Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Demise of Man » Demise of Man
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Re: Demise of Man[message #242616]
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Wed, 27 January 2010 10:04
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usrbid |
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Messages:1506
Registered:December 2008 |
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Just started playing DOM yesterday, took all of Drassen, have a couple of energy weapons already, love the energy beam graphics (instead of the flying dot), this is what I was talking about here, I really like the new anims and recommend everyone check it out.
A couple of questions for Callahan:
1. Looks like you did some testing, the Word doc says you can run DOM on 1.13 (meaning use NIV LBE gear), is that true? I am currently playing DOM on top of JA2 Gold (meaning OIV). How would DOM work with NIV? If I follow the install instructions the DEMISE Items.xml would overwrite / take precedence over Data-1.13?
2. Are the DOM people still working on updates / new versions? Your latest update on this forum is from 12/4/2009.
3. Is it possible to get the source code for DOM? Ideally a volunteer could integrate it into SVN (I know this would be a lot of work), maybe just some features could be put into SVN e.g. laser rays if Strogg is too hard.
4. I scanned over the Word doc (both German and English) and couldn't figure out how to put repair point (in the game it is a Dollar value) into the replicator - other than having the replicator "eat" items I don't want. Using the item eat method I was successfully able to replicate sun goggles, flash hiders, and small scopes, so I (kind of) know how the replicator works, just haven't figured out how to increase the Dollar amount of the replicator by repairing like the Word doc describes it. Would you set a merc to "repair" the replicator?
Question to the forum moderator:
Do you guys want to make a DOM dedicated forum? Of course I know of this one, but US people may not be able to read it and may have their own questions or observations.
There may be also a chance that some people may want to develop mods on top of DOM as DOM has fairly unique features (e.g. laser rays).
Game play observations:
- air raids are not that bad, just run around a lot and you can avoid them. I wasn't able to avoid the bombing run (many, many small explosions) by staying inside a building, the walls get blown up and the explosion carries to the inside a little giving me yellow health damage (I survived though, mostly).
- armor is much more protective than in other games and doesn't seem to degrade. For example I got hit 20+ times and did not take any (yellow) health damage (just a little blue breath) and my armor was still 100% (even the ceramic plate was 100%). This is a little bit of a problem as I can spray 20 bullets of ball ammo into an enemy with a coated flak jacket and may make *no* damage (other than breath). The same is true for my guys in return though.
- I haven't found a short key to move equipment within a sector (used to be Shift+M in 1.13 I believe), this means equipment is laying on the gound everywhere and gets damaged by air strikes.
- cover works much better (similar to WF, maybe even a little better), a little bit of gras makes a big difference
- enemy drop is mostly pistols in the beginning (my game progress is 3), however you get some cool high tech conventional pistols you would only get at higher game progress in 1.13. I also got some energy pistols, really neat stuff, you should play it.
- Alt+LMB selling seems to work, had $2k left after hiring starting mercs, now I have $9k (and some money in the replicator)
- in case this was not clear, most gear (if not all) you don't need to repair, you just combine two items to get a 100% one
- It looks like AIM starting gear is randomized. First time I started my IMP had random stats, I started over using the WF settings in the INI. The second time the same people had different gear, and you can see it on AIM, really neat.
- MERC available day one
- I am playing on Expert (one below Insane), BR Awesome (highest), Air Raids on, and Sci Fi on. I got 4 enemies in Omerta. Steroid beat the first guy dead (coming around the corner of the building to the SW), the other's were dual wield shot with cold ammo by Meltdown, I didn't get an air raid in Omerta.
- Fatima script doesn't seem to stop and look if your team is catching up, she just keeps walking, not sure if this is standard in vanilla
- Got my first random encounter in the sector north of Drassen, 16 dudes during the day, I set my team of 7 (incl. Manuel and Ira) prone in the tree grove to the very NW (top left). My IMP had a lighting gun but I only used pistols. Killed all of the enemies pretty easy, noone got hurt. I got an air raid here, but just ran up and down a lot until it was over, was even able to evade the exploding bombs no problem.
- Next was Drassen airport at night, got an air raid I couldn't escape from, had to restart the sector. Second try I went all the way down, all the way to the right, and up to the building outside the fence (hoped I could wait out the air raid in there). On my way around the sector edge I killed a couple guys but didn't trigger the air raid. Once I was on the roof of the building outside the fence it was easy going. In the end I got no air raid and no one got hurt.
- I started Drassen central at night on the NE (top right) side of the fence, immediately got 3-4 enemies in close proximity, walked up to them, head shot from 1 tile away with HP/Glaser. Then I just shot them one by one coming toward me, no air raid, no one got hurt.
- I had to restart Drassen mine due to air raid. The second attempt I was rushing toward the mine building, really forced my way *through* a bunch of guys coming toward me (I am usually not that pushy, but wanted shelter against a possible air raid). Once I was on top of the mine building it was all over for the enemy, no air raid, no one got hurt.
Toggle Spoiler- There is no Drassen Counter Attack, however I get an air raid the next day, not sure if this is a daily thing yet, or if this is the queen being unhappy.
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Re: Demise of Man[message #242873]
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Sat, 30 January 2010 12:29
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Callahan |
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Messages:63
Registered:May 2006 Location: Germany |
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Dieter
A couple of questions for Callahan:
1. Looks like you did some testing, the Word doc says you can run DOM on 1.13 (meaning use NIV LBE gear), is that true? I am currently playing DOM on top of JA2 Gold (meaning OIV). How would DOM work with NIV? If I follow the install instructions the DEMISE Items.xml would overwrite / take precedence over Data-1.13?
2. Are the DOM people still working on updates / new versions? Your latest update on this forum is from 12/4/2009.
3. Is it possible to get the source code for DOM? Ideally a volunteer could integrate it into SVN (I know this would be a lot of work), maybe just some features could be put into SVN e.g. laser rays if Strogg is too hard.
4. I scanned over the Word doc (both German and English) and couldn't figure out how to put repair point (in the game it is a Dollar value) into the replicator - other than having the replicator "eat" items I don't want. Using the item eat method I was successfully able to replicate sun goggles, flash hiders, and small scopes, so I (kind of) know how the replicator works, just haven't figured out how to increase the Dollar amount of the replicator by repairing like the Word doc describes it. Would you set a merc to "repair" the replicator?
1. Newer 1.13 appears to be incompatible. 3 years of DOM development caused 1.13 to drift too far away.
2. Currently, a small successor is being developed. The player will lead an invasion on Stroggos.
As the "team" is actually one lonely, improfessional programmer - this will take its time.
Some minor updates will be included in DOM, as using the IMP mins for min random attributes, so you can set how low they can get.
3. Scorpion already negotiated the release of the code, once it is all done.
4. Repair the Replicator - it will accumulate repair points.
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Corporal JA2 DoM Creator
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Re: Demise of Man[message #243744]
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Wed, 10 February 2010 15:02
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usrbid |
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Messages:1506
Registered:December 2008 |
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Quote:can not fix your SVD with SVDS or SV-98
I combine two SVDS all the time, have four now, three on 100%, the fourth is less than 30%, game progress is 38. But you can't combine a SVD with a SVDS, they have to be the *same* gun.
Quote:smartgun
I haven't quite figured out what exactly the smartgun does, but it does *a lot*, however it is auto fire only (but when it hits, it is usually an instal kill).
Avenger Cannon with incindiary rounds - oh yeah!
Quote:random IMPs
Yah, I tried this out a couple times, it needs a minimum or some synergy between stats, totally random is likely to be not that usable. By the way, you can turn this off, you probably already know. (I turned it off and used WF settings in the INI).
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Re: Demise of Man[message #243880]
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Thu, 11 February 2010 09:10
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usrbid |
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Messages:1506
Registered:December 2008 |
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@Burzmali, ha, ha, you are using Armor McGyvering, I turned this off, there are a few things that are a little bit too much - even for me (I know, hard to believe).
For example I find it a little too much being able to "teleport" items into your hand during combat, I mean moving items between sectors outside of combat I can get used to, but during a fire exchange, wow...
I am already happy with the energy weapons as is, some of them are just more advanced versions of existing guns really, like a grenade launcher shooting napalm - multiple times a round, other mods can do it once a round, so not too much of a stretch.
By the way the smartgun is not that great if your CTH is zero, with the Avenger Cannon I can still shoot the tile and hurt the guy, while the smartgun just goes "fizz".
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Re: Demise of Man[message #243897]
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Thu, 11 February 2010 12:03
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Callahan |
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Messages:63
Registered:May 2006 Location: Germany |
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Hello !
There is finally a new DoM exe addressing some of the complaints here.
Changes have been copy-pasted from the next version into DoM and have not been tested there, however.
If something does not work, tell it here and it will most likely be fixed.
Changes are:
IMP attributes are now used as the minimum random attributes, so you cannot get lower than this.
Armour degrade with weak ammo types/calibers is now more accurate as it is internally counted in thousands - not hundreds. Can still take a time to bite through EOD with 9mm Glaser.
Nails will not complain now if his current vest is not his bikie vest.
You can give AND apply items to mercs. If you use the alternate "give" with right click and then left click the item is applied. Useful for Regen boosters and Health packs on dying mercs.
Here you can download it.
DOM at Kermi mirror site Latest files as of Dec 2013 (current at May 2015) - Ed
[Updated on: Sat, 14 August 2021 10:46] by Moderator Report message to a moderator
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Corporal JA2 DoM Creator
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Re: Demise of Man[message #244103]
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Sat, 13 February 2010 14:37
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Callahan |
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Messages:63
Registered:May 2006 Location: Germany |
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DieterSorry for the double post, just tested the below.
Running out of ammo during combat, reload cost too high in DOM? No problem, do the following:
1. drop empty gun in a sector which has no combat
2. select a merc not in combat
3. pick up empty gun from sector
4. reload gun with merc not in combat
5. drop gun in sector
6. pick up gun with merc who ran out of ammo
Presto! Your merc just got his gun reloaded and all he had to pay was the ready cost.
I believe you can fix this by making mercs who are in combat not be able to access sector inventory of *any* sector, not just the one they are currently in. You guys are half way there already.
That was intentionally designed that way. You may hit ALT + D to get new APs. That would have the same result. So it does not really matter for reloading that way.
You may get new stuff from other sites during combat that way too, but it was designed that way to leave the decision to do so to the player.
The Airstrike behavior is a bug. Normally, Airstrikes should be ended once the map gets trashed.
And they should not happen underground, of course.
That will be investigated and fixed.
Raids are a bit random, but only the bombs count for that. Gun runs are "for free" during raids.
To wolf00
A vest with rechargeable shield battery as attachments can be created, but the terminal not.
One problem is, that shields work in every inv slot, so the battery would work without the vest.
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Corporal JA2 DoM Creator
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Re: Demise of Man[message #244142]
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Sun, 14 February 2010 06:27
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usrbid |
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Messages:1506
Registered:December 2008 |
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More bugs: When you order Nails with *no* items from AIM he arrives without the leather jacket, no armor at all. When you want to give him a "wrong" vest he says his "don't mess with the vest, scooter" line, but again his vest spot is empty. I believe in Vanilla when you get him with no items, he was still arriving with his leather jacket, which is missing currently.
Edit: You probably know already, browsing the mercs roster on the laptop GUI is a little borked up. Someone fixed this a long time ago, whoever did the ManyMercs implementation (was it SpaceViking or Headrock?), can you use their code to get the laptop scrolling? I believe it is now part of HAM or even the SVN.
By the way, great job of making the merc roster in the strategic GUI work! That scrolling kicks butt! You guys should change the GUI by removing the horizontal bar intended to separate vehicles, this will give you three more slots to play with.
Edit 2: PRICE_MODIFIER is currently set to 1, I suggest giving less money from selling, maybe even the WildFire setting e.g. 100 as you get lots of money too fast, stretching it out will make the second half of the game more challenging.
Keep MILITIA_TRAINING_COST at 15000, this is the most wonderful setting I have seen in a long time!
Edit 3: Traveled with the Hummer from L12 to M13, arriving in M13 I get dropped at the west (left) sector edge, which is water, and I can't place my team there, needed to Alt+X exit the game. Not sure if this would happen in Vanilla or if this is DOM only.
Edit 4: Make the high tech medical items e.g. health shard, adrenaline, etc. only dropable by Strogg, it gets too easy when humans drop them. I have game progress 36 and I have 20 health shards, 40 med kits, etc.
Also Strogg, Marauders, and overland bugs are not threatening enough, you just wait for them to disappear or drive around them. They would need to be more like queens troups, walk the countryside and actively seek to attack you. Currently even when they attack a city you reload and take advantage of the randomness negating the threat.
The Plasmagun (id 1187) doesn't allow the rifle LAM as an attachment but does allow rifle LAM flash light as an attachment, looks to me the rifle LAM attachment might be missing.
Edit 5: Just had the idea of using SciFi mode to toggle conventional weapons completely on or off. You guys have so many energy weapons that it makes sense to provide a "SciFi only" guns experience, a game with only energy weapons. I got this idea when thinking of how I would like to play my next DOM game and realized that restricting myself won't work as enemy drops overflow with conventional guns.
Rod & spring and gun barrel extender need prices in your game as Tony removes them and then offers them for $1. (I know the player can remove these as well, this is just about Tony selling them for a dollar.)
Mauser Karbiner 98k not sellable at Tony's, not sure if this is DOM or if it was already in Vanilla.
CallahanThat was intentionally designed that way. You may hit ALT + D to get new APs. That would have the same result. So it does not really matter for reloading that way.
He, he, not to be a know it all here, but if that were true, why can't you pick up items from the sector inventory in a sector with combat? Well, I can tell you why, because the code already checked for that before you added the ability to access any sector inventory, meaning the newly added code has not been expanded to have the same check.
@Kaerar: Not sure about the theme, they use the alien graphics for crepitus (couldn't get jelly from them), there are random marauders speaking different languages on the main map and of course the Strogg and the energy weapons derived from them. Doesn't feel like Halflife, but you know me, I like everything SciFi. :drool:
[Updated on: Wed, 17 February 2010 08:33] by Moderator Report message to a moderator
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Re: Demise of Man[message #254251]
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Fri, 18 June 2010 12:01
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Toneone |
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Messages:376
Registered:October 2008 Location: Germany |
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Hey,
ive tried DOM a bit now and its pretty awesome.
Lots of crazy and creative features and a shi+load of new toys.
Lasers all over the place^^
Lots of fighting but the pace seems allright till now.
Though i had to modify the Ini rather heavily, i cant see how one is supposed to play it with the vanilla settings, or without Drop All ?(or rather how long one would play)
Disabled those evil airstrikes and toned down lots of settings, its my first run.
DOM is really worth a try and is a mod of craziness all over.
I just want to share a funny tale which happend to me yesterday.
I recruited additional mercs on day 10 or so and Omerta(drop zone) was occupied.
No biggie me thinks, Wolf, Stephen and Gasket can handle this.
So imagine my amazement when i met Mike and some soldiers in Omerta!
The crappy starting gear the three had could not damage Mike at all..
So how did i survive?
Purely by a big load of luck.
1. I was lucky that Stephan had a Strogg Mp, which couldnt damage Mike but wittle away his AP with a hail of bullets.(Wolf&Gasket had Scorpions)
2. I was lucky that Wolf could reach Mike while being shot at by 3 soldiers, which didnt hit him.
No kidding, they Auto fired like 100 bullets his way.
3. I was lucky that Mike was placed diagonally from a big rock which then covered Wolf from the soldiers.
4. I was lucky that Gasket&Stephan could distract the rest while Wolf crouched and BEAT Mike to death
The cherry was Wolfs speech when he killed Mike.
"AIM will put this in my Bio"
Killing the super merc Mike bare handed is a rather awesome achivement Mr.Sanderson.
I lol
[Updated on: Fri, 18 June 2010 12:15] by Moderator Report message to a moderator
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Master Sergeant
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Re: Demise of Man[message #254314]
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Sat, 19 June 2010 15:55
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Toneone |
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Messages:376
Registered:October 2008 Location: Germany |
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Quote:
Yup, this is how you do it, button #2 cycles the categories, button #3 & #4 cycle through the items in the selected category. When I played it, I was able to cycle through all available items. For example cycling through the guns category takes forever as there are so many guns. I think I mostly made gun attachments and the Eldorado. Replicating the Eldorado will give you a car "item", you need to "use" it on your chest in tactical, it will then "create" the car next to where you are standing.
Haha, disregard my problems im stupid!
I overlooked that you can cycle through the categories if u click on the 1 slot again.
So guns are ordere after calibre, no wonder i found only crap when browsing through 9mm guns^^
To be honest i used the last 10 or so game days to hunt patrols and feed my replicator to make shiny toys.
Quote:
Uh, so, hm, why is this a hassel again? Lets say your mercs armor got nicked, it is now 94% instead of 100%, instead of having to repair the armor which takes time and makes the repair guy tired, you pick up the same armor from any sector on the map and merge it with your nicked armor. For example you are in Cambria with 94% kevlar, you take a 23% kevlar from Drassen, merge it with the nicked one to get one 100% kevlar and one 17% kevlar, done.
Screw kevlar, who wears that?^^
Thing is i progressed to the better armors ASAP, and making those for repairs was a bit costly at first. Then i discovered armor shards.
My main group is nicely decked out in coated dyneema field ops gear, and repairng those is a hassle.
If u dont know about the shards that is.
Quote:
By the way, try to play a compaign with *no* armor. I did this once with an I love Arulco t-shirt. It is really not that bad. Well, except for when you wear a t-shirt the enemies constantly ask you if you want to surrender.
Ha!
That actually sounds funny, though i dread getting hit by one of those auto laser guns.
On the other hand there are plenty of health restoring items in the game.
So you can actually get hurt to 1point of health and totally heal up on the spot.
Quote:
Uh, check out [url=http://jaggedalliance2.pbworks.com/f/Demise_of_Man_20091130_Weapons.xls]this[/utl] one, they changed the damage of all guns, making the shotguns and pistols more powerful than the rifles. Very interesting idea indead! I am wondering if this would make 1.13 better?
Yeah i discovered that pretty fast.
Ill never part with my street sweeper&jackhammer.
They totaly rule in DOM, even against STROGG if u use Flechettes/slugs.
But i think its more calibre related, for instance 45./40SW pistols are the bees knees, much like Mp
[Updated on: Sat, 19 June 2010 15:58] by Moderator Report message to a moderator
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Master Sergeant
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