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Re: JA2 1.13 Wildfire 6.06[message #203308]
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Thu, 04 December 2008 18:34
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systemfehler |
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Messages:117
Registered:September 2007 Location: Hanover, Germany |
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Hmm, I just noticed that none of my mines ran out at all. I'm holding 5 cities, and all 4 mines are producing at 100%. Playing on experienced and can't recall if I fiddled much with the ini, and if it's actually possible to disable that feature.
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Sergeant
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Re: JA2 1.13 Wildfire 6.06[message #203325]
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Thu, 04 December 2008 20:12
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systemfehler |
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Messages:117
Registered:September 2007 Location: Hanover, Germany |
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So if I understand this correctly in my current game it will just be the last mine I capture that will run out pretty fast, as I hold all others?
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Sergeant
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Re: JA2 1.13 Wildfire 6.06[message #207171]
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Sun, 25 January 2009 20:02
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cougar |
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Messages:254
Registered:March 2000 |
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Yep it is.
OLDNOOB: You might have better luck in the thread in the 1.13 area. Or a PM as lockie suggested.
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Master Sergeant
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Re: JA2 1.13 Wildfire 6.06[message #208608]
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Wed, 11 February 2009 15:41
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cougar |
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Messages:254
Registered:March 2000 |
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ViebatorOnly issue I have is medical kits, I recently hired MD for 1 day contract for his kit, but I am out off healing again. Any suggestions?
I don't remember how it worked in WF but in JA2 1.13 and in the standard game you need to capture at least two sectors to get up to 20 % loyalty which you need for the shipments to arrive. It is possible to capture one sector and kill off patrols until you reach 20% but that will take some time. There's two other things you can do. The first is to raid Cambria hospital for their supplies but this will of course prevent you from using it later (but I read somewhere that you could replace kits later and it will be ok). The second option is to go for Estoni and Jakes supplies, it might not be much but it is better than nothing.
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Master Sergeant
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Re: JA2 1.13 Wildfire 6.06[message #208614]
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Wed, 11 February 2009 16:34
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lockie |
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Messages:3720
Registered:February 2006 Location: Scotland |
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I found that I couldn't make enough cash to upkeep / train any militia at the beginning to hold "Drassen" for the airport . But.... , you can sell the items that are dropped at battles , keep on the move , build up stats and conquer Chitzena , guard it with your mercs , earn money ,attack the sam site nearby then hold the road , killing 'D' reinforcements , steal kingpins cash after killing all of the gangsters in the sector ( you know theres a mine right ? ) I've now installed the SVN version , but only played the early sectors . It's a blast.
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Re: JA2 1.13 Wildfire 6.06[message #208984]
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Tue, 17 February 2009 13:42
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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ViebatorYesterday was a big day for Barry! He defended Drassen Sam Site all by himself on Expert difficulty! Almost.. with a decent help of one green militia group. Trick was the sandbag roof, where he seemed safe with good range for his Assault Rifle. And some mines layed around.
These mines btw, why are they in game? Every merc with minimal explosives can see them, all enemies can see them too... so there are basically 2 ways to use them.
1) Random explosive to add up to power of explosion by stacking it on the ground.
2) To prevent enemy from entering some squares, which can be easily abused. For example to prevent enemy from chasing Barry around the roof.
Those land mines caused a lot of trouble when making the maps. If the trap level is too high, enemy soldiers always step into it (that is, in their own mines). If the level is too low, everyone can see them. The workaround was to plant low level mines on edges of mine fields and high level mines inside the minefield in a random pattern. I usually let my mercs carry metal detectors, as their speeches when detecting a mine become quite annoying after some time.
When the enemy mine-detect behavior is changed, I might take a second look at the placed mines (though this is VERY boring work, most maps with huge minefields have around 300-400 mines), but at the moment I'm working on the Item Mod for WF.
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Re: JA2 1.13 Wildfire 6.06[message #208994]
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Tue, 17 February 2009 18:33
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Viebator |
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Messages:13
Registered:February 2009 |
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I love the JA2 1.13 with Wildfire maps btw, great work! Looks like deep community over here. I always considered JA2 one of the best PC games ever, played it multiple times at top difficulty and finished it by ending that "Evil Bitch" twice. My brother is 10 years older (34) and he is even bigger fan of JA2. His favourite is 1 man missions with Keith "Blood" Hanson and his throwing knifes.
Anyone played some of these games online? I was very active in all of them: BF2, CoD4&5, AoC, Caylus. I can recommend especially Battlefield 2 for very deep gaming experience and online application for board game named Caylus.
[Updated on: Tue, 17 February 2009 18:34] by Moderator Report message to a moderator
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Private
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Re: JA2 1.13 Wildfire 6.06[message #209016]
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Wed, 18 February 2009 13:51
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adim |
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Messages:19
Registered:November 2007 Location: Bulgaria |
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"Initialising JA2 sound manager
Using 16 channels
Init hardware...
Using DirectSound driver: Primary Sound Driver
Driver capabilities:
- supports hardware accelerated 3d sound
- supports EAX 2 reverb
FMOD started
Mixing rate: 44100
Init cache...
Using 128 cache slots
Sound memory limit = 8241152
Cache threshold = 2054144
Stopping all sounds
ERROR in SoundLoadDisk(): Failed to open 'SOUNDS\Ceramic Armour Insert.wav'
ERROR in SoundLoadDisk(): Failed to open 'SOUNDS\Ceramic Armour Insert.wav'
ERROR in SoundLoadDisk(): Failed to open 'SOUNDS\Ceramic Armour Insert.wav'
ERROR in SoundLoadDisk(): Failed to open 'SOUNDS\Ceramic Armour Insert.wav'
ERROR in SoundLoadDisk(): Failed to open 'SOUNDS\Ceramic Armour Insert.wav'
ERROR in SoundLoadDisk(): Failed to open 'SOUNDS\Ceramic Armour Insert.wav'
Stopping all sounds
Closing sound system...
Stopping all sounds
Cleaning cache
Stopping all sounds
Cache shutdown
FMOD closed
JA2 sound manager shutdown"
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Private
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