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JA2 Night OPs Additions & Tweaks[message #222452] Sun, 21 June 2009 20:54 Go to next message
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There is a whole host of changes that come with the Russian Mod, Night Ops, while a few are listed in various "Read Me" files and lists, here is a list of what i have noticed. Feel free to add any changes you come across.


Kingpin's Assassins are concealed as citizens, you could walk right past them without realising!

If a Civilian or Soldier is carrying alcohol they can become drunk.

Equipping different Armour will change the colour of your Merc's shirt.

Armour now has pockets.

For each shot you take, your stamina goes down.

Some weapons rely on strength, if your Merc is not strong enough to handle the gun, he will fall over when he shoots.

By performing "autopsies", you can improve your medical skill.

Stun grenades temporarily blind you.

You can be ambushed in any sector in Night Ops.

To be continued...







Re: JA2 Night OPs Additions & Tweaks[message #222459] Sun, 21 June 2009 22:19 Go to previous messageGo to next message
Shanga

 
Messages:3507
Registered:January 2000
Location: Danubia
Yep, chest and legs can carry 4 unique items (no stacks). Pretty cool stuff.

Armour handles very well the first shots, especially form weak handguns.

On Novice, Tons of Guns, you get a lot of Kevlar/C-18 Leather Vests. Also medpacks and medkits are plentiful.

Weapon damage is one of the best part of this game, really.



Re: JA2 Night OPs Additions & Tweaks[message #222486] Mon, 22 June 2009 01:02 Go to previous messageGo to next message
Shanga

 
Messages:3507
Registered:January 2000
Location: Danubia

The GI Poncho gives cammo and can be equipped even in leg slot. Or inside an armour slot.
I didn't notice any sleevs on mercs, but when you equip cammoed items like the poncho, your appearance dynamically changes to "green camo" look. Very cool.


Re: JA2 Night OPs Additions & Tweaks[message #222528] Mon, 22 June 2009 12:57 Go to previous messageGo to next message
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Yeah, I really like the Poncho idea, i also find the sound effects of the guns excellent, you can nearly feel the shot.

IF your Merc gets hit for 4 or less HP, it's bandaged automatically.

Costs APs to move items from pocket to main hand.

A weapon listed as "Unreliable" will start to Jam at <90% compared to a "Reliable" gun.



[Updated on: Mon, 22 June 2009 13:07] by Moderator



Re: JA2 Night OPs Additions & Tweaks[message #222540] Mon, 22 June 2009 13:20 Go to previous messageGo to next message
Shanga

 
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Location: Danubia
The AP "move to hand" cost is quite nasty. Once I had Bull ready to throw a grenade only to find out he's too far. But then AP was gone and I couldn't move him. It really makes you plan what you want to do next cause you can run out of APs fast if you're undecided.


Re: JA2 Night OPs Additions & Tweaks[message #222541] Mon, 22 June 2009 13:24 Go to previous messageGo to next message
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It caught me out a few times too, as you said, it makes you think a bit more, i really like it.

It's something i'd secretly like to see in 1.13, lots of room for extra battle strategy, less AP to draw your gun from a holster rather than a pocket etc...


Re: JA2 Night OPs Additions & Tweaks[message #222587] Mon, 22 June 2009 16:37 Go to previous messageGo to next message
lockie

 
Messages:3933
Registered:February 2006
Location: Scotland
Quote:
The AP "move to hand" cost is quite nasty.really makes you plan what you want to do next cause you can run out of APs fast if you're undecided.


Always seemed a cheat with no penalty for moving objects from hand to hand etc , I like this feature . I wondered what the heck was going on when mercs were bandaged magically after a hit Very Happy
The poncho is a smart idea also .........


Re: JA2 Night OPs Additions & Tweaks[message #222609] Mon, 22 June 2009 19:25 Go to previous messageGo to next message
Shanga

 
Messages:3507
Registered:January 2000
Location: Danubia
One more tweak i noticed, you can throw grenades from crouched position.

Btw, Defecation tweak can easily win the Oscar for the wierdest ever idea in JA2 modding. I cannot tell you how many times I slipped on the poo. What I didn't understand was how a redshirt can leave behind 10 piles, like one suppresed enemy did in my game.

But if you think about it, collecting poo can be good thinking. Imagine what a defence line you could make with sandbags, mines and slippery poo. Very Happy

[Updated on: Mon, 22 June 2009 19:32] by Moderator



Re: JA2 Night OPs Additions & Tweaks[message #222612] Mon, 22 June 2009 19:57 Go to previous messageGo to next message
gmonk

 
Messages:647
Registered:April 2002
Location: Newfoundland, Canada
I almost made my own defecation tweak by reading this post :biglaugh:

This poo thing has made me more interested in trying out this mod. :crazy:
Re: JA2 Night OPs Additions & Tweaks[message #222616] Mon, 22 June 2009 20:07 Go to previous messageGo to next message
Shanga

 
Messages:3507
Registered:January 2000
Location: Danubia

It is a lot of fun and not necesarely cause of new maps. What makes is great is how combat was tweaked. Armour is effective, but if play Rambo you will get 2-3 rounds in your chest and spend a couple of turns dreaming, although unarmed. Headshots are critical and over critical. 250 dmg was my max hit. Sniper rifles are good, but night ops... my god.. night ops are what they should've been from day 1.

Btw, no more "wtf i cannot hit a barn and enemy does miracle shots". They addresed the CTH issue by tweaking the weapons. This leads to extreme adrenaline rush battles, where you mercs are hidden behind good cover and enemies rush you position with Stetchkin APS (Russian version of automatic Glock). So much led flies over you head you can start a mine after the battle. You slowly take them down, one by one, until a lucky bugger manages to get close and pump a round into you - poof - unconscious...



Re: JA2 Night OPs Additions & Tweaks[message #222619] Mon, 22 June 2009 20:23 Go to previous messageGo to next message
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gpmg
I almost made my own defecation tweak by reading this post :biglaugh:

This poo thing has made me more interested in trying out this mod. :crazy:


Hire Ivan, they're scared shitless of him.

I think the Overheating of guns is brilliant, again, adds a bit of pressure if you use burst too much. Once the gun goes red, you have to wait a turn or two...


Re: JA2 Night OPs Additions & Tweaks[message #222621] Mon, 22 June 2009 20:34 Go to previous messageGo to next message
gmonk

 
Messages:647
Registered:April 2002
Location: Newfoundland, Canada
Now that sounds like something that would be a cool addition to 1.13. I've always thought that unlimited autofire (even with weapon degradation) was a bit of a cheat. Does it allow for longer sustained autofire use of a heavy gun like a MG as opposed to an AR or SMG?
Re: JA2 Night OPs Additions & Tweaks[message #222625] Mon, 22 June 2009 20:58 Go to previous messageGo to next message
whoami

 
Messages:73
Registered:May 2009
Location: Russia, Uljanovsk
gpmg
Now that sounds like something that would be a cool addition to 1.13.

I think that a big problem of 1.13 - it must be configured at 1-2 hours before playing. Most peoples want fully-configured product. NO is fully-configured and it's a reason of his success.
Re: JA2 Night OPs Additions & Tweaks[message #222628] Mon, 22 June 2009 21:10 Go to previous messageGo to next message
Shanga

 
Messages:3507
Registered:January 2000
Location: Danubia
1.13 is more of a laboratory for research than a mod. Even SMP v1.13 wont be a mod, but a modding platform.

Night Ops is a fully configured product cause it's a full mod. Like JA2UC was or more recently JA2RR or Legion 2.

But in essence you're right. Players dont want hundreds of lines in INI to configure, they want simple setup screens and a fun game. Thats what NO delivers fully.


Re: JA2 Night OPs Additions & Tweaks[message #222652] Mon, 22 June 2009 22:53 Go to previous messageGo to next message
lockie

 
Messages:3933
Registered:February 2006
Location: Scotland
Quote:
So much led flies over you head you can start a mine after the battle. You slowly take them down, one by one, until a lucky bugger manages to get close and pump a round into you - poof - unconscious...


Exactly............. :diabolical: , absolutely great battle in D10 , god knows how many bullets were sprayed at militia , hundreds , ..... do they (reds) run out of ammo ?

BTW , the shit is amusing the first time , thereafter................... Mad , so turn it off .

[Updated on: Mon, 22 June 2009 22:55] by Moderator



Re: JA2 Night OPs Additions & Tweaks[message #222660] Mon, 22 June 2009 23:14 Go to previous messageGo to next message
Shanga

 
Messages:3507
Registered:January 2000
Location: Danubia

Do enemies slip on it too?


Re: JA2 Night OPs Additions & Tweaks[message #222661] Mon, 22 June 2009 23:17 Go to previous messageGo to next message
lockie

 
Messages:3933
Registered:February 2006
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Oh yes.......... wastes a lot of time unfunnily enough Smile

BTW what about the animations for this , mebbe I'm wrong but seemed to be unfamiliar :whoknows:

[Updated on: Mon, 22 June 2009 23:19] by Moderator



Re: JA2 Night OPs Additions & Tweaks[message #222690] Tue, 23 June 2009 00:36 Go to previous messageGo to next message
lockie

 
Messages:3933
Registered:February 2006
Location: Scotland
Found a Beretta 501 ( or was that Levis Smile ) in Drassen after retaking ( again) .


Re: JA2 Night OPs Additions & Tweaks[message #222749] Tue, 23 June 2009 11:22 Go to previous messageGo to next message
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Messages:1037
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Talking about animations, one of the coolest is being able to roll from left to right using the "Alt" button. Perfect for rolling in and out of cover.


Re: JA2 Night OPs Additions & Tweaks[message #222789] Tue, 23 June 2009 14:34 Go to previous messageGo to next message
Shanga

 
Messages:3507
Registered:January 2000
Location: Danubia
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Talking about animations, one of the coolest is being able to roll from left to right using the "Alt" button. Perfect for rolling in and out of cover.


AAAA!AAAAAAA!!!!! WHAAAAT??!!

This game DEFINITELY needs an english manual, you can miss features like these so easy. And they are awesome.


Re: JA2 Night OPs Additions & Tweaks[message #222794] Tue, 23 June 2009 14:40 Go to previous messageGo to next message
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Hmm...I guess i've probably played it the most and have a small bit of experience with guides...

Keep adding stuff here though incase i miss something, i played this game a lot while translating and still find new details.


Re: JA2 Night OPs Additions & Tweaks[message #222801] Tue, 23 June 2009 14:57 Go to previous messageGo to next message
Shanga

 
Messages:3507
Registered:January 2000
Location: Danubia
So anyone found how you use J and what it does in terms of preparing your sniper's optics? It limits your field of view to a scope cone and gives you a bonus or what? If you have a sniper scope and don't press J the game ignores the scope?!

[Updated on: Tue, 23 June 2009 14:58] by Moderator



Re: JA2 Night OPs Additions & Tweaks[message #222811] Tue, 23 June 2009 15:25 Go to previous messageGo to next message
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Messages:1037
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It could have been just a bad translation...

EDIT: This is what it says on the NOPS Russian forum:

Вскидка оружия клавиша 'j'. Нужно для работы оптики и НП.

and a google translation...


Vskidka arms key 'j'. We need to work optics and the NP.

Maybe Whoami can translate it.

[Updated on: Tue, 23 June 2009 15:32] by Moderator



Re: JA2 Night OPs Additions & Tweaks[message #222987] Wed, 24 June 2009 02:52 Go to previous messageGo to next message
whoami

 
Messages:73
Registered:May 2009
Location: Russia, Uljanovsk
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Vskidka arms key 'j'. We need to work optics and the NP.


it increasing visual range
Re: JA2 Night OPs Additions & Tweaks[message #222996] Wed, 24 June 2009 04:59 Go to previous messageGo to next message
Shanga

 
Messages:3507
Registered:January 2000
Location: Danubia
So if you dont press J basically your sniper scope is ignored? What items are usable with J?


Re: JA2 Night OPs Additions & Tweaks[message #223031] Wed, 24 June 2009 09:15 Go to previous messageGo to next message
lockie

 
Messages:3933
Registered:February 2006
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As I said in another post , once gun equipped with an item , gun keeps scope / bipod , etc , and wont allow removal of item . Bit of a bummer , makes foraging a battlefield for items to customise your favourite weapon a waste of time.


Re: JA2 Night OPs Additions & Tweaks[message #223044] Wed, 24 June 2009 10:49 Go to previous messageGo to next message
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Messages:1037
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lockie
As I said in another post , once gun equipped with an item , gun keeps scope / bipod , etc , and wont allow removal of item . Bit of a bummer , makes foraging a battlefield for items to customise your favourite weapon a waste of time.


There are some weapons that come with certain attachments as standard.



Re: JA2 Night OPs Additions & Tweaks[message #223080] Wed, 24 June 2009 13:30 Go to previous messageGo to next message
Shanga

 
Messages:3507
Registered:January 2000
Location: Danubia
lockie, that ain't completely true. I was able to remove all attachments from guns/rifles/sniper rifles that came empty.

The only unremovable attachments are the expansion kits, like rails that allow mounting night vision equipment.

Maybe later in the game you find pre-equiped weapons, but i never found a case where I put a scope in and wasnt able to remove it.


Re: JA2 Night OPs Additions & Tweaks[message #223090] Wed, 24 June 2009 14:22 Go to previous messageGo to next message
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Messages:1037
Registered:January 2009
Shanga
So if you dont press J basically your sniper scope is ignored? What items are usable with J?



I was messing around and tested the "J" button, in the image below Ivan has an SMG in his hand. Even with it cocked he cannot see the Enemy.

http://i657.photobucket.com/albums/uu293/off_topic/G1.jpg


In the next image he has a Sniper Rifle, he can only sight the enemy when he looks "J" through the scope.

Careful though! When looking through the scope of a gun your Merc has tunnel vision, he only sees what he is targeting.

http://i657.photobucket.com/albums/uu293/off_topic/G2.jpg


Re: JA2 Night OPs Additions & Tweaks[message #223110] Wed, 24 June 2009 15:41 Go to previous messageGo to next message
Shanga

 
Messages:3507
Registered:January 2000
Location: Danubia
Gotta test this! Seems way too cool not to use.

Btw, check Mac-10 in ttx I've sent you please. There might be wrong ammo.


Re: JA2 Night OPs Additions & Tweaks[message #223113] Wed, 24 June 2009 16:01 Go to previous messageGo to next message
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Messages:1037
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It is pretty cool, it makes sense that you'd only see far away using the scope and not see 180 degrees.

I haven't tried it yet, but this should make indoor battles and CQC more realistic when it comes to sniper rifles.

Quote:
Btw, check Mac-10 in ttx I've sent you please. There might be wrong ammo.


The ttx file you posted the other day?


Re: JA2 Night OPs Additions & Tweaks[message #223115] Wed, 24 June 2009 16:07 Go to previous messageGo to next message
Shanga

 
Messages:3507
Registered:January 2000
Location: Danubia
Yep, I loaded up my savegame with new v8.0 exe and Mac-10 wouldn't accept the .45 acp ammo. Wierd. Maybe it's a bug in the exe, dunno...

Btw, new version seems quite unstable. I've started it with cheats enabled to test a few things and it crashed repeteadly. It crashed in San Mona boxing right, when Kingpin came, it crashed in Chitzena in a normal fight, basically i managed to screw it up everytime i tried to ALT+T.

And didn't kingpin had english text in v.7? Now it's all in russian...


Re: JA2 Night OPs Additions & Tweaks[message #223119] Wed, 24 June 2009 16:43 Go to previous messageGo to next message
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Messages:1037
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Hmm... I didn't do anything to the exe.

What i added shouldn't affect much, just a few EDT and Speech files that were missing. I'll check Kingpin.

I placed that whole v.08 on my game and it runs fine...

I didn't touch the ttx file in my game, the only other thing i can think of is to make sure you select the first box when installing (above the res size) "JA2 Components". This can lead to problems, especially with items.


Re: JA2 Night OPs Additions & Tweaks[message #223168] Wed, 24 June 2009 19:32 Go to previous messageGo to next message
lockie

 
Messages:3933
Registered:February 2006
Location: Scotland
Tried 4 rifles after a battle , bipod and scope wouldn't remove from any....... hmmm :whoknows:


Re: JA2 Night OPs Additions & Tweaks[message #223175] Wed, 24 June 2009 19:49 Go to previous messageGo to next message
whoami

 
Messages:73
Registered:May 2009
Location: Russia, Uljanovsk
Shanga
It crashed in San Mona boxing right, when Kingpin came, it crashed in Chitzena in a normal fight


Savegame, please :type:
Re: JA2 Night OPs Additions & Tweaks[message #223177] Wed, 24 June 2009 19:56 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1539
Registered:March 2009
Location: Broadwurschd-City
Since on the battlefiel shit happens most inside pants/leggins shit should be attachable there.

Also shit should be allowed to be carried in helmets and hats. :scan:
Re: JA2 Night OPs Additions & Tweaks[message #223214] Wed, 24 June 2009 22:33 Go to previous messageGo to next message
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Messages:1037
Registered:January 2009
lockie
Tried 4 rifles after a battle , bipod and scope wouldn't remove from any....... hmmm :whoknows:


As i said, some guns have Bipods etc... integrated into them, they cannot be removed. I guess the Night OPs modders represented this by having them permanent.


Re: JA2 Night OPs Additions & Tweaks[message #223219] Wed, 24 June 2009 23:07 Go to previous messageGo to next message
lockie

 
Messages:3933
Registered:February 2006
Location: Scotland
So that was foraging after a battle , now in the middle of a fight , thought I'd try to take off scope just for laffs , whaddya know , both bipod and scope unattach . Weird . Attack jeep found me , only 3 grenades and 1 40mm grenade , shooting with guns had no effect , still , a right good surprise when it showed up Very Happy


Re: JA2 Night OPs Additions & Tweaks[message #223237] Thu, 25 June 2009 00:47 Go to previous messageGo to next message
Shanga

 
Messages:3507
Registered:January 2000
Location: Danubia
whoami
Shanga
It crashed in San Mona boxing right, when Kingpin came, it crashed in Chitzena in a normal fight


Savegame, please :type:


It some sort of problems with GABBI. I managed to crash the game (either loadscreen freeze or CTD) almost in 2-3 minutes after i teleported around the map. Why I did this? Heck I wanted to test the "Shit Quantum Slip Theory", that's why. I am so sad now, I didn't get to see the mighty kingpin slip on poo...

Here are my two last save games, but I don't think you'll find anything there (except exceptionally large ammounts of crap all over Arulco).

http://www.ja-galaxy-forum.com/shanga/SavedGames.rar


Re: JA2 Night OPs Additions & Tweaks[message #223240] Thu, 25 June 2009 00:53 Go to previous messageGo to previous message
Shanga

 
Messages:3507
Registered:January 2000
Location: Danubia
Btw, hoping around the map i couldn't resist nuking with ALT+O a few enemies to see what they drop... OMG some cool things lie ahead... The multiple grenade launcher looks really badass!


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