JA2 1.13: Real-Death MOD[message #263630]
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Sun, 26 September 2010 15:35
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Kirill_OverK |
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Messages:257
Registered:September 2010 |
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For correct work of mod -
1. Not use - "Sci-fi"
2. Play only in "INSANE" mod.
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Mod for (Data1247,EXE3875) from 05.11.2010 -
(with all fixes)
http://hotfile.com/dl/81449870/f4bc3ac/Ja2v1.13_v3875_Clean.7z.html
or
http://depositfiles.com/files/qedvgaiam
For installation simply copy all contained in folder with JA2 and mod 1.13
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[color:#FF0000]data-files fix 1.0[/color]
http://uploading.com/files/61b5281a/Data-RD.zip/
or
http://depositfiles.com/files/3k1f3bl0n
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For unpacking last version 7z is necessary or it is probable last
Version RAR with last module 7z, supporting LZMA2 decopression... -
http://www.7-zip.org/
7-Zip 9.15 beta (2010-06-20)
Direct, approximate transfer through the dictionary, of innovations in mod -
(features)
Original russian text is on -
http://forum.ja2.su/cgi-bin/yabb/YaBB.pl?board=ja2v113;action=display;num=1224758262
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That in it new it is global.? -
*New music, new sounds, a floor-mat from enemies in the form of speech and the text!
*New ambient sounds
The balance of all weapon and subjects of the realistic party is reversed!
All fighters have at once good, the best is more exact
Regimentals from A.I.M. - firm to the reservation-suit, as well as should be as a matter of fact.
*Move of civilians goes faster than in
The original 1.13!
*Army will be attack on cities
As the present army - a mining of approaches
Becomes actual!!!
*Snipers on military objects are well hidden,
And those that on roofs are covered by bags with sand
So to them practically not probably to get and them
It is not visible - but you they see perfectly as in the afternoon so
And at night...
*Objects the raised importance
Are in addition strengthened by protective means,
For storm use of a smoke and as explosives -
Becomes the extremely actual.
*Sniper rifles do not shoot now on
All card as started talking, - it is necessary for you
To have rather good skills what with
Them to get on distant distances or to have
Last models with all lotions!
But - 1 time in a head - the CORPSE. Any teals.
*Auto-fire machine gunners, not such exact and brutal... - it is corrected!
Realness has not prevented balance a little!
Pleasant game.
[Updated on: Thu, 11 November 2010 14:43] by Moderator Report message to a moderator
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Master Sergeant
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Re: JA2 1.13: Real-Death MOD[message #263932]
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Wed, 29 September 2010 15:53
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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allright well, the things i can somewhat get out of the initial post/website with help of Google translate are:
- there
[Updated on: Wed, 29 September 2010 16:27] by Moderator Report message to a moderator
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First Sergeant
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Re: JA2 1.13: Real-Death MOD[message #264129]
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Sat, 02 October 2010 01:59
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Bio |
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Messages:62
Registered:April 2009 Location: Rhineland-Palatinate/Germ... |
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So did kliFFotHx finish his bodytype after all? That would be great news. Already did a logical bt for his incomplete set of animations. A complete set would be awesome. Means we could finally make some use of the whole thing.
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Corporal
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Re: JA2 1.13: Real-Death MOD[message #264206]
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Mon, 04 October 2010 08:08
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inshy |
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Messages:172
Registered:November 2007 Location: Belarus, Minsk |
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Dieter
I installed Gold, then Tais' SCI, then Kirill's Clean install, then Kirill's Fix, then inshy's German / English version. I am starting the game with JA2_en_3733.exe
Started a new game on Sci-Fi, Bull costs $43,052 for one week because his equipment is so expensive, he gets the AIM Spectra helmet, vest, and leggings. Without the equipment Bull is $400 for a day.
Kirill, what is your recommended solution? My starting money is $30,000. I don't want to increase it because this will allow cheating e.g. buy very expensive AIM with no equipment. However in the current config, even the cheapest AIM is more expensive than I have money.
as i understand, only INSAIN mode. Or edit start cash in Ja2_Options for other difficult levels
Dieter
One more thing I saw, the AIM guys have Russian names, not a big deal though.
yeah... i was too tired to change the manes to english...
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Staff Sergeant
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Re: JA2 1.13: Real-Death MOD[message #264208]
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Mon, 04 October 2010 09:45
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usrbid |
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Messages:1506
Registered:December 2008 |
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Played the first sector in Omerta, there was no tank like in the pic above, I played on Expert.
The first sector was super easy, the enemies don't shoot at longer ranges, just run around. You can basically run across the map with no need for taking cover. You can end your turn standing, rarely do the enemies shoot, and if they shoot they usually miss. And if they hit, half of the time there is no damage due to your full Spectra starting armor.
First thing that happened is that an enemy walked over an action item and *literally* half of the map exploded. I don't know how many enemies were on the map before that, what I do know that after that there were only like a dozen left.
I played on Sci-Fi and half of the enemies have creature claws as weapons (some also have knives). These melee enemies do not approach your soldiers and can be safely ignored while your soldiers eliminate the enemies with ranged weapons. Once no enemies with ranged weapons are in sight, you simply walk up to the melee enemy and shoot them in the head from one tile away.
It feels like the enemy AI has difficulties moving over the map, maybe because it is too full with objects?
The Beretta 93R causes a run time error in .\vobject.cpp line 857 in function BltVideoObjectToBuffer with the error message "Video object index is larger than the number of subimages"
After Inshy posted I might try it again on Insane. But I have to say, both Omerta sector maps do not look beautiful. There are chairs and even beds standing in the middle of a road. Expensive statues have been used to fill in holes in the walls of houses. Wooden columns stand around with no apparent purpose.
In my opinion the first sector of Demise of Man was more difficult even though there were only 6 or 8 enemies. In DOM the map is designed with stationary enemies behind a wall where you can't see them. As you walk by, the enemies get an interrupt and shoot you. In most cases there is no way to get a shot at the enemy before they shoot you. In DOM all enemies in Omerta have shotguns, which have a longer range than your starting gear and make damage 80, one of the most damaging items in the game.
However Demise of Man is simply *nothing* compared to the 8,000+ enemies save game for Vanilla where every sector has 32 enemies and you start with a 9mm pistol with a single spare magazine. I spent literally 8 hours of my life on the very first sector where I ganged up with 3-4 merc on a single enemy at night to steal their weapon.
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Re: JA2 1.13: Real-Death MOD[message #264280]
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Tue, 05 October 2010 04:46
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usrbid |
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Messages:1506
Registered:December 2008 |
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Hi Schein,
Yes, I get the exact same error message when starting JA2_de_3733.exe
You get the black screen for 2-3 seconds and then the game goes away and all you have left is that little no RTTI data message box pop up.
@Kirill: What settings for soldier skills do you recommend, old or new. I believe the new skills are all zero in your XML? Also what weapon advancement speed works best in your mod.
Edit: Ok, I played the first sector with Inshy's clean install on Insane and Realistic, below are the things that are not working:
- tank is blind, you can stand upright at any distance, tank does not shoot
- some enemies have creature claws as weapons (for example enemy on first roof to the left of landing zone)
- some weapons show blue ammo loaded (and enemy damage is like HP) but when you eject ammo you get AP
- the Dragonov SVD still ejects .38 ammo, the enemy who carries the SVD also carried .38 ammo for spare mags
- some enemies die in areas where you cannot get the equipment
With Inshy's clean install I can now right click and open attachments for 93R and M16, so the images are working properly.
Still the game is not difficult. Since you need to play on Insane, you get $999,999 which means you can hire the best AIMs. I started with Magic, Reaper, Shadow, Scope, Trevor, and Buzz. Their equipment is excellent and their stats are extremely good.
The first two rounds you get some enemy fire, because you land so close to enemies that you cannot kill them fast enough. However none of my mercs were injured. Magic and Scope got hit 2-3 times but no damage due to Spectra armor.
After that it is easy to take out remaining enemies. The game has a minimum CTH of 10%. This means that most long distance torso shots are 10-12%. But here is why it is easy, head shots for the same enemy is also 10%. So why shoot at the torso if you have same chance to hit head and kill enemy instead of wound.
All this means that you are shooting around a lot, which I like! But ammo goes low and weapon status goes down quickly. Biggest problem are the action items which cause deadly explosion. Your mercs can't detect action item, there is no way to disable trap, so it is a little like cheating.
[Updated on: Tue, 05 October 2010 09:46] by Moderator Report message to a moderator
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