights are far more important for close combat head shots as far as i understand from here) and i cant disable m16's or that 50 rounded baretta's scope with "." so it is kinda useless for me because of high AP costs and i cant fight at open field because if i shoot fire then all enemies in sector come around me so how can i defeat them with 1 or 2 mercs? in classic game there were enemy types like patrolling or just standing around/waiting and even in expert difficulty not all of them were running towards to you after first shoot they heard in the sector after you arrived! suprised

- since i can't fight against these hordes with new cth system because they can't shoot enemies head even in close range especially with these new weird door/windows visibility. i mean in old game enemies can't see if you are 2 tile away from the window but this one they can see you even if you are 4-5 tiles away from the window. it is like a joke. neither me nor them can hit each other though. -4 at most damage given/taken until this time from these weird positions. so my point is i am not playing "head shoot simulator" thumbs down but "house trap simulator" thumbs up and pistols which cost lowest APs best for me for shooting enemy's head from 4-5 tiles.

- last thing about pistols, yes tons of guns are cool feature but there are more than 5 pistols (maybe more) have exact same stats. so after a few minutes for checking pistols on bobby's rays i stopped looking decided to use 6-7 acc 25-26 dmg type pistols.

townltu wrote on Thu, 13 September 2018 16:29
Skitz's voiceset alone is worth his price, so you literally get the tripwires for free.

i didn't use any tripwires so far, is that worth so much?

silversurfer wrote on Thu, 13 September 2018 17:13
Gopas wrote on Thu, 13 September 2018 15:29
If you made an IMP with the engineer/technician trait, how come he steals items ??. The backgrounds are there to enhance a merc's traits. If he is a mechanic he shouldn't steal, still glacer ammo is useful.

"Con Artist" background:
Toggle Spoiler

Notice the <scrounging> tag at the bottom.

he has stolen a wallet this time LMAO cheeky

https://i.imgur.com/dEchOjG.jpg

[Updated on: Thu, 13 September 2018 18:30]

Re: A few questions about 1.13 gameplay[message #354856 is a reply to message #354855] Thu, 13 September 2018 18:54 Go to previous messageGo to next message
edmortimer

 
Messages:1122
Registered:January 2015
Location: Home Free
1.13, and especially some other mods like AV, have become all out war. You need to use everything at your disposal. That means snipers, auto weapons, grenades, mines, whatever it takes. Diedreanna's forces are not push overs any more, and the game escalates quickly. If you really want to go through with only a couple IMPs with pistols you will have to go through the ini files and change things to your liking.

At it's heart JA2 was never about a crack team of professional mercenaries taking over a country without losses. Almost all the mercs have a down side to them - and part of the game is minimizing their weaknesses while maximizing their strengths. It is not an easy task.

This being war, you also have to expect being defeated in battles. Winning every battle is not realistic, and for me is not fun. Sometimes plans have to be changed. Sometimes you cannot take the objective you wanted to take. Sometimes you have to develop entirely new strategies. Sometimes . . . your people die, and stay dead.

I'm in a campaign right now where my first team on the ground got captured. That means Enrico's letter is in Deidreanna's possession. I can't contact the rebels. I brought another team in, and they got killed. I then hired some of the best mercs (Gus, Len, Danny, Leon, Scope, and Bull) - and now I have another problem -- how to make enough money to pay them long enough to rescue my first team and get that letter back. This is not the game I envisioned when I started - but that, for me, is part of the fun and replayability of this game.




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: A few questions about 1.13 gameplay[message #354858 is a reply to message #354856] Thu, 13 September 2018 22:42 Go to previous messageGo to next message
Gopas

 
Messages:197
Registered:June 2016
Location: Norway
If i was to make an IMP with engineer or technician trait, i'd give him the car mechanic background. Do mechanics steal ??? cheeky

All kidding aside, M-16's with 4x scopes can work miracles day or night.

[Updated on: Thu, 13 September 2018 22:45]




Just another old soldier.
Re: A few questions about 1.13 gameplay[message #354860 is a reply to message #354858] Thu, 13 September 2018 23:01 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
^ yeah it did!
you can read enemy medic's reproach: "why me?" :-)
im gonna cry from laugh, but he is so right
a lot of enemies and i only shot him before he died like 5 times



ive 2 questions more.

1. i tried to take off nv goggles in night but my field of view didnt change, looks like nvg is not working? also attaching nvg to helmet changes anything?
2. on the map, sector inventory section when you hover your mouse over some item tooltip says "you can compare items by holdng ctrl" and when i hold ctrl nothing happens. how can i compare items?

not sure if i shared diff. settings before

3. also i cant apply camo kit like the way in classic game on any armor. what am i missing?

[Updated on: Thu, 13 September 2018 23:04]

Re: A few questions about 1.13 gameplay[message #354861 is a reply to message #354860] Fri, 14 September 2018 01:10 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
wait a minute, another new feature is intel? is there anyplace to get intel in drassen or sam sites and i missed all of them? also destroing sam sites is possible now? and is it a good thing? since i dont want to train milita what happens if i destroy all of them happy no one can shoot skyrider huh?
Re: A few questions about 1.13 gameplay[message #354873 is a reply to message #354861] Fri, 14 September 2018 18:03 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
i can't place my gun on anywhere because i don't have any backpack not sure but the point is enemies havent drop any yet. do i have to buy them from bobby's rays every time i hired some NPCs?
also i don't have "dirt" feature. i thought last stable version includes it.

Looool b'rays dont sell it !

https://i.imgur.com/TaS9w52.jpg

[Updated on: Fri, 14 September 2018 18:23]

Re: A few questions about 1.13 gameplay[message #354874 is a reply to message #354873] Fri, 14 September 2018 18:39 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
guys what is bobby ray's standart delivery time? 3 days? i've ordered 3 shipments in 30 days and found nothing! i already bribed pablo. is this a bug?




also why i cant use tims combat pack and aruc at the same time?

[Updated on: Fri, 14 September 2018 18:57]

Re: A few questions about 1.13 gameplay[message #354878 is a reply to message #354874] Fri, 14 September 2018 19:32 Go to previous messageGo to next message
Gopas

 
Messages:197
Registered:June 2016
Location: Norway
Slow down , too many questions......

1. NV goggles, if you have sunglasses, wear them and attach NV goggles to helmet. Shift+N switches them but only at the right time, day or night. If you Shift+N during day while wearing sunglasses, it will do nothing. If you are wearing NV's during the day and Shift+N, it will switch them. There is also the option to switch on all mercs in the same sector, according to what they are wearing at that very moment. If some are wearing NV's and some are wearing sunglasses and it's daytime, Shift+N will make all mercs wear their sunglasses and put the NV's on the helmet. For this to work effectively, you need sunglasses and NV's on every merc , otherwise you'll have to put on NV's manually during the night.
2. Comparing items. Must compare similar items. For example. right click on a FN-SCAR in your inventory, then move the cursor on an HK-417 on sector inventory and hold CTRL while looking at the FN-Scar in inventory, you'll see it
displays differences.
3. You apply the camo kit on the soldier figure in inventory, same as when you drink from a canteen, Not on the armor.
4. You can set Bobby Ray's delivery to arrive next day if you want. Did you check the crate in the small enclosure ? If it's empty then the shipments are lost or you forget to press the button at BR's to accept the delivery. It shows a sign that says " Okie-Dokie, we'll get right on it" or something like that. Also you may want to disable shipment loss and stealing from shipments. Towards the bottom of the list at INI.Editor, in the Data 1.13/JA2 Ini options.

5. You can place the gun on rocks or crates or on the ground, It needs to have a bipod for best results.
6. Tims backpack goes with Tims combat packs. There are very few such combinations, you'll have to experiment with gear pieces and see what fits with what.
7. Dirt feature is in the INI.Editor options, you may have to enable it and set variants as to how effective(annoying) you want it to be.
8. Intel. Aside from hacking terminals and looking in cabinets or containers, you can just send a spy (Mouse, Elroy or an IMP with the spy trait), in a hostile sector, in any town, and give them the Get Intel assignment.
9. Field of view. At night the field of view is much smaller than it is during the day. Have you also enabled Tunnel Vision from the options at the INI.Editor ?

[Updated on: Fri, 14 September 2018 20:32]




Just another old soldier.
Re: A few questions about 1.13 gameplay[message #354883 is a reply to message #354878] Fri, 14 September 2018 20:30 Go to previous messageGo to next message
townltu

 
Messages:306
Registered:December 2017
Location: here
2 cents on Shift+N function:
The game does not take the lighting of a sector into acccount,
underground sectors appear to be considered "dark as the night" 24/7,
even if all tiles have 100% brightness from artificial ligtht sources.

In partially bright and dark areas hit Shift+V and then swap the nvg for the difference of vision zones.

[Updated on: Fri, 14 September 2018 20:31]

Re: A few questions about 1.13 gameplay[message #354902 is a reply to message #354878] Sat, 15 September 2018 20:00 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
Gopas wrote on Fri, 14 September 2018 19:32
Slow down , too many questions......
Toggle Spoiler


hehe happy

1. so is there any piece of armor we can attach gas masks like we do nvg on helmets? i am asking because when i hover cursor on gas mask it indicates directly zylon combat pants but i can't attach gas mask on pants.



3. interesting i thought we do apply camo on armors in the vanilla but after you said yeah we were doing on body. remembered that now. maybe it was different in some other mods like wildfire or urban chaos not sure.

4. i think items get lost after enemy captures the airport. they did a few times after i ordered stuff. anyway i ordered a few new ones and got all of this.

btw game always say "you may wanna check nvgs" when i entered a new sector with wrong gear. it is really cool.

[Updated on: Sat, 15 September 2018 22:00]

Re: A few questions about 1.13 gameplay[message #354911 is a reply to message #354902] Sun, 16 September 2018 00:18 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
also i am trying to use mobile militia feature but in tactical screen when i click militias on cities in militia map mode it gives an error:

Re: A few questions about 1.13 gameplay[message #354915 is a reply to message #354911] Sun, 16 September 2018 04:09 Go to previous messageGo to next message
Gopas

 
Messages:197
Registered:June 2016
Location: Norway
Mobile militia is gone. You can order militia to go somewhere, Omerta, for example. Train Militia in Drassen and while the mercs are still in the same sector with the Militia, switch to Militia view and send them to Drassen.

If you right click on Zylon pants, they have a slot that you can attach a knife, don't know about gas mask, haven't tried it. I attach gas mask to a carabiner.

Yeah, if enemies retake a sector that you've left gear in, you lose it. So, always train militia in every city sector that you liberate and always keep a squad in a city while other squads go out to war.

The beauty of 1.13 is that it makes the game a lot more challenging in every way possible. Take your time and you'll discover a million little things .

[Updated on: Mon, 17 September 2018 23:38]




Just another old soldier.
Re: A few questions about 1.13 gameplay[message #354925 is a reply to message #354915] Sun, 16 September 2018 18:01 Go to previous messageGo to next message
SecretStamos

 
Messages:17
Registered:October 2015
Do you lose all the gear there? Do the enemies take it, or is it just deleted?
Re: A few questions about 1.13 gameplay[message #354930 is a reply to message #354925] Sun, 16 September 2018 20:21 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
i guess, "just deleted = enemies take it".
Re: A few questions about 1.13 gameplay[message #355020 is a reply to message #354930] Thu, 20 September 2018 22:04 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
another one

asking both for vanilla and 1.13, do bullets go through walls and hit me? because sometimes they try to shoot me behind walls with no success yet but then i tried shooting and killed one of them with 4 assault rifle ap bullets shy



@silversurfer big grin



#wishmeluck

[Updated on: Thu, 20 September 2018 22:06]

Re: A few questions about 1.13 gameplay[message #355021 is a reply to message #355020] Fri, 21 September 2018 10:45 Go to previous messageGo to next message
silversurfer

 
Messages:2462
Registered:May 2009
If the bullet has high enough power it can go through obstacles. Anti-materiel rifles are probably able to get through concrete walls. With an AR loaded with AP bullets you can easily go through wooden fences or sheet metal walls.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: A few questions about 1.13 gameplay[message #355028 is a reply to message #355021] Sat, 22 September 2018 17:02 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
this -2 comes from where? weapon has no attachments installed.



edit

+ some attachments show different values time to time. for example i attach battle scope 7x and it increases aiming levels by 2 then i detach and attach it again and it shows nothing this time. which one is true?





+ you can see lots of good weapons (+insas) from the last screenshot i still use ruger mini-14 because it is best for me and only bad thing about it, no burst/auto fire and doesnt take foregrip but i dont use auto/burst fire anyway.

[Updated on: Sat, 22 September 2018 22:49]

Re: A few questions about 1.13 gameplay[message #355029 is a reply to message #355028] Sat, 22 September 2018 17:50 Go to previous messageGo to previous message
silversurfer

 
Messages:2462
Registered:May 2009
Your merc is probably a sniper. The "Sniper" trait reduces number of aim clicks for semi-auto rifle weapons, a very powerful property also available to some other traits and their respective weapons classes.

When you attach/detach a sight on your gun the sight mode can change. The description box displays the properties for the current sight mode.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Previous Topic: JA2 German voice acting appreciation thread
Next Topic: What are Elites?
Goto Forum:
  


Current Time: Mon Nov 19 09:21:06 EET 2018

Total time taken to generate the page: 0.04771 seconds