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HOORAY FOR SIMPLICITY[message #254529] Tue, 22 June 2010 05:31 Go to next message
Never Darktide

 
Messages:88
Registered:July 2009
So I got bored today, thought "all of this 1.13 with IoV and STOMP stuff is bothering me. I'm going to play the DG campaign because I never have!"

Probably a good decision.

Mission one: hired Ivan, Ice, Fidel, Mouse (I miss her), Grunty, and Beth (God rest her). Ran around awhile...I don't think I got shot at all.

All was well until the end of mission four. Fidel quit because he wasn't getting enough blood. Too bad for him, I was giving him a lot of money (well, his initial salary, but still).

I'm going into mission nine (these really blow by at normal difficulty, heh), having picked up Sparky around mission three or four for an in-house mechanic, and have Ivan's initial 12 gauge rifle (why did this never make it into JA2? strange), two shotguns, a .44, and two .357s, along with three kevlar vests, three kevlar helmets, three "helmets", and some other crap. Haven't used any of my C-17 yet as I'm waiting for spectra shields.

Ahh, the good old days.

Addendum 1:

Picked up Smoke for mission ten, since I needed someone who was decent with explosives. He's actually not that bad, although his voice can be annoying, eh?

I don't think I've given up anything Micky has had to offer so far. I've gotten three sniper scopes, at least two C-17, about 50 clips of M16 ammo (if I don't find one ever, I'll be very angry), plenty of other ammo besides...and the most I've paid is about $2900 for a Colt .45, shotgun, 25 x 6 clips for each, and I can't remember what the other item was. Didn't really need it, but how else am I going to get stuff easily?

Addendum 2:

Not having a doctor can be irritating sometimes. Silly me trying to get through with an average field medic.

On mission twelve, picked up another twelve gauge rifle, an uzi (makes two), a spectra shield (!), another C-17 and a chunk of steel (also makes two). After that, I got TWO MORE SPECTRA SHIELDS AND AN M14 from Micky for about $3500. Worth it.

[Updated on: Tue, 22 June 2010 19:06] by Moderator

Re: HOORAY FOR SIMPLICITY[message #254834] Fri, 25 June 2010 10:35 Go to previous messageGo to next message
blueskirt

 
Messages:17
Registered:May 2010
Over here I'm on mission 22 or 23, the first desert mission. The mission is a pain in the butt so I'm taking a break: Lot of guards, only modified M16 can damage some of them, you don't have much choice where to ambush the bad guys...

I managed to piss off every single affordable and competent explosive expert: Lynx couldn't smell Smoke, I fired him, Fidel quits, not enough blood, I overworked Larry's skill to uselessness and I wasted far too much grenades by trusting him with the grenade launcher... I hope I won't need another explosive expert anytime soon.

I'm also having trouble with Micky. 10 missions ago, I was desperately needing cash for better mercs and equipment and he always showed up with stuff I couldn't pass up (M16, M14, Spectra, Ultra vests), and now that my financial troubles are over, he shows up with junk and ammo for guns I don't use anymore.

You regret not picking a doctor and I regret picking one. Mercs heal so much in between missions compared to JA1 that it's barely necessary to waste a slot on a doctor. At least Cliff's is competant both in healing and shooting so I'm not complaining but I'd gladly trade him for someone who's better at shooting than healing.

The mission progression can be complex with those multiple win/lose conditions, I'm fairly sure I missed a couple of bonus missions. Too bad there's no guide for the main campaign.
Re: HOORAY FOR SIMPLICITY[message #255063] Mon, 28 June 2010 05:45 Go to previous messageGo to next message
Joksu
Messages:2
Registered:February 2009
Hi, I'm playing the DG currently as well and I have a problem. During mission 30 of the original campaign you have to get a CD-ROM from a research station. And the problem is after I enter the room with the CD-ROM, there are 2 detonators hidden on the floor which trigger an explosion destroying the mission objective.

Now, I have Mike on my team so disarming the detonator isn't a problem. But when I want to disarm the thing, I need to put a blue flag on the ground first. Without the blue flag my merc will just walk on the detonator and the mission is lost.

After blueflagging and disarming I can't get past the blue flags. I have tried everything imaginable. I have explosives to try and go through the wall behind the explosives, but detonating near any of the rooms walls will trigger the explosions.

So the question is:

1. Is there a way to disarm explosives without walking on top of the trapped tile, and without blue flagging?

or

2. Is there a way to remove the flags after your done with the triggers?
Re: HOORAY FOR SIMPLICITY[message #255074] Mon, 28 June 2010 09:57 Go to previous messageGo to next message
blueskirt

 
Messages:17
Registered:May 2010
I just finished that mission yesterday. Magic found the things and put flags on them, then I had no idea how to walk over them. Eventually, using Lynx, I interacted with the flags.

"Do you want to flip the switch?" I selected "No."
Then I was asked:
"Do you want to disarm the trap?" I Selected "Yes."

Traps got disarmed and the flags were removed. If the flags aren't removed, try to interact with them again, maybe you'll get a "Do you want to remove the flag?" message, I've seen this message a couple of times in previous missions while disarming mines.

The second method I found is to blow the desk next to the flags with a molotov cocktail or a fragmentation grenade:

http://i123.photobucket.com/albums/o303/blueskirt_bucket/Forums/DeadlyGames.png

There is a very damaged grenade just for that in the bottom right corner of the facility, just remember to save before throwing in case it doesn't explode. Alternatively, you can find all the material needed to make two cocktails in the bottom left corner of the facility. Throw it on the desk and it should blow to pieces, allowing you to reach the other side.

Needless to say, whoever will throw the cocktail/grenade will get hurt (I think molotov cocktail deals less damage). So, I suggest you throw it with either a merc you plan to fire soon, either a wounded merc you plan to leave at home to rest/patient/doctor during the next mission. I also suggest that you drop the entire equipment of your merc somewhere else, so it doesn't get damaged in the explosion.

-Edit-
Current roster: Mike, Scully, Magic, Ivan, Lynx, Scope, Gus and Kelly thanks to the dough I made selling Micky all the junk I wouldn't need anymore.

I got 6 Mod. M16,
2 Mod. M14,
8 Treated Kevlar Helmets at 100%
7 Treated Spectra Shields at +90%
a Treated Kevlar Vest at 100%
7 Ultra Shields at +85%
All the scopes, extended ears, gas masks, goggles and live plastic one can need
a mortar with 5 shells
4 grenades launchers with 37 grenades (23 frag, 10 mustard, 4 tear)

Guess who's ready to turn the last mission of the main campaign into a field of ruins? And now that I think of it, anyone here knows if having Scope in my team could be linked to Micky's streak of complete junk during the last 10 missions? (No kidding here, on mission 33 he tried to sell me S&Ws and their ammos)

[Updated on: Mon, 28 June 2010 17:26] by Moderator

Re: HOORAY FOR SIMPLICITY[message #255105] Tue, 29 June 2010 02:19 Go to previous messageGo to next message
Never Darktide

 
Messages:88
Registered:July 2009
Holy replies. I stopped playing when Steam went all out with their new sale (was at mission 19, I think) but I can still speculate on some stuff:

1. Micky might have better stuff later on in the campaign if you don't buy his supergood stuff early on, or it may have to do with you guys cheating him out of money (I usually offer him 1-2 clicks extra for items, and I often get it right away).

2. Doctors are not useful enough to warrant wasting a slot on one, I'd agree, but someone with 40+ medical is still nice to have.

3. Mercs take a lot longer to level up in stats...I'm starting to think when I play again, I'll probably take only a few mercs (Ivan, Ice, Mouse, Smoke for starters) and then save up to get my favorites (Spike, Magic, Kelly).

4. When do you get Gus?

5. Can we try and cooperate to form at least some kind of guide (at least, one that pertains to getting all of the "secret" missions, which I didn't know existed)? After 15 years, DG is still covered in no depth except for this site.
Re: HOORAY FOR SIMPLICITY[message #255113] Tue, 29 June 2010 05:54 Go to previous messageGo to next message
blueskirt

 
Messages:17
Registered:May 2010
Quote:
3. Mercs take a lot longer to level up in stats...I'm starting to think when I play again, I'll probably take only a few mercs (Ivan, Ice, Mouse, Smoke for starters) and then save up to get my favorites (Spike, Magic, Kelly).

I don't know about that. My mercs leveled plenty of time during the main campaign. Ivan went from Level 2 to Level 5 in DG, I think he was about that level at the end of JA. Plus, whenever a merc looked at a boobytrapped item and selected "no" when asked to disarm it they received one additional point in explosive and wisdom at the end of the mission (If you wanna grind wisdom, just do it with all your mercs on every explosive/mines you encounter, you'll see it climbs up quite fastly.)

Quote:
4. When do you get Gus?

Gus get all giddy and nostalgic during the last mission's briefing and offer to join your team for the final showdown. When you fire someone a message box appears asking if you want to add him on your team. He's like an upgraded version of Leech, high marksmanship, secondary skills and wisdom but average health and agility, but he comes with a modified M16, his salary is 0 and of course, I wanted to hear his lines during battle, so it was hard to pass up. I don't want him to get hurt and I doubt he'll be able to keep up the pace with my high agility team so I'll be using him as field medic.

Quote:
5. Can we try and cooperate to form at least some kind of guide (at least, one that pertains to getting all of the "secret" missions, which I didn't know existed)? After 15 years, DG is still covered in no depth except for this site.

The only one I found so far is during mission 21. You're told to take a picture of an assassin but not kill him. If you do exactly that, in mission 22 you'll be told to kill the assassin (the guy will drop a treated spectra shield so you definitively don't want to pass this one.) During mission 21, if you take a picture and kill the guy, the mission will be a success but the assassination mission will be skipped entirely and you'll head straight to the next mission in the campaign. Before that point, there were a couple of times where I finished a mission but didn't entirely follow the orders given by Gus, so I don't know if I missed some.

[Updated on: Tue, 29 June 2010 14:04] by Moderator

Re: HOORAY FOR SIMPLICITY[message #255118] Tue, 29 June 2010 10:27 Go to previous messageGo to next message
Majek

 
Messages:444
Registered:January 2003
Location: Slovenia
Flags should've been removed after you disarm the detonator or bomb under it. So that must've been a bug. But how were you interacting with the flags?
Re: HOORAY FOR SIMPLICITY[message #255163] Wed, 30 June 2010 19:42 Go to previous messageGo to next message
Joksu
Messages:2
Registered:February 2009
Well, finally!

Last time I played this was back in the days when it was still new. And never completed DG, until now! Boy was it a rough road all the way.

My team in the final mission:

Ivan, Buzz, Bernie, Bud, Snake, Speck, Sidney, and Mike. The only one who was bleeding out ( but not down ) was Bud. Now that this is over with, I'm kinda sad and proud ( I've completed every JA game ) at the same time.

I tried to put an image of the final scoring in this post, but either I lack the skill or this site doesn't allow them.

http://img200.imageshack.us/i/deadlygamescomplete.jpg/

Edit: Oh, and P.S:

Special thanks to blueskirt who helped me out with that tedious problem with the detonators!

[Updated on: Wed, 30 June 2010 19:45] by Moderator

Re: HOORAY FOR SIMPLICITY[message #352762 is a reply to message #255063] Fri, 23 March 2018 23:51 Go to previous message
__Vano
Messages:1
Registered:March 2018
Joksu wrote on Mon, 28 June 2010 05:45

After blueflagging and disarming I can't get past the blue flags. I have tried everything imaginable. I have explosives to try and go through the wall behind the explosives, but detonating near any of the rooms walls will trigger the explosions.


This is an engine bug fixed in DG patch 1.33 (not to be confused with JA2 mod by the same name). Can be downloaded from hxxp://www.ag.ru/games/jagged-alliance-deadly-games/patches/ .

The reason is the map uses "trigger 2" instead of "trigger 1" as other maps do, and those just happened to be broken like this.
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