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My First Impression of AV[message #358536] Fri, 22 November 2019 00:26 Go to next message
Vincent J. Claymore

 
Messages:290
Registered:February 2011
So, I've played a couple of hours and wanted to share some feedback on my impression so far. Maybe it will help in the further development, maybe I get some feedback from the other players, helping me to understand some things that don't make sense to me right now...

For comparison, so far I have played AR, which I enjoyed very much, but as far as I know it is well outdated by now, UC, which I stopped playing a few hours in, because I *hate* those robot voices, couldn't look past it, and lately AIMNAS. Plus stock 1.13, of course.

The PROs:
- the maps. I really do like them. It seems livelier, obviously a lot of work went into this project with all the item placements etc. Great job
- the tactical AI. I don't know much about the AI in JA2, but it seems vastly superior to the AI in any other version I have played. The use some grenades to tactical advantage, etc. - really great.
- weapon choices. More is better, in my book.
- Merc choices. Same here. More is better - to the point where the sheer quantity will break the usability, I guess.

The CONs:
- inconsistent quality. Some things seem a little sloppy (even compared to other mods like AIMNAS/AR), for example the interface seems a little sloppy, some guns don't fit into the inventory slots and flow over, some gun images are larger than the frame, some images are sharp, some seem a little fuzzy, some of the voices are low quality (Male 5 and Pops, for example), the new portraits and NPC have ver different art styles, etc.
- balancing (money). I have played with the recommended settings and there seems to be no balancing whatsoever. Guns can be sold from sector inventory at ridiculous prices ($2000+ for guns), which in combination with Drop all means that after every battle you can make about $20k or more by just selling stuff to the population, which makes money a total non-issue
- balancing (progress). There seems to be no progression in this mod. On the one hand this is good, because it never made sense to me that the army in the early stages would run around with nothing but MPs and Shotguns. On the other hand, finding LMGs and stuff in Omerta and then finding some of the best guns in the game (e.g. MSG90) on day one, is just silly.
- balancing (availability). There is too much stuff. I'm not talking about the plethora of melee weapons, copper wires and duct tape that are lying around just everywhere on the map. That's fine. I actually like that basic materials are plentiful, because they would be IRL. But with drop all you get tons and tons of items in good condition, too much in my book. I just found myself losing interest in the game a few hours in, simply because there was nothing to aim for, I had too much stuff. Even after only a few skirmished with admin troops I could have made a shit-tonne of money and hired dozens of mercs with no problem. I honestly don't understand why drop all is recommended. It breaks the balance.

Hope you don't think I'm being unfair, obviously I elaborated more on the stuff I didn't like, because the stuff that I'm happy with should stay the way it is.
Re: My First Impression of AV[message #358537 is a reply to message #358536] Fri, 22 November 2019 00:46 Go to previous messageGo to next message
sevenfm

 
Messages:2110
Registered:December 2012
Location: Russian Federation
AV uses SELL_ITEMS_PRICE_MODIFIER = 0 which means modifier changes from 1 (full price) at progress 0 to 20 (5% of price) at progress 100.
While it makes sense in general, I think it would be better if it changed from 4 to 20 for example, so you could start with 25% and not with 100%, at least when using drop all option.
Or you can manually set SELL_ITEMS_PRICE_MODIFIER = 4 which will immediately reduce cash 4 times at the start of the game.

Drop all probably cannot be balanced, unless you are using manual militia equipment so you have to give them guns. Still you will have generally better weapons than with regular drop.



7609+AI (r1481) | Unofficial modpack | Win8+ fix | Experimental project | Youtube | Trunk (r8775)

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: My First Impression of AV[message #358538 is a reply to message #358537] Fri, 22 November 2019 10:24 Go to previous messageGo to next message
Vincent J. Claymore

 
Messages:290
Registered:February 2011
That means as of now, you get more if you sell from the sector inventory, than when you haul it Tony? At least early on?
Re: My First Impression of AV[message #358539 is a reply to message #358536] Fri, 22 November 2019 19:16 Go to previous messageGo to next message
edmortimer

 
Messages:1259
Registered:January 2015
Location: Home Free
Thanks for the feedback. I appreciate other players' views as all players play this game a bit differently, it seems - and that is the beauty of it.

Drop All is a nuisance to many players but I also recommend having to outfit the militia yourself. While that still ends up with too much stuff . . . and too much access to money by selling them . . . the intent is that this is a vacation from the rigors of the usual campaign through Arulco, and here is an opportunity to, say, employ Gus from the start. It's a vacation.

Also, many of the players who are still playing this game are familiar with modifying the INI files for their personal preferences. It's easy enough to change the drop all if that is a nuisance for you. Modifying the INI files for individual play styles I have to leave up to the individual players. The 1.13 modders have left a wealth of easy to modify options for the player. It is well worth every player's time to read through JA2Options.INI and the various other INIs that interest them. There is an embarrassment of riches within those files that allow you to change almost everything.

The item graphics - well, blame the bad ones on me, and give credit for the good ones mostly to Smeagol, who let me use some of his graphics, and also to the IOV/COSPLAY, FFF, WW2, and other old mods of JA. I'll clean up my bad ones as time permits. I figure players want something instead of nothing - and if I have to make the graphic for them to have something, then please excuse my poor graphic skills.

Portraits - also a couple artists work, one making portraits from photos and the other making portraits using the portrait maker tool from another game, as well as imported portraits from other mods and JA1. Variety is the spice of life - everybody's taste in art is different, I hope I provide enough of a selection for everybody. If not, there's always all the originals.

IMP Voice files - yeah, a friend did the one you mention, and I'll probably be putting one of the Russian voices in for the next version. I don't have another English voice for a male IMP. I could put one together from a voice set from another game - and even though i find that enjoyable work, it takes time.

Tactical AI - Sevenfm's executable is the credit for that.

Maps - thanks, I think the maps are important for immersion and for allowing/disallowing the use of different tactics. My goal is to make each sector's battle unique in some way. There is still more work to be done.

Being an overhaul mod, AV touches almost every aspect of the game. I still have work to do on a lot of the different aspects of the mod. Y'know, this mod started out as a month-long project to jazz up 1.13 more for my partner's enjoyment. That month turned into 4+ years and counting. During that time the project took several twists and turns. I expect there are a few more still ahead.

All in all, yes, AV puts a lot on the table - and the player can, with a little effort, change AV to be what they want by tweaking the INI files (please use a text or code editor, not the JA2 INI Editor).

My personal play style influences the mod, of course, and I like to be able to take a totally different team using different tactics for each campaign I play. To that end, for example, if I have a team of professional mercs, and they are cutting through the enemy like butter (in the beginning - it gets harder, yeah), then I simply use the delete button to get rid of excess drop all stuff. On the other hand, if I have a team of total misfits (yes, I've gone on a campaign with Skitz, Reuban, and the rest of the worst jokers from MERC), and I am barely keeping them alive and in ammunition, I welcome the scant drop all from the one or two guys I killed in the previous sector before I ran away. I can't mod for everybody. I can only put as much on the table as the table allows, and let the players pick what they like. It's a vacation. Enjoy!


Oh, progression. There is a definite progression to more difficult situations and better equipment. A whole lot of work went into the progression. Can more be done. Yeah. Always more can be done.

[Updated on: Sat, 23 November 2019 07:41]





Arulco Vacations Blog

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Re: My First Impression of AV[message #358540 is a reply to message #358539] Fri, 22 November 2019 19:46 Go to previous messageGo to next message
sevenfm

 
Messages:2110
Registered:December 2012
Location: Russian Federation
Speaking of game difficulty and progress, I changed the way SELL_ITEMS_PRICE_MODIFIER = 0 works, so now min divisor is 4, which means 25% price at the start of the campaign, and it will drop to like 7% at 100 progress.
Also, there is now additional damage to dropped guns if soldier was hit in the chest (similar to how damaged clothes work), additional damage to items with too high coolness for current progress, and random additional damage to guns depending on drop rate, so with drop all you will have roughly 50% of guns in bad condition, while others will be unchanged. Also there's a chance for additional damage to dropped face items if soldier was hit in the head.
Also, if you play with drop all disabled, the game will remove scopes/sights/lasers with too high coolness for current progress. You can still steal them though.

Also Ed, if you are interested, you can now move grenade throwing cth/range bonus from demolitions to throwing skill in Skills_Settings.INI

As for drop all, I can recommend to try and play with modified default drop rules, when enemy drops all guns but for other items drop rate it limited, as a result you can still play with some cool guns but you have much less money, ammo and everything.
I have uploaded ImprovedDrop.7z with xmls I use for custom drop rules to my google drive, Data folder.



7609+AI (r1481) | Unofficial modpack | Win8+ fix | Experimental project | Youtube | Trunk (r8775)

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: My First Impression of AV[message #358542 is a reply to message #358540] Sat, 23 November 2019 07:21 Go to previous messageGo to next message
edmortimer

 
Messages:1259
Registered:January 2015
Location: Home Free
Quote:
Also Ed, if you are interested, you can now move grenade throwing cth/range bonus from demolitions to throwing skill in Skills_Settings.INI
That's very cool! Can we move the other modifiers, or is it just this one?




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: My First Impression of AV[message #358543 is a reply to message #358542] Sat, 23 November 2019 12:20 Go to previous messageGo to next message
sevenfm

 
Messages:2110
Registered:December 2012
Location: Russian Federation
edmortimer wrote on Sat, 23 November 2019 10:21
That's very cool! Can we move the other modifiers, or is it just this one?
Everything is hardcoded, so no. Also, while moving grenade bonuses to throwing makes sense, I'm not sure about other skills, they seem fine for me. What particular skill changes do you have in mind?



7609+AI (r1481) | Unofficial modpack | Win8+ fix | Experimental project | Youtube | Trunk (r8775)

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: My First Impression of AV[message #358545 is a reply to message #358543] Sat, 23 November 2019 16:42 Go to previous messageGo to next message
edmortimer

 
Messages:1259
Registered:January 2015
Location: Home Free
Quote:
Everything is hardcoded, so no. Also, while moving grenade bonuses to throwing makes sense, I'm not sure about other skills, they seem fine for me. What particular skill changes do you have in mind?

Oh, a couple years ago I had moved a couple things around, but I don't remember now. The throwing skill change was the big one. I think it was more of a lesser bonus in other skills rather than switching the bonus into a different skill.




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: My First Impression of AV[message #358546 is a reply to message #358539] Sat, 23 November 2019 17:04 Go to previous messageGo to next message
townltu

 
Messages:386
Registered:December 2017
Location: here
edmortimer wrote on Fri, 22 November 2019 19:16
...

IMP Voice files ...
May want to check out Myles and Sexus which were assembled from Wiz8 RPC speechsets,
find dld links in this message
along with additions and/or changes to existing JA2 voices which were already imported from Wiz 8 in some of my later messages,
last not least a new set based on Wiz8 PC with male loner attitude, by user merc05.

And since I already promote my work outrageously, let me also give a recommendation for some portraits
linked in this message and 8 more posted later.


p.s.
sory for bad links, doesnt work no matter whether i type the bbcode myself or use the editor button (iirc for the 1st time;)
so i blame the board SW ;)

[Updated on: Sun, 24 November 2019 02:18] by Moderator

Re: My First Impression of AV[message #358547 is a reply to message #358546] Sun, 24 November 2019 02:19 Go to previous messageGo to next message
Hawkeye

 
Messages:2002
Registered:October 2005
Location: Australia
If you remove the & from the &#msg in your link that seems to fix things. Not sure why this became a thing, I just came across this issue the other month and Shanga found that fix for it.


Re: My First Impression of AV[message #358558 is a reply to message #358547] Mon, 25 November 2019 22:48 Go to previous messageGo to next message
wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

this mod have dif. art styles inside,but is a fun to play



caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: My First Impression of AV[message #359212 is a reply to message #358536] Sun, 22 March 2020 07:12 Go to previous message
Gopas

 
Messages:261
Registered:June 2016
Location: Norway
Hello there, it may be a bit late for me to add my 2 cents but since i love the AV mod, i'll speak my opinion.
I play with drop all and sell price modifier at 4, that's 25%. You will need a LOT of money, to hire and equip 32 mercs - and keep on paying them so they won't quit on you, some of them need to be paid in a daily basis (Iggy,Conrad,etc), some are free, such as the Rebels. And let's not forget the militia training or the mobile militia. If you select to be able to train elite militia, the cost goes much higher. And even if you change the mines outcome to 2-300% and use the option that no mine shuts down, still, it won't be enough. You'll need to sell a lot of items in the long run.

[Updated on: Sun, 22 March 2020 07:31]




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