Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Renegade Republik » The Story....
|
Re: The Story....[message #180782]
|
Fri, 11 April 2008 00:31
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
there is a lot of randomness in ja2. Ja2 RR is no different ;-D
What helps is high leadership, but also have a look at Irina's skills. I made it so Irina has advantages especially in early game. She's your guide, knows the locals, speaks their language etc. you'll find that she can more easily activate certain npc actions than Raider or stephen can.
The example with the businessmen is a bug though. If your mercs are moving when npc 119 decides to giv you the money, the npc will often commentlessly drop the money to his own feet. So this is a bug that vanilla ja2 has as well. Make sure you have one guy standing still close to those npc's when they rach the place where their action gets activated.
The tblisi hospital line is the same as in vanilla ja2. It isn't meant to refuel the chopper there... or maybe it was once in ja2 but was deactivated? i don't know it, but it is just overwritten from vanilla ja2. I may be able to find and remove the line though, finding out what casues the pilot to say this line.
Karso can still be used for refueling. But i agree the quest is not yet as it is supposd to be. You need to give the transition papers to wolfstein but i admit this quest is not (yet) very understandable. I'll have to make changes to what wolfstein sais.
yeah, the quest about "47", Mike, the doctors, all of this is tricky.
in the "quest clean up" thread i am developing ideas how to simplify quests. In order to activate the quests about mike, doctors, butch, you need to get all the quest from NPC "conseil" first.
This will most probably be changed. Once the player finds Mike, mike should more or less tell the player what he's all about. Or at least after a certain progress he should.
Report message to a moderator
|
Sergeant Major
|
|
|
|
Re: The Story....[message #180880]
|
Fri, 11 April 2008 14:29
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
there's Mike and there's Mike's clone... talk to agent 47 (high leadership guy) and mike after quests given, they'll tell you.
For the consultant, what would be your guess what he's after? my guess is money. Money = mining income. This isn't told explicity, but it's kinda evident, no?
i think in one of the cut scenes, it is explicity stated that the consultant is up to controlling as much income as he possibly can. I know all these countless hints are jagged all over the storyline and characters, so the first time playing the game it is not easy to catch all sub-quests, but playing ja2 for the very first time had similar effects.
it'll become much clearer fast, playing the 2nd, 3rd time (think of how many times we played ja2 until we knew all quests)
conseil gives a number of quests and hints. Use a high leadership guy to talk to him. Conseil will dissapear once he has given all the quests he can give, so as long as he has not vanished in front of your eyes, there's still work for you to do...
yeah, i can't make irina say quotes about random sectors, just the hardcoded ones. it would have been cool to externally control these things, but i wouldn't know how.
Report message to a moderator
|
Sergeant Major
|
|
|
|
Re: The Story....[message #180925]
|
Fri, 11 April 2008 18:16
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
the trader inventories are quite messy unfortunately.
if you encounter more items in npc inventoreis that shouldn't be there, please list them. at one point, these inventories might have to be remade from scratch.
self-comments. there are only 3 types of such comments, and irina's slot has only 2 of them available. They can, however, not be limited to individual mercs, so they remain generic.
you see, any PC would have to have a "fitting" comment for such a situation.
irina does comment a lot (just as much as Ira did) and i tried to make her tell something slightly relevant... but not always was it possible to do so.
Report message to a moderator
|
Sergeant Major
|
|
|
|
Re: The Story....[message #180950]
|
Fri, 11 April 2008 22:17
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
no, the baryshev is part of the same bug where i forgot to change keith's inventory
Gabby buying a guardian vest? and a Bdu? No idea how this comes, not my work and not my intention, but i'll have a look at his inventory ;-D
but i'm glad someone is reporting this so we can fix it for later.
there might be a couple of more weird occurences with trader inventories. Some bug, some oversight.
*edit*
lol, i just had another look at keith's inventory and it's full of trash that's not supposed to be there. So yeah, you might still find quite some funny shit at keith's
looks like i simply missed editing it. There is no other sensible explanation how all that junk ended up in there ;-D
the idea about the comments is a good one. But it doesn't work individually. the trigger that activates this comment is in the script of the NPC. So any merc would have used a certain invariably speech line if meeting this NPC.
it could be done if we limit the use of such triggers to only one NPC each (one for "nice guy" one for "bad guy" and one for "this entire things sucks")
maybe if it ever happens to you to be made prisoner of war ---> interrogated after conquering alma then you'll notice that after the enemy interrogators beat the shit out of our mercs, one of them will complain (like whine around).
so only these 3 comments can be triggerd this way. in a small campaign, where each of this is only used once, individual comments could be added, but then still, every merc will make such a comment, and we can't make new comments for every merc.
Report message to a moderator
|
Sergeant Major
|
|
|
Goto Forum:
Current Time: Thu Jan 23 13:12:14 GMT+2 2025
Total time taken to generate the page: 0.01205 seconds
|