Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » All about modding JA2 » JA2 Vengeance Mod
Re: JA2 Vengeance Mod[message #63381] Sat, 20 August 2005 03:33 Go to previous messageGo to next message
masguy

 
Messages:46
Registered:November 2001
Location: Maryland, USA
A bug or intentional? All of a sudden Razor seems to be intentionally missing when shooting or knife throwing, he will actually do a 1/4 turn after being being pointed to shoot/throw at an enemy.

Also, on the binocular question, I already have the uv goggles and these are different, here's the descriptio, as best as I could copy it:

"Izumrud Binolukar" (that's how it's spelled)

"Das Izumrud hat zwei linsen eine nachtsicht - und eine thermokamera damit kann man um ecken und durch mauren sehen. Batteriebetrieben."

I think I got the gist of this, the binoculars are both night vision and infrared, and are battery powered, correct? But, they go into a merc's head gear slot and it won't take the batteries I've been finding. I've tried merging them with other gear and that doesn't work either. Any tips?
Re: JA2 Vengeance Mod[message #63382] Sat, 20 August 2005 03:34 Go to previous messageGo to next message
masguy

 
Messages:46
Registered:November 2001
Location: Maryland, USA
OOPs, I meant to say that they WON'T go into a merc's head gear slot.
Re: JA2 Vengeance Mod[message #63383] Sat, 20 August 2005 05:39 Go to previous messageGo to next message
AZAZEL

 
Messages:752
Registered:February 2004
Try main hand,right click... Smile

Re: JA2 Vengeance Mod[message #63384] Sat, 20 August 2005 05:51 Go to previous messageGo to next message
JayDee

 
Messages:34
Registered:February 2001
Location: Toronto, Canuckistan
scorpion - yes, what Blavor said. Every time you start the game all the OPTIONS are reset to defaults. I didn't notice it right away because I often leave the game running for a few days to a week Cool at a time and just go back and forth
Re: JA2 Vengeance Mod[message #63385] Sat, 20 August 2005 05:52 Go to previous messageGo to next message
AZAZEL

 
Messages:752
Registered:February 2004
:)Pfui,I think I'll hire Buns!
I'm having a kindergarden in my roster:Joey,Fish...
Damn,I'll teach those boys some manners(leadership),I'll train their physique to perfection if you want,I'll let them train idiots and handle great equipment,I'll buy them beers and encourage them to kill crows with throwing knives.
But I'll be damned if I'll teach that unstable Joey explosives or lead THEM in combat!

Re: JA2 Vengeance Mod[message #63386] Sat, 20 August 2005 06:00 Go to previous messageGo to next message
AZAZEL

 
Messages:752
Registered:February 2004
Quote:
Originally posted by JayDee:
scorpion - yes, what Blavor said. Every time you start the game all the OPTIONS are reset to defaults. I didn't notice it right away because I often leave the game running for a few days to a week Cool at a time and just go back and forth
Do you play late in the night and wake up your parents or kids with a shot sound?Bring lower the effects bar!Though some of the shot sounds are absolutely realistic-great.
Or just use Vintorez,Groza,VSS,*910,silenced weapons.

Re: JA2 Vengeance Mod[message #63387] Sat, 20 August 2005 06:19 Go to previous messageGo to next message
masguy

 
Messages:46
Registered:November 2001
Location: Maryland, USA
AZAZEL:

If "main hand right click" was a suggestion about the binocular, I tried it, and all I get is the goofy question mark. Does it take a special battery, or does it require another attachment to work?
Re: JA2 Vengeance Mod[message #63389] Sun, 21 August 2005 02:12 Go to previous messageGo to next message
Hedman

 
Messages:19
Registered:April 2003
Location: Sweden
Scorpion, thanks for a great addition the the mods world.
In addition to what JayDee and Blavor mentionened about the reset to default values, the game doesn't remember the last played savegame. Guess it's a little log file that got stray Wink
Re: JA2 Vengeance Mod[message #63390] Sun, 21 August 2005 04:01 Go to previous messageGo to next message
grindedstone

 
Messages:89
Registered:August 2004
What does Chris want (where the hicks would be in normal ja2)

I shot him and all his buddies...
Re: JA2 Vengeance Mod[message #63391] Sun, 21 August 2005 05:34 Go to previous messageGo to next message
Bastage

 
Messages:99
Registered:December 2004
Location: Winnipeg, Canada
Woo hoo, got it working. The game looks great. With so many people playing, a thread should be set-up any with translations and info. By the way, JA2AIO 1.2 works with this mod.
Re: JA2 Vengeance Mod[message #63392] Sun, 21 August 2005 06:20 Go to previous messageGo to next message
Khor1255

 
Messages:1826
Registered:August 2003
Location: Pleasantville, NJ
Using the AIO I got the custom merc working but; not surprisingly, the AIO does not read the .exe correctly. Instead, when you look at weapons using this editor most appear as their default Ja2 counterparts. The add on and itemdescription editors want an .oxc file.
Re: JA2 Vengeance Mod[message #63393] Sun, 21 August 2005 10:05 Go to previous messageGo to next message
Bastage

 
Messages:99
Registered:December 2004
Location: Winnipeg, Canada
Use the editor to correct the knives. They are designated in a big slot right now. There is a list of the weapons and their slots on page one of this thread.
Re: JA2 Vengeance Mod[message #63394] Sun, 21 August 2005 11:03 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
okay, i`ve just read this bug elsewhere and i`m sorry the izumrud binoculars seem not functional. this can only be solved by a new exe.

NOTE: Anybody who knows how to use weedit (wAst weapon editor or how it is called)can easily correct this. I include this in a first patch, but i`ll wait for further bugs/ problems so that i can fix more stuff in one patch

so far, I`ve received Bug reports about missing character speeches for Eagle (65) and the batteries not attachable to izumrud binocular sights.
also i`ve already heard that cobra might get assigned by the exe and not show up in map f12 (so your squad travels to f12 and gets a mesage "found another person ins ector f12" GER "trupp # hat in sektor f12 noch jemanden bemerkt" )but nobody is there

@blavor, Jay dee

i don`t know about this. My mistake, i always play on default settings. Ja2 vengeance bases on a very old exe so maybe this feature was not yet supportet?

the bug with razor: i`ve had this once long ago. mercs tunring away 90 or 180 degrees and firing straight into the sky. i don`t know what causes it, but maybe restarting computer and ja2 or loading a previous savegame might solve the problem

weapon sounds: the guy chosing and designing most weapon sounds is currently in the army but i might forward comments on their loudness. I fact, i was shocked hearing the tt-33 for the fist time, but i got used to it very fast

RPC`s: there are 3 types of RPC`s: Young rookie mercs, Kid soldiers, like joey, sandman, frazzler. they usually learn very fast and can be trained to whatever you want

then, there are specialists, like TNT (explosives) sparky (mechanic) cyborg (heavy weapons)or Slay (Sniper)

thirdly, there are battle-ready fighters like Fish, Eagle, Ilya

(damn i forgot some RPC...)

another note: Mod exe can be edited using older or lates version of WEEDIT/ W1st weapon editor

strategic map can be edited using ja2sme and prof.dat can be edited with proedit

other programs might be compatible as well. as modding-friendly as we could get it
Re: JA2 Vengeance Mod[message #63395] Sun, 21 August 2005 11:22 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
another note about the "izumrud binoculars"

there was a switch in slots. sorry, my bad. a merc who has high Mech stat and "electronics" skill should be able to combine izumrud with "display" (or vica versa, needs trying out) to create standard ja2 x-ray-sci-fi-enemy-detection-device-flashy-thingy

there, you can attach batteries and use it as in ja2. sorry for that, late addition, the testers were already in their summer holiday so, this is my bad
Re: JA2 Vengeance Mod[message #63396] Sun, 21 August 2005 14:18 Go to previous messageGo to next message
grindedstone

 
Messages:89
Registered:August 2004
Still no answer on chris?

Also, is it possiable for someone to go translate all the skills from german to english (such as heavy weps, auto weps, night ops, etc)

i put them into an online translator and half dont mean anything.
Re: JA2 Vengeance Mod[message #63397] Sun, 21 August 2005 16:25 Go to previous messageGo to next message
JayDee

 
Messages:34
Registered:February 2001
Location: Toronto, Canuckistan
Quote:
Originally posted by Grindedstone:
Also, is it possiable for someone to go translate all the skills from german to english (such as heavy weps, auto weps, night ops, etc)

i put them into an online translator and half dont mean anything.
Oh come on, I only found one that can't really be easily translated, but even that one you can figure out. You just need to keep in mind that some might not be literal translations, or sometimes you need to use just a root of the word (though I guess this might not be as easy as it seems if you're not familiar with any language that uses tons of different forms of every word); also, special characters can make a difference

anywhoo... here:

nachteinsatz = night ops
schleichen = stealthy
messer = knifing
lehren = teaching
nahkampf = 'close combat' = hand-to-hand
elektronik = (d'uh)
werfen = throwing
kampfsports = martial arts
dieb = 'thief' = stealing
autom. waffen = (d'uh)
schwere waffen = heavy weapons
schlosser knacken = lock picking
dach-treffen-bonus = roof(top) bonus to hit

geschickt = *this is the tuff one, but it should be* ambidextrous
(if you look at stats, Geschicklichkeit = dexterity)

that's all I came across so far
Re: JA2 Vengeance Mod[message #63398] Sun, 21 August 2005 18:13 Go to previous messageGo to next message
Entity

 
Messages:10
Registered:August 2005
Location: Chicago, IL
This mod certainly looks interesting! I'll look forward to playing it when I get finished with my current JA2 game, then Unfinished Business, and then Urban Chaos at the end. Hopefully there will be a version of this mod with English subtitles when I get all my aforementioned playing done. Smile
Re: JA2 Vengeance Mod[message #63399] Sun, 21 August 2005 22:33 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
Quote:
Originally posted by Grindedstone:
Still no answer on chris?

Also, is it possiable for someone to go translate all the skills from german to english (such as heavy weps, auto weps, night ops, etc)

i put them into an online translator and half dont mean anything.
sorry. i have no NPC "Chris" added to the game. Did you mean "guard" or "dick"? becuase these two hang around in the former hillbilly sector. Keith (in salinas, f9 or g9)gives you the quest to clean that sector and kill them. it`s analogous to the hillbilly quest in ja2. These npc`s however are running a powerful oil company that also deals with weapons and drugs. cleaning sector f10 might cause other armed civilians in other sector to attack you (particuliarly those wearing black and blue)

*edit*

i forgot. you can still marry a female merc to dick, however there is no real reward for doing this

thx for translating the skill traits jay dee

"getarnt" is camouflaged (well this one is obvious as it appears only with shadow, cobra and maybe some hostile NPC`s)
Re: JA2 Vengeance Mod[message #63400] Mon, 22 August 2005 03:09 Go to previous messageGo to next message
AZAZEL

 
Messages:752
Registered:February 2004
Scorpion & Co,Bearpit, please consider the V2 mod.
Preferably in English.
The potential of this mod is enormous,and trust me,I've played just about everything that moved in and around this site.It also seems to have learned from many (previous) mods/attemps.Now,I realise you deserve a vacation and need the time(to smell the roses and collect the laurels) but you struck gold with this first attempt,or so it looks to me.

I played the game to the end now,there are so many perfectible things.Patches would solve some problems.
Weapons and damage system should stay the same.Great.
Fixed maps.

Sci-fi issue:crepitus shooting at us?!?C'mon... You should either:
1)delete SCI-FI,"realistic" only Wink (Dvornik had chosen this solution)
2)make appeal to a graphic artist-I dont have the computer skills,but someone like Khor could be of some help,if he's up to it-HEAR THIS:
crepitus become aliens or vampires,they collect human blood for experiments,their enormous leader...
Contact me via server if you want/need a full and free scenario-I'll be more than happy to provide it.
Plus my testing skills and new mercenary ideas could also be of some help. Smile

Re: JA2 Vengeance Mod[message #63401] Mon, 22 August 2005 05:23 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
Quote:
Originally posted by AZAZEL:
Scorpion & Co,Bearpit, please consider the V2 mod.
Preferably in English.
The potential of this mod is enormous,and trust me,I've played just about everything that moved in and around this site.It also seems to have learned from many (previous) mods/attemps.Now,I realise you deserve a vacation and need the time(to smell the roses and collect the laurels) but you struck gold with this first attempt,or so it looks to me.

I played the game to the end now,there are so many perfectible things.Patches would solve some problems.
Weapons and damage system should stay the same.Great.
Fixed maps.

Sci-fi issue:crepitus shooting at us?!?C'mon... You should either:
1)delete SCI-FI,"realistic" only Wink (Dvornik had chosen this solution)
2)make appeal to a graphic artist-I dont have the computer skills,but someone like Khor could be of some help,if he's up to it-HEAR THIS:
crepitus become aliens or vampires,they collect human blood for experiments,their enormous leader...
Contact me via server if you want/need a full and free scenario-I'll be more than happy to provide it.
Plus my testing skills and new mercenary ideas could also be of some help. Smile
glad to hear you liked it (main reason why i used the quotation so people can read it twice *gg*)

do you wan`t an e-mail or instant messenger account or something from me where you can be more detailed about issues and what needs patching?
like which maps need to be fixed and stuff?

Sci-fi issue:
actually, the game is not optimized for sci-fi mode. sci-fi mode is functional though
the problem to overwrite the crepitus lies in a stupid little palette file that screws up every graphic i`ve made so far (except for the little robots you probably have encountered while playing sci-fi mode)

i`ve requested help for this before but didn`t get it, so no tank-shaped crepitus and stuff was possible

maybe the creators of b2b mod could help creating a vampire-plot as to replace the sci-fi plot. They had this feature included

this mod can`t probably be the background for a follow up mod because it uses a completely outdated exe file. But of course we`re collecting bug/ problem reports while doing the support and we`ll come up with a patch that will fix a couple of things/ add missing files

i`m contributing to two english mods (1.13 mod by mad mugsy and the large scale mod bearpit has posted about in off topic forum). You can tell me what you liked most about ja2 vengeance and i can see whether these things can be used/ implemented in one of these mods (depending on the respective modmakers)

you know they have .exe files that are much more advanced and allow much more twists in gameplay. But for instance, i contribute to the weapon/item stats and balance of bearpits new large scale mod so if you liked the weapon balance in ja2 vengeance you`re probably going to like this future version even more

this is no to say we don`t support vengeance or vengeance NK anymore. We`ll certainly patch it once we have the most urgent problems located and fixed. it`s just to say that it doesn`t have the innovative potential of source-code based mods

still i hope it is fun to play and was also optimized (in terms of difficulty level) for people who are not absolute ja2 freaks
Re: JA2 Vengeance Mod[message #63402] Mon, 22 August 2005 06:01 Go to previous messageGo to next message
masguy

 
Messages:46
Registered:November 2001
Location: Maryland, USA
Scorpion, you've already supplied more tech support than anyone in the US got for Wildfire. The gun sounds are much better than the original, and equal to or better than most other mods - I've shot the tt33 at the range and it always turns heads because it's so loud - much louder than a .45 auto.

masguy
Re: JA2 Vengeance Mod[message #63403] Mon, 22 August 2005 06:03 Go to previous messageGo to next message
JayDee

 
Messages:34
Registered:February 2001
Location: Toronto, Canuckistan
Quote:
Originally posted by AZAZEL:
crepitus become aliens or vampires,they collect human blood for experiments,their enormous leader...
oh ya, leave it to some crazy Romanian guy to bring the vampires up Very Happy
Re: JA2 Vengeance Mod[message #63404] Mon, 22 August 2005 21:30 Go to previous messageGo to next message
JayDee

 
Messages:34
Registered:February 2001
Location: Toronto, Canuckistan
I'm not sure if I've missed something, but for some reason Hans won't let me in to see Tony, no matter who talks to him (70+ leadership) ?

*edit*
err... to be more specific- he actually says the "you're becoming a regular..." bit but then the dialog stays up and if I click finished he won't move, and if I try to keep talking he just switches to the "gotta take inventory" line, and won't move...
Re: JA2 Vengeance Mod[message #63405] Mon, 22 August 2005 21:40 Go to previous messageGo to next message
AZAZEL

 
Messages:752
Registered:February 2004
"An e-mail or instant messenger account or something from me where you can be more detailed about issues and what needs patching?
like which maps need to be fixed and stuff?"(Scorpion)
By all means.Not sure it's necessary(could post here),but a private conversation would probably bring a plus in freedom of speech.
I'll probably replay next weekend,and make a list of things I think could be improved.
For any task that is not beyond my possibilities,I'll be glad to offer you my help.
Keep in mind that I only played the mixture(V. over english 1.12,with German.slf),so my playing experience could be somehow...perverted.
@JayDee Smile

Re: JA2 Vengeance Mod[message #63406] Mon, 22 August 2005 22:24 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
tony sometimes actually isn`t there. come back and check for him the next day or so. alternatively, you can try to blow a hole in the wall behind hans (but be sure to plant at list 1 square away from the wall and don`t hurt hans or tony)
like this you can see whether Tony actually is there or not

@azazel

a list with problems/ improvements would be great. Surely i will try to justify my stuff or so but in the end, it`s the player`s impression that counts. Maybe the foreign language does pervert my perception of what people say and post here as well *g*
Re: JA2 Vengeance Mod[message #63409] Tue, 23 August 2005 03:40 Go to previous messageGo to next message
Hedman

 
Messages:19
Registered:April 2003
Location: Sweden
Error report, problem with reloading at Tixa.

I ran into a strange error in Tixa, after the last enemy was killed, in this case the man on the roof at the entrance (I wonder how he keep his balance as the roof is quite steep Wink)
When I save at this point, there will be a loading error when I restore the file.
I have 2 files, before (loads perfect) and after, that I can sent for evaluation.
/Bo
Re: JA2 Vengeance Mod[message #63410] Tue, 23 August 2005 04:17 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
hi Hedman

i wasn`t able to fix this

WORKAROUND TO EVADE TIXA SAVEGAME CORRUPTION PROBLEM:

as long as the battle is activ, no problems with saving occur. when the battle ends (all soldiers and guards killed) DON`t save!
this would lead into a savegame corruption
go to strategic map, ENTER a different map in tactical screen and save there or go bakc to strategic screen

Tixa mustn`t be the last map thgat you have entered!

the guard on the steep roof is not the cause for this savegame corruption, my betatesters have tested the map without the slanted roof-sniper and the savegame corruption problem still occurs

maybe this has to do with the unusual design of the map? i don`t know
Re: JA2 Vengeance Mod[message #63411] Tue, 23 August 2005 07:43 Go to previous messageGo to next message
Hedman

 
Messages:19
Registered:April 2003
Location: Sweden
Thanks for the rapid answer Scorpion, that helped Wink
Going down.......
Re: JA2 Vengeance Mod[message #63413] Wed, 24 August 2005 19:25 Go to previous messageGo to next message
AZAZEL

 
Messages:752
Registered:February 2004
Quote:
Originally posted by Hedman:
Error report, problem with reloading at Tixa.


/Bo
Encountered that problem too,although not exactly the same.Shank and Dynamo had just defended Tixa and won a battle against some 12 enemies(experienced).
I really don't know if this is really the problem-this is highly speculative and should be taken with reserve-but I have dismissed both Dynamo and Shank(Matt and Jake spoken with),with RESTAURED FACES and the problem disappeared.

Re: JA2 Vengeance Mod[message #63414] Wed, 24 August 2005 23:12 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
hmm. they were the only mercenaries you had located in tixa at this moment?
Re: JA2 Vengeance Mod[message #63415] Thu, 25 August 2005 02:29 Go to previous messageGo to next message
Hedman

 
Messages:19
Registered:April 2003
Location: Sweden
Yes Scorpion, these are the only ones I've encountered in Tixa (Edit: totally forgot about Bubba) and I did clean out the Crepitus level below the cellar level to make sure I didn't miss someone.
I had a feeling I'd see Miguel there but not a trace of him. Edit: I have seen him now Very Happy
Re: JA2 Vengeance Mod[message #63416] Thu, 25 August 2005 03:22 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
nahh Miguel isn`t in Tixa

If you find Manuel in Cambria he might give you a hint to where Miguel is. However the hint off course is in german...

sooner or later you will stumble across Miguel anyway
Re: JA2 Vengeance Mod[message #63417] Thu, 25 August 2005 03:26 Go to previous messageGo to next message
AZAZEL

 
Messages:752
Registered:February 2004
Quote:
Originally posted by the scorpion:
hmm. they were the only mercenaries you had located in tixa at this moment?
Bubba(carrying US-AS) was there too(hostile).
Head of the guarding faction that went hostile exactly 2 turns after I shot the first soldier on the roof,right?

Re: JA2 Vengeance Mod[message #63418] Thu, 25 August 2005 03:41 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
yes, right

i always wanted Bubba hostile

and his background as a prison guard made him perfectly suitable for that "job"

(the storyline would explain it...)
Re: JA2 Vengeance Mod[message #63419] Thu, 25 August 2005 08:56 Go to previous messageGo to next message
masguy

 
Messages:46
Registered:November 2001
Location: Maryland, USA
What does "Reizspray" do, and how do I fill it up?

Thanks

Masguy
Re: JA2 Vengeance Mod[message #63420] Thu, 25 August 2005 10:20 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
you need an item called "reizgas"

it looks just like a tear gas grenade and can be aquired at bobby ray`s or tony with some luck

the reizspray is a combat spray for close quarter combat

you can silently knock enemies unconscious using it (or kill them)

one "clip" reizgas contains 50 shots

the reizspray can be converted to a mini-flamethrower as well

i noticed there is rarely any reizgas available in the game. I will spread more of this around in maps or in NPC inventory

will include these in a first patch

*edit*
i had a look at it and it seems you spottet another "mistake". The "reizgas" item will only be sold at BR late in the game. Then, it won`t be of much use anymore. so it`s basicly a mistake

it was intentional though, as the reizspray can be modified to a mini flamethrower. so the idea was to restric ammo for the mini flamethrower until late in the game. But i think this might have helped for better balance, but kills the fun to use the spray. so i guess it`s better to have enough ammo available by mid-game

i fixed this in a new exe that will be part of the first patch

i`ve been talking about this patch before but i don`t think i will release it soon. I`m waiting for a number of people actually finishing the game and listen to their complaints and feedback and try to include as much as possible to the patch
Re: JA2 Vengeance Mod[message #63421] Thu, 25 August 2005 17:01 Go to previous messageGo to next message
grindedstone

 
Messages:89
Registered:August 2004
One thing i have noticed is no LAW's or RPG's (or RPG ammo) with tony or BR, this makes it EXTREAMLY hard to get around to start off with until you hit their stockpiles...
Re: JA2 Vengeance Mod[message #63422] Thu, 25 August 2005 20:14 Go to previous messageGo to next message
AZAZEL

 
Messages:752
Registered:February 2004
Quote:
Originally posted by the scorpion:
yes, right.I always wanted Bubba hostile
and his background as a prison guard made him perfectly suitable for that "job"

(the storyline would explain it...)
Thank you for a great reinterpretation.Bubba never made it into my teams,not for more than 1 day.Somehow I never could bring myself to hate him though,and (personally-just one player's impression) I did not enjoyed killing him.
One thing I REALLY would have liked:getting to kill Meltdown!
Could you have replaced Warden's face with hers(and viceversa),changing the voice for the AIM merc?

Re: JA2 Vengeance Mod[message #63423] Fri, 26 August 2005 01:03 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
anti-tank materials:

you can use grenades, 40mm grenades, frag grenades, molotov cocktails and explosives against tanks in early game. They have much more effect against tanks in ja2 vengeance than in ja2!
usually, in sectors with tanks, there are also some explosives or anti-tank material stored. the tanks can often be approached from rooftops or grenades can be thrown over buildings

also, in some sectors, militia will deal with the tanks

sometimes you can get lucky and get a rpg-7 or panzerfaust or Fagot-m from elites


i guess meltdown is a lot more aggressive/ offensive in the english version. For me, usually sticking with german versions, i don`t hate her or find her more annoying than Bubba.

but sure, meltdown`s face could be used as deidranna or warden or doreen or one of the numerous female bad guys in the game. the problem is to find replacement speeches. we had only one female speaker, and i didn`t want to burden her any more than other speakers (she did a great job, i didn`t want to annoy her by requesting more speeches)
Re: JA2 Vengeance Mod[message #63424] Fri, 26 August 2005 20:06 Go to previous messageGo to previous message
AZAZEL

 
Messages:752
Registered:February 2004
Yes,in my experience the sectors with tanks have been self-sufficient.
Meaning I,or to be precise Grizzly, always had enoug stuff to whack them.Scorpion's tanks have a softer skin(a fully aimed panzerfaust ALMOST always does it,grenades have increased damage)
The precision of their MG bursts is absolutely -and intentionally so,I believe- lousy.
Lovely thing,don't you think?
Just like the ingeniosity of the mapping,the the great disposition of the enemies in town sectors.In my opinion,the field cover,the angling are yet to be equaled.
Scorp,I strongly suspect you of military or architecture background. Smile
Enemies are nowhere near the mean WF ones,but hey make up for it by ingenious map disposition and posession of good weapons.

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