Home » SIRTECH CLASSICS » Jagged Alliance 2 » Favourite Mercs & NPCs » Playing with 6 IMPs?
Playing with 6 IMPs?[message #238432] Sun, 22 November 2009 06:37 Go to next message
entar

 
Messages:7
Registered:November 2009
Do not know if this is the right topic to post here, i'm currently playing 1.13, and I played with 6 IMPs, just wondering do you guys also play with 6 IMPs only in your team and perhaps some other locals?

But the AIMs and MERCs mercs do sound funny.
Re: Playing with 6 IMPs?[message #238497] Mon, 23 November 2009 10:42 Go to previous messageGo to next message
Tyco

 
Messages:189
Registered:September 2001
Location: Be'er Sheva, Israel
I had a game with 6 imps, but it got boring. For one thing, the AIM and MERC selection covers all specialities and abilities you might need. Second, IMP mercs are rather bland, with very little character traits and no interaction with other mercs.
Re: Playing with 6 IMPs?[message #238505] Mon, 23 November 2009 11:24 Go to previous messageGo to next message
herb

 
Messages:417
Registered:September 2007
Location: Slovenija
you should have in team mercs which like each other like Fox and Wolf. Also the morale is greater
Re: Playing with 6 IMPs?[message #238529] Mon, 23 November 2009 17:09 Go to previous messageGo to next message
Loucipher

 
Messages:161
Registered:October 2009
Ever since I installed 1.13, I play with 6 IMPs. It gives me the way to develop 6 different people throughout the campaign. Besides, they are the cheapest option, both for a start and in a long run.
But of course, I hire AIM and MERC personnel too, so I get to experience their funny personality quirks and relationships.

Too little character traits and interaction? Who says you can't edit Likes, Hates, Learns_to_like, Learns_to_Hate for PGmales and PGfemales. You'd have interesting outcome here. Just think about having two IMPs on a squad with Learn_to_hate towards each other. After a while, you'll want to keep them apart. Or kill them.
Re: Playing with 6 IMPs?[message #238573] Tue, 24 November 2009 11:32 Go to previous messageGo to next message
Tyco

 
Messages:189
Registered:September 2001
Location: Be'er Sheva, Israel
Does that include texts and soundfiles for the imps to voice their grief?
Re: Playing with 6 IMPs?[message #238574] Tue, 24 November 2009 11:53 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
no - there are no such files - if you want to have an imp with files like that you may volunteer

i never tested learn-to-like-imps, but with no files there are certainly ctds, or - if that's not the case - this feature is not implemented in imps (= you may proedit whatever you like => nada)

Re: Playing with 6 IMPs?[message #238584] Tue, 24 November 2009 15:36 Go to previous messageGo to next message
Loucipher

 
Messages:161
Registered:October 2009
One potential idea I had would be using Proedit to change Likes, Learns_to_like, Hates and Learns_to_hate traits of PGmale51 thru 53 and PGfemale51 thru 53. Or, in case of externalized Merc-Opinions, add respective entries for these characters in the XML.
Another issue would be to add respective voice and text files to enable comments. I don't quite know if these lines would be properly recognized once created, but can't see the reason why not, really. I mean, aren't all playable characters (RPCs, mercs, IMPs) supposed to be handled the same way? They all follow the same voice lines pattern, after all.
Re: Playing with 6 IMPs?[message #238586] Tue, 24 November 2009 15:47 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
it's an easy test

set a buddy for one of your imps - if you get a ctd with a buddy-situation it is possible, if there is no ctd it won't be supported (= forget it) - if you tell me which imp (pg...) you use i'll up the ###.edt for you (so it's not a ctd but s subtitle 'it works')

the corresponting files are not used by imps = there's at least a chance


... and btw 'pgMale' and 'pgLady' and they are 51-53=pgMale and 54-56=pgLady
Re: Playing with 6 IMPs?[message #238624] Tue, 24 November 2009 21:56 Go to previous messageGo to next message
MikeThePro

 
Messages:176
Registered:November 2007
Location: Bulgaria

Played with 6 IMPs once...but gave it up-a bit too boring.
Now I'm playing with 2-3 and hire the rather weak mercs for some challenge.
Re: Playing with 6 IMPs?[message #238625] Tue, 24 November 2009 22:21 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
i always play with six - but they are totally different - my doc and my mechanic came with mrk=0
Re: Playing with 6 IMPs?[message #238629] Tue, 24 November 2009 22:58 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1540
Registered:March 2009
Location: Broadwurschd-City
I normaly play with

1 excellent females

2 good but handicaped female

3 much hadicaped male idiots
(e.g. a heavy weapons expert with health 34, marksmanship 12, strength 10, wisdom 1, and the rest 0 - normaly those guys are psycho/something nasty)
Re: Playing with 6 IMPs?[message #238630] Tue, 24 November 2009 23:01 Go to previous messageGo to next message
MikeThePro

 
Messages:176
Registered:November 2007
Location: Bulgaria

The handicaped IMPs is quite awesome-put some quite regular people on the battlefield and you get the same result.
Re: Playing with 6 IMPs?[message #238649] Wed, 25 November 2009 09:37 Go to previous messageGo to next message
herb

 
Messages:417
Registered:September 2007
Location: Slovenija
so you could do all the battle with 4 IMPs. Other two are just for non fighting work
Re: Playing with 6 IMPs?[message #238704] Thu, 26 November 2009 00:33 Go to previous messageGo to next message
Loucipher

 
Messages:161
Registered:October 2009
Looks like we have many concepts of playing with 6 IMPs. To each his own, I guess.
Re: Playing with 6 IMPs?[message #238720] Thu, 26 November 2009 09:36 Go to previous messageGo to next message
herb

 
Messages:417
Registered:September 2007
Location: Slovenija
Right. But I still prefer mercs from AIM and MERC
Re: Playing with 6 IMPs?[message #238721] Thu, 26 November 2009 10:48 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1540
Registered:March 2009
Location: Broadwurschd-City
6 IMPs are a good reinforcement for those of us (like me) who allow their mercs to get shot.
Re: Playing with 6 IMPs?[message #238727] Thu, 26 November 2009 14:35 Go to previous messageGo to next message
herb

 
Messages:417
Registered:September 2007
Location: Slovenija
still not enough big reason to play with six
Re: Playing with 6 IMPs?[message #238728] Thu, 26 November 2009 14:40 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
marko, as long as you don't have 'cloned' imps, but give them personality (in your mind) it's fun

cloned:= all the same night-ops/auto-robot - for a start try not to use the same trait on two imps (well i got two psychos - one of them shoots any civi who refuses to move his/her butt out of his way)

[Updated on: Fri, 27 November 2009 00:10] by Moderator

Re: Playing with 6 IMPs?[message #238759] Fri, 27 November 2009 00:06 Go to previous messageGo to next message
Loucipher

 
Messages:161
Registered:October 2009
Seconded. I think of my 6 IMPs as a team of long-time buddies who rallied together to the Chivaldori's cause.
They all have different skills, but they complement each other in battle.
This is why I mused a few posts ago on giving them "likes" and "dislikes" traits - would sure add some depth to their in-game relationships Smile
Re: Playing with 6 IMPs?[message #238760] Fri, 27 November 2009 00:09 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
Loucipher
Seconded. I think of my 6 IMPs as a team of long-time buddies who rallied together to the Chivaldori's cause for the cash.
fixed!
Re: Playing with 6 IMPs?[message #238762] Fri, 27 November 2009 00:21 Go to previous message
Loucipher

 
Messages:161
Registered:October 2009
Your fix was inaccurate Very Happy

It was the Chivaldori's cause that they rallied to, cash was only the driving force behind the process Smile

Just read my sig line. "Fight for freedom, kill for cash..." Rings the bell, no?
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