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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231748] Wed, 26 August 2009 21:37 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Mauser
another little thing i have noticed smeagol: the Blaser LRS2 should be able to take a sniper suppressor as well as a muzzle brake.


Okay, I'll change that. I think I will also add suppressors for the .338 Lapua guns, as suggested by Waldtroll some time ago.

Mauser
also nice work on the new weapon cache maps, the tanks really do add a little challenge. your new elite contractors should be guarding these in the south additionally so you

[Updated on: Wed, 26 August 2009 21:40] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231749] Wed, 26 August 2009 22:08 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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Quote:
But I also agree with Sam Hotte, that there should be some more counter attacks like the Drassen one...


yes, most definitely! at least at the higher difficulty levels.

it

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231750] Wed, 26 August 2009 22:16 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
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Anyone have a link to early rebel patch please ?

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231751] Wed, 26 August 2009 22:17 Go to previous messageGo to next message
Headrock

 
Messages:1760
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NEW_AGGRESSIVE_AI = TRUE

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231752] Wed, 26 August 2009 22:30 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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Headrock
NEW_AGGRESSIVE_AI = TRUE


is that with HAM 3.5 already or only 3.6?

and will that really make the enemy attack the central SAM site and other important installations much more frequent and faster?

has anybody tested this yet?

[Updated on: Wed, 26 August 2009 22:34] by Moderator

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231756] Wed, 26 August 2009 23:10 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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For those eager to start a new game I've just uploaded a map update package with all changes made so far. This includes updates up to row F (and additionaly the new Estoni sector). I still haven't updated all maps, but I'm working on it. :compcuppa:


Mapupdate 20090826


Enjoy. :happybear:

Feedback as always appreciated, especially if you find any bugs in the maps (like missing walls, roofs that don't disappear when entering a room, stuff like that... I tend to miss some of that stuff, when making the maps. And as I altered quite a few maps, you can expect some changes...).

And remember, those dudes in green with guns in their hands are bad guys, even if they try to tell you otherwise. Wink (I think I'll have to change the in-game texts those warden civs say from time to time... oh my... damn details.)

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231761] Wed, 26 August 2009 23:53 Go to previous messageGo to next message
lockie is currently offline lockie

 
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I see you have altered the LZ map , and where the helicopter drop is , from left of screen back to more right hand side ! And added titles to the intro screen heh , heh ! :ok:

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231764] Thu, 27 August 2009 00:10 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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lockie
I see you have altered the LZ map , and where the helicopter drop is , from left of screen back to more right hand side ! And added titles to the intro screen heh , heh ! :ok:



Hmm... position of the LZ shouldn't have changed, I just added two more buildings in the area, so that the merc heli drop doesn't end in a blackhawk down scenario. Wink

The drop off point should still be at the same spot.


That title was overdue. Wink But I couldn't get it right myself, had to phone my brother, who made it. Think it looks quite good. :venus:

[Updated on: Thu, 27 August 2009 00:11] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231765] Thu, 27 August 2009 00:38 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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say smeagol, is that "early rebel recruitment" file just the early rebels patch or has it been changed after my suggestions?

and damn boy, those updates come so friggin fast, i can

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231766] Thu, 27 August 2009 00:42 Go to previous messageGo to next message
Logisteric

 
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Registered:December 2008
Location: B
those files are the old ones

carlos after 3 cities (including omerta)
miguel after 4 cities (including omerta)

the latter does not always work

edith: had a look into them: it's 2 and 3 cities, but afaik that never worked, at least not for me
judith: the sam sites are not in the scripts - you can't mix them with cities as far as i understand that - but you could trigger to other stuff, like getting income from drassen mine

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231770] Thu, 27 August 2009 01:35 Go to previous messageGo to next message
Logisteric

 
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there is no such thing as a 'finished' mod for ja - there are some were further development has been denied though Sad

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231772] Thu, 27 August 2009 01:48 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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I just started a new game to test all the nice and nifty new stuff and maps. Took me over an hour just to secure the first sector (including robbing enemies, hopping from one cover to the other, baiting enemies out and so on... hmm... dropped 12 mercs on insane into Arulco, I hope those 12 + Ira and Dimi will be enough to conquer the first mine... but I think securing Omerta in the first place will be tough enough ^^).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231777] Thu, 27 August 2009 02:23 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Logisteric
those files are the old ones

carlos after 3 cities (including omerta)
miguel after 4 cities (including omerta)

the latter does not always work

edith: had a look into them: it's 2 and 3 cities, but afaik that never worked, at least not for me
judith: the sam sites are not in the scripts - you can't mix them with cities as far as i understand that - but you could trigger to other stuff, like getting income from drassen mine


hmm, i never could recruit neither Miguel nor Carlos even after taking 4 or 5 cities and with a high leadership merc.

it would be really nice if that could be changed in such a way, that you get Dimitri after completing the drassen father quest, Carlos after taking 2 cities and Miguel after 3 cities. never mind the SAM sites, but at least make them reliably available sooner, so they are of any measurable value to the player in the course of the campaign.

smeagol
I just started a new game to test all the nice and nifty new stuff and maps. Took me over an hour just to secure the first sector (including robbing enemies, hopping from one cover to the other, baiting enemies out and so on... hmm... dropped 12 mercs on insane into Arulco, I hope those 12 + Ira and Dimi will be enough to conquer the first mine... but I think securing Omerta in the first place will be tough enough ^^).


well, your reworked LZ offers quite some good cover, so any merc with any armament has a fair chance of survival and using his abilities to their fullest potential.

i

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231781] Thu, 27 August 2009 02:37 Go to previous messageGo to next message
Logisteric

 
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these files are not sirtech's - they are altered and with omerta counting as a city (no enemy-troops inside), so you get carlos after having taken 2 cities (theoretically - i always need 3) i think there is a mistake in at least miguel's script, 'cause for me it worked with a 50%-chance after a 4th city. but it is better than 5 cities for both or instand recruitment

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231782] Thu, 27 August 2009 02:38 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Mauser

but damn, you really have to do something about those box opening orgies at the weapons caches!

sometimes i feel one such cache has more locked boxes than could be found in whole arulco in vanilla JA2! please use fewer of those with more content or simply make some opened and perhaps make use of the gun racks some more. it

[Updated on: Thu, 27 August 2009 03:18] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231785] Thu, 27 August 2009 03:41 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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Logisteric
these files are not sirtech's - they are altered and with omerta counting as a city (no enemy-troops inside), so you get carlos after having taken 2 cities (theoretically - i always need 3) i think there is a mistake in at least miguel's script, 'cause for me it worked with a 50%-chance after a 4th city. but it is better than 5 cities for both or instand recruitment


well, can it be made that you get Carlos after 2 and Miguel after 3 Cities RELIABLY? so one can start taking them into account for strategic planing and you get some reward for actually liberating those towns except for the mine income of course?

what also would be nice if smeagol could add the survivors of that first merc team Miguel speaks about, so you get some more RPCs to find. i think there are enough complete characters in other mods that could be borrowed for this. at least 2 more RPCs would definitely be useful.

smeagol
I think I added keys to the southern caches (and they will also open crates in other sectors). So the first caches have to be earned the very hard way.


oh well, keys is one thing. but what i was referring to is, to reduce the overall quantity of lockpicking and chest opening actions by simply putting more stuff in fewer crates. half as many crates to open with twice the content would be a good start i

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231787] Thu, 27 August 2009 03:49 Go to previous messageGo to next message
Kindred is currently offline Kindred

 
Messages:121
Registered:September 2006
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Recruiting Carlos and Miguel is difficult, because of the wacky way they interact. Instead of going to Miguel each time and talking to him to get the offer of recruiting Carlos, you need to talk directly to Carlos and then recruit him.

If you recruit Miguel before Carlos, the C-man is never going to come along for the ride.

[Updated on: Thu, 27 August 2009 03:52] by Moderator

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231788] Thu, 27 August 2009 04:07 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
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Kindred
Recruiting Carlos and Miguel is difficult, because of the wacky way they interact. Instead of going to Miguel each time and talking to him to get the offer of recruiting Carlos, you need to talk directly to Carlos and then recruit him.

If you recruit Miguel before Carlos, the C-man is never going to come along for the ride.


really? then this seems to be buggy and something that should be looked into.

i

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231789] Thu, 27 August 2009 04:07 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
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I have 2 .edt files (57 and 58) that allow you to recruit them both at the very beginning, you only need Ira to talk to Miguel.
By the way, it would be great to merge this mod with PCM+ with its recruitable RPC's by the Scorpion, somebody more handy at moding than me should be able to do that.
I really enjoy your mod !

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231790] Thu, 27 August 2009 04:32 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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Friendly Fire
I have 2 .edt files (57 and 58) that allow you to recruit them both at the very beginning, you only need Ira to talk to Miguel.


yes, that would be the early rebels recruitment patch then. that

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231791] Thu, 27 August 2009 04:36 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Mauser
what also would be nice if smeagol could add the survivors of that first merc team Miguel speaks about, so you get some more RPCs to find. i think there are enough complete characters in other mods that could be borrowed for this. at least 2 more RPCs would definitely be useful.

Gimme useful scripts to do that, and I'm the first to add them (but that would again require restarting a game, due to changed prof.dats...). I think there should be 2 or 3 empty slots (damn... someone should really look into making the prof.dat bigger). And the mercs are basically available (all those who got kicked out in order to add the WF mercs for example... uhm let's see: Buns, Numb, Malice, Bull, Biggins, Cliff, Bubba, Gumpy... pretty sure I forgot one who got the axe). Would really be nice if some of them were hanging out in Arulco (either as survivors of the first team or as someone on holiday, there are quite some nice beaches in Arulco, after all...).


Mauser
oh well, keys is one thing. but what i was referring to is, to reduce the overall quantity of lockpicking and chest opening actions by simply putting more stuff in fewer crates. half as many crates to open with twice the content would be a good start i

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231793] Thu, 27 August 2009 04:44 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
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Leave the crates empty for scenery and put the stuff on racks.

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231794] Thu, 27 August 2009 05:00 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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Friendly Fire
Leave the crates empty for scenery and put the stuff on racks.


exactly. or simply fill less crates with more stuff to reduce crate poppin

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231796] Thu, 27 August 2009 05:20 Go to previous messageGo to next message
ssd is currently offline ssd

 
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Make Mike recruitable! That would be off the hook! Very Happy

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231799] Thu, 27 August 2009 05:50 Go to previous messageGo to next message
Logisteric

 
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Registered:December 2008
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there are 170 slots for all the personal (including cars), of which ca 50% can not be changed but overwritten - you can't exchange both larries (49+50) for mercs mauser and ssd but only for two mausers or two ssds 'cause those slots (a.i.m., m*e*r*c, imps, cars, queen, elliot) are hardcoded. the others are comanded by scripts. you can make others (devin was the only one in vanilla) dual-use as scorpio did with pcm/pcm+, which is to me kinda senseless (who cares for your mines if the headminers are in the field shooting redshirts). pcm (not pcm+) should be useable with wf606 afer a few twists. there are also problems with those slots (the opinion-algorithm seems to go psycho the higher the slot# is). there is enough personel - maybe you can't afford it. so up enrico's bank-account, until the entire game is newly written - smeagol next to sure needs to rework his entire mod then.

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231801] Thu, 27 August 2009 05:53 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
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I'd still like to recruit Spooky from PCM+.

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231802] Thu, 27 August 2009 05:57 Go to previous messageGo to next message
Logisteric

 
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i don't know whether spooky (he is from sog 69 btw) needs an own exe - i think not, but i may be wrong

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231805] Thu, 27 August 2009 06:12 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
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Yes Spooky is originally from SOG and made into a RPC in PCM+.
RPC's are fun, they give you a reason to visit certain places, they spice up a map.

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231810] Thu, 27 August 2009 07:01 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Just going back to that radio mast convo earlier in the thread. It would make more sense if Orta had a cover story which could easily be the radio/satellite command bunker on top of the secret research facility. Just a thought Smile

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231811] Thu, 27 August 2009 07:03 Go to previous messageGo to next message
Logisteric

 
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Location: B
orta has a cover story - they pretend it's a wildlife research center

edith:

walter bazzon (N131_015)
This is both a conservatory and a research facility for the Bloodcats. Arulco's the only place they're found. Now, if you wish to know more about Bloodcats, I suggest you take it up with one personally.


judith:

mr k, try talking to npcs before you collaterally damage them

[Updated on: Thu, 27 August 2009 07:18] by Moderator

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231819] Thu, 27 August 2009 11:04 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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I know Orta has a cover story, but a comms bunker is a lot more sensible than a Wildlife sanctuary!

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231829] Thu, 27 August 2009 14:11 Go to previous messageGo to next message
Logisteric

 
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Kaerar
I know Orta has a cover story, but a comms bunker is a lot more sensible than a Wildlife sanctuary!


where should we come to and where should the country end up if we questioned the wisdom of the elder guess you know who wrote that

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231830] Thu, 27 August 2009 14:29 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Mauser

another thing smeagol: do you think you could maybe put Mike fix at the central SAM site, as the leader of one of the elite contractor teams maybe?


Mike's appearance in the maps is progress driven. He appears when the set value in the .ini is reached in a map. No way to put him into a map without changing that. And I think it's a good thing that it is like this.
There could be some more Kingpin Killer like enemies as leaders for contractor groups, but that again would require larger prof.dats and nameless civs must suffice for now.

Mauser
after all the queen says something to up the guards of the remaining SAM sites after you take the one or two northern ones. would be nice if we could actually see the results of that.

but if not, i expect at least an elite contractor team to defend central SAM additionally this time!


Once I'm there with updates, I will add quite a few better equipped civs there.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231831] Thu, 27 August 2009 14:31 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
damn smeagol, i just liberated Drassen airport with my 6 merc team on expert, and i hve to say, your new green clad friends really upt he challenge quite a bit! i fought for about one and a half hours and my first attempt ended in desaster as Rudolf got swarmed by 5 enemys, suppressed into submission and massacred.

it

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231841] Thu, 27 August 2009 16:24 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
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Kaerar
I know Orta has a cover story, but a comms bunker is a lot more sensible than a Wildlife sanctuary!

If i was to hide a secret weapons R&D facility from public, foreign and enemy attention, i'd never ever consider a high priority strategic target like comms bunker, that virtually screams for air strikes or commando operations to disable it.
And if you want to disguise that there exists any military facility at all, but you can't hide that scientists etc. do work there - then its cover story is IMHO not too bad as it is now.

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231843] Thu, 27 August 2009 16:29 Go to previous messageGo to next message
Logisteric

 
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yup, the eastern part supports that guy from the middle


could be a german conspiration, mr. k

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231850] Thu, 27 August 2009 16:41 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
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Logisteric
could be a german conspiration, mr. k


Them Krauts again ... Wink

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231853] Thu, 27 August 2009 16:56 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
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the 1st gen bmw i-drive was a german conspiracy..a heinous evil plot to make upper middle class brains explode

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231855] Thu, 27 August 2009 16:59 Go to previous messageGo to next message
Logisteric

 
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surely not - that was a bavarian conspiracy and it was targeted towards the saupreis'n (rest of germany), you were nothing but collateral damage :devilaugh:

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231863] Thu, 27 August 2009 18:25 Go to previous messageGo to previous message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
The Order of the Illuminati of Bavaria strikes again...

@Sam_Hotte - I see where you are coming from, but first there is no comms bunker in the game (unless you count the underground Px tunnels). Secondly Deidranna (or whoever it is in WF) is a looney and has technically full control of the country. Why the need to hide the research behind a wildlife centre when she could have much stricter military control using a research facility in a bomb shelter under the command structure Smile

She's one to flaunt power not hide it. She also has the strategic abilities of a dead cow (well since I last met her at least :diabolical: ).

But as it's just a matter of opinion Very Happy

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Lieutenant

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