UC 1.13; what settings to use?[message #274629]
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Sun, 27 February 2011 10:39
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Marius |
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Messages:29
Registered:February 2011 Location: Norway |
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Got a bit fed up with a re-producing crash in vanilla JA2 1.13 and figured I'd have another go at installing UC and actually did it right this time... I think. Anyway, I'm wondering what settings the mod is intended to be played with? I noticed All-drop is toggled on default, which seems curious to me as then I can loot the people attacking the airport at the start, which kind of goes against the purpose of there being a weapon crate pickup there for me? And I figured I'd play with 3 IMP mercenaries rather than just my standard 2, but the third one arrived with weapons so I'm assuming starting with more than one isn't intended.
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Private 1st Class
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Re: UC 1.13; what settings to use?[message #274662]
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Sun, 27 February 2011 21:34
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Marius |
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Messages:29
Registered:February 2011 Location: Norway |
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Yes, I saw a Nada token appear amongst the other items and immediately quit and restarted with fresh mercenaries, though only 2 IMPs the second time around. Just as well really, means I'll pick up an additional RPC for my main squad.
One more small question about the items since we're on the subject; how viable is it packing pistols in UC? So far at least, there's been several close-quarters engagements and with the urban setting being, well, an urban setting, I assume there's more to come. Least, I hope so. I quite enjoy using pistols, especially since they were completely pointless in old vanilla JA2.
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Re: UC 1.13; what settings to use?[message #274668]
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Sun, 27 February 2011 22:03
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Since the recent addition of the PPK, I've been toying with the idea of a sub-mod where IMP and M.E.R.C. mercs will arrive with a concealed weapon. A.I.M. mercs would have the option of a gear selection that includes a concealed weapon, but also a very expensive dummy item to represent the paperwork needed to have the A.I.M. merc certified as an "International Air Marshal" for that flight into Danubia. This however would be a lot of work, and possibly would go against the spirit of the original Urban Chaos (you are supposed to arrive unarmed).
In the meantime, I have left in the mod, the Extra Items XML that I was using to test its ability to handle multiple default attachments. As part of your cargo, there is now a PM-93 (with two default attachments). In future this extra item will be variable based on difficulty level, something that the Extra Items feature was meant to do.
EDIT: sorry misread your post, I thought you were asking about arriving with pistols. The viability of pistols is largely dependent on play style, but I use a much wider range of draw costs so a pistol would definitely have advantages over a full size rifle in some circumstances. Also the folding stock system allows you to cut down on draw and firing AP, but usually not to the level of pistols. The inclusion of +P+ ammo also keeps pistols viable till endgame, as long as your pistol can stand up to the damage it inflicts on the gun. Others have reported that shotguns are useful to have well in to mid-game, if not beyond.
[Updated on: Sun, 27 February 2011 22:07] by Moderator Report message to a moderator
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