Home » BIT COMPOSER GAMES » JA:BiA Modding » [MOD] Combat Evolved for Back in Action and Crossfire
Re: [MOD] Combat Evolved[message #308407] Mon, 30 July 2012 17:59 Go to previous messageGo to next message
Landwalker is currently offline Landwalker

 
Messages:10
Registered:July 2011
Sure, I'll take another look tonight when I'm back home and see if I can compare tactical vs. strategic and Drassen Airport vs. Other Sector (although that'll require me to be capable of liberating a second sector to compare it to). Right now all I can say for certain is that I noticed it in the tactical map for Drassen Airport.

Depending on how much time I have tonight and how successful my attempts to survive multiple sectors are, it might be a day or two before I can report back in.

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Re: [MOD] Combat Evolved[message #308432] Tue, 31 July 2012 05:27 Go to previous messageGo to next message
Landwalker is currently offline Landwalker

 
Messages:10
Registered:July 2011
So, got to try a couple of things tonight and see how it all went down:

Original Game
Characters: Wolf and Fox
Sector: Drassen Airport
Waldo's Quest: Retrieved the key mid-mission, then went back to talk to Waldo to start the quest. The quest did not initially "trigger" as completed, but after some finagling (dropping the key and picking it back up), it worked fine.
Sector Inventory: Moving items to the sector inventory caused them to disappear, seemingly permanently. Saving and reloading the game did not cause the problem to go away. Saving after moving items to the inventory had no effect, either. I know for a fact this occurred in "tactical mode," but I don't recall whether I noticed it in "strategic mode."

New Game #1
Characters: Malice and Steroid
Sector: Drassen Airport
Waldo's Quest: Did not unlock the cage until after the mission was over. Quest went off without error.
Sector Inventory: Worked without error (tactical, then strategic, then back to tactical).

New Game #2
Characters: Wolf and Buns
Sector: Drassen Airport
Waldo's Quest: Retrieved the key mid-mission. After completing the mission, the quest was given and resolved without error.
Sector Inventory: Worked without error (tactical, then strategic, then back to tactical).

So, while I didn't have time tonight to take my tests to Drassen City and see what happened there, both of the new games I started worked without any problems. Either Fox is the problem (well, of course Fox being annoying as hell is a problem but that's always a problem), which seems improbable (but has not been tested yet), or my software was just having "mod's first-game jitters."

The reason I noted Waldo's Quest above is because I remembered that being sort of a "bwuh?" moment in the original game, and thought that maybe my retrieving the key "early" might have been what triggered the issue. However, it appears that that is not the case.

So, until / unless I manage to reproduce the error at a later date, I guess that's all I've got.

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Re: [MOD] Combat Evolved[message #308436] Tue, 31 July 2012 08:37 Go to previous messageGo to next message
Glitch is currently offline Glitch

 
Messages:64
Registered:April 2012
Thank you very much for your thorough testing. Was by any chance the original game started before version 1.05b?. That might explain the weird behaviour.
I tried to reproduce it myself but didn't succeed in several new games.I'll keep looking into this, but I hope that maybe you get more info as you advance in the game.

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Corporal
Re: [MOD] Combat Evolved[message #308451] Tue, 31 July 2012 14:20 Go to previous messageGo to next message
Landwalker is currently offline Landwalker

 
Messages:10
Registered:July 2011
All three games were started in the last couple of days, using 1.13e / 1.05b. I can't think of anything that changed between the original Wolf + Fox game and the subsequent trials (other than turning my computer off that night and back on the next day). If I run into anything like that again as I get through the game and can actually figure out how to reproduce it, I'll let you know.

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Re: [MOD] Combat Evolved[message #308452] Tue, 31 July 2012 14:29 Go to previous messageGo to next message
Glitch is currently offline Glitch

 
Messages:64
Registered:April 2012
Thank you, I'll keep an eye on the thread as well as actively try to figure out what might be causing it.

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Corporal
Re: [MOD] Combat Evolved[message #308455] Tue, 31 July 2012 16:43 Go to previous messageGo to next message
reVurt is currently offline reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
TehGlitch

reVurt

Speaking of which, the first time I got Doreen's quest, I had already opened the container where you're supposed to find the item she wants just by exploring. The quest didn't add the item to the open container, so when I went back and looked (because it was a logical place to do so), it remained empty and I continued my fruitless search. Dunno if this is a mod bug or a game limitation.

Hm, the item should be there no matter what, unless you opened the container before installing v1.05b, which adds the item. Can you confirm that?


Basically, that's it. Started up a vanilla game, opened up that particular container, found some alcohol. Later I installed 1.05b, loaded up an old save and noticed Doreen had a quest and took it, scoured the Drassen map on her behalf, reopened the container and found nothing. Restarted the game with 1.05b, accepted Doreen's quest, and found the item she wanted in the container.

My guess is the mod wasn't able to add the quest item to an already opened container. If and when you make some more complicated quests, you might want to strongly encourage the user to start a new game.

Thanks again for taking the time and effort to mod/improve the game, it is much appreciated!

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Corporal
Re: [MOD] Combat Evolved[message #308459] Tue, 31 July 2012 18:01 Go to previous messageGo to next message
Glitch is currently offline Glitch

 
Messages:64
Registered:April 2012
Thanks for clarifying that. It's basically my bad, I forgot to mention that quests/certain other features may require a new game. Basically one can play without restarting, but will be missing on some of the newly added stuff.

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Re: [MOD] Combat Evolved[message #308678] Sun, 05 August 2012 16:38 Go to previous messageGo to next message
Specter is currently offline Specter

 
Messages:22
Registered:March 2011
one more thing I noticed:

the two sectors east of san mona are supposed to be holding kingpins drug-operations, but host army enemies.
I think it would fit the story better to use a farm-hicks-type or another kind of enemy there, with no uniforms and more... random weapons, like shotguns, smgs and pistols instead of ar-armed soldiers. maybe even re-introduce the axe/machete-enemy

[Updated on: Sun, 05 August 2012 17:24] by Moderator

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Private 1st Class
Re: [MOD] Combat Evolved[message #308693] Sun, 05 August 2012 20:27 Go to previous messageGo to next message
Glitch is currently offline Glitch

 
Messages:64
Registered:April 2012
Changed the 2 sectors you mentioned to hillbillies faction, it makes sense indeed. Thanks for pointing that out.

Doreen features in one more vanilla quest that follows the CE quest, that's why I let her live Smile

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Corporal
Re: [MOD] Combat Evolved[message #308715] Mon, 06 August 2012 10:22 Go to previous messageGo to next message
Glitch is currently offline Glitch

 
Messages:64
Registered:April 2012
v1.06.60812 is out, check out first post for changelog and download link.

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Corporal
Re: [MOD] Combat Evolved[message #308733] Mon, 06 August 2012 19:18 Go to previous messageGo to next message
Specter is currently offline Specter

 
Messages:22
Registered:March 2011
2 things:

1) the credit for reporting nightblind/nightops shouldn't be mine, but landwalkers'
2) in cambria, there is a supermarket-thingie southwest of the main t-junction. in there is a container in the western part of the main room. that container can't be opened, but contains stuff... maybe you could move the stuff to another container that can be reached. (I'll provide you with a screenshot if neccessary)

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Re: [MOD] Combat Evolved[message #308738] Mon, 06 August 2012 20:08 Go to previous messageGo to next message
Glitch is currently offline Glitch

 
Messages:64
Registered:April 2012
Specter
2 things:

1) the credit for reporting nightblind/nightops shouldn't be mine, but landwalkers'
2) in cambria, there is a supermarket-thingie southwest of the main t-junction. in there is a container in the western part of the main room. that container can't be opened, but contains stuff... maybe you could move the stuff to another container that can be reached. (I'll provide you with a screenshot if neccessary)


1) Ugh, my bad, thanks for pointing that out. Fixed in the first post, fixed in the readme as well, will be in effect in the next version
2) Unfortunately I can't move it, no map editor was released. I already reported it a few days ago on the official forums, though. Let's hope they'll do something about it, and by that I mean move, not disable it like the rest of the misplaced containers Very Happy

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Re: [MOD] Combat Evolved[message #308742] Mon, 06 August 2012 20:15 Go to previous messageGo to next message
Specter is currently offline Specter

 
Messages:22
Registered:March 2011
TehGlitch

2) Unfortunately I can't move it, no map editor was released. I already reported it a few days ago on the official forums, though. Let's hope they'll do something about it, and by that I mean move, not disable it like the rest of the misplaced containers Very Happy

not "move the container" but "move the content of the container"...
the result is the same, but you don't need a map editor Wink

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Re: [MOD] Combat Evolved[message #308804] Wed, 08 August 2012 08:25 Go to previous messageGo to next message
Glitch is currently offline Glitch

 
Messages:64
Registered:April 2012
If they don't do anything about it til I release the next version, I guess I'll move the contents to other containers as you suggested.

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Re: [MOD] Combat Evolved[message #308833] Wed, 08 August 2012 19:10 Go to previous messageGo to next message
flagneau is currently offline flagneau

 
Messages:69
Registered:December 2011
Hi,

I began to play your last version yesterday.

Here are some comments:
- Please remove the "yes" of each mercs to answer to order, ilt's very boring
- Are "unfinished business mercs missing in the list?
- Soldiers doesn't heard the shot really close (Drassen airport)
- Could you make camo working and helmet with night vision too?
- That's harder to succeed which is a very good thing
- Models for new armoured jackets are missing
- Could you make mixing items like former JA?
- New quests are very good

more comments to come

weel done

[Updated on: Thu, 09 August 2012 18:08] by Moderator

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Re: [MOD] Combat Evolved[message #308843] Wed, 08 August 2012 20:12 Go to previous messageGo to next message
Specter is currently offline Specter

 
Messages:22
Registered:March 2011
flagneau

- Please remove the "yes" of each mercs to answer to order, ilt's very boring


http://boards.jaggedalliance.com/index.php?/topic/1032-mod-no-acknowledgments-mod-no-ambient-sounds-mod-no-attack-error-sounds-mod/

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Re: [MOD] Combat Evolved[message #309297] Sun, 19 August 2012 14:26 Go to previous messageGo to next message
Specter is currently offline Specter

 
Messages:22
Registered:March 2011
TehGlitch
If they don't do anything about it til I release the next version, I guess I'll move the contents to other containers as you suggested.


There's another container like that in the grumm harbor area (south side of the northern building, the locker inside the office-room)

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Re: [MOD] Combat Evolved[message #309323] Mon, 20 August 2012 09:21 Go to previous messageGo to next message
Glitch is currently offline Glitch

 
Messages:64
Registered:April 2012
Specter
TehGlitch
If they don't do anything about it til I release the next version, I guess I'll move the contents to other containers as you suggested.


There's another container like that in the grumm harbor area (south side of the northern building, the locker inside the office-room)


Thank you, I'll try to identify/move contents in the next version Smile

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Re: [MOD] Combat Evolved[message #309672] Thu, 30 August 2012 22:01 Go to previous messageGo to next message
Glitch is currently offline Glitch

 
Messages:64
Registered:April 2012
v1.07 is out. Check first post for download link and changelog.

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Re: [MOD] Combat Evolved[message #309733] Sat, 01 September 2012 22:08 Go to previous messageGo to next message
Glitch is currently offline Glitch

 
Messages:64
Registered:April 2012
Added version for Crossfire.

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Re: [MOD] Combat Evolved[message #309825] Wed, 05 September 2012 08:45 Go to previous messageGo to next message
Glitch is currently offline Glitch

 
Messages:64
Registered:April 2012
Added patch for Crossfire version military base sector crash.

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Re: [MOD] Combat Evolved[message #309983] Mon, 10 September 2012 18:48 Go to previous messageGo to next message
tuxrouge is currently offline tuxrouge

 
Messages:5
Registered:June 2012
thanks for the last patch

The link is down. We need to substract two quotes at the end.

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Re: [MOD] Combat Evolved[message #309996] Tue, 11 September 2012 08:03 Go to previous messageGo to next message
Glitch is currently offline Glitch

 
Messages:64
Registered:April 2012
Fixed, thank you for pointing that out.

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Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311614] Mon, 29 October 2012 15:50 Go to previous messageGo to next message
buggy is currently offline buggy
Messages:1
Registered:January 2012
Hi there,

just leaving a message saying that this mod made the game much more enjoyable, thank you!

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Civilian
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311631] Tue, 30 October 2012 01:33 Go to previous messageGo to next message
yupper

 
Messages:44
Registered:October 2012
buggy
Hi there,

just leaving a message saying that this mod made the game much more enjoyable, thank you!


Agree!

One thing I want to report is that the road block west of Alma is bugged (I think that's a vanilla bug). Militia recruits appear on the campaign map but not in the sector map. I suggest setting MilSlots to zero for that sector so people won't think you can recruit militia there and trek all the way to that sector with equipments for militia only to find it's bugged.

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Corporal
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311769] Sun, 04 November 2012 03:36 Go to previous messageGo to next message
TWJunky is currently offline TWJunky

 
Messages:94
Registered:November 2012
Location: Austria
Hi I just wanted to tell you that the mod has made the game much more fun. There is one thing that I think is a mistake the AKS 74U is marked with a AR and not as a SMG icon in the weapon discription.

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Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311770] Sun, 04 November 2012 03:51 Go to previous messageGo to next message
yupper

 
Messages:44
Registered:October 2012
TWJunky
I think is a mistake the AKS 74U is marked with a AR and not as a SMG icon in the weapon discription.


That's not a 'bug', it's more a 'judgement call.'

http://thespecialistsltd.com/aks-74u-krinkov

For what it's worth, you can edit weapons.txt yourself and change it from an AR to SMG.

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Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311775] Sun, 04 November 2012 10:40 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Going by common definitions, the AKS-74u is just an unusually short carbine variant of the AK-74. I think that whole SMG confusion came about when certain games started erroneously calling it that.

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Captain

Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311778] Sun, 04 November 2012 14:22 Go to previous messageGo to next message
TWJunky is currently offline TWJunky

 
Messages:94
Registered:November 2012
Location: Austria
Hi guys thanks for the fast answer. But I most oppose this. According to the weapons text the HK53 is also marked as a SMG. In size both weapons are equal and the HK53 fires an even more powerfull 5.56mm NATO round. Besides Waldo sells an AK47 and a AKS 74U. Why would I chose the the AK74U when I could spend 500$ more on a ak 47 which is far supirior in range and damage. Its not only a question of realism but balance as well. Additionaly teh Original JA2 description that has been ported into this mod also states that its a SMG.

PS: I will change that in the weapons text. Big thanks to yupper!

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Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311779] Sun, 04 November 2012 14:30 Go to previous messageGo to next message
TWJunky is currently offline TWJunky

 
Messages:94
Registered:November 2012
Location: Austria
by the way I just changed the AKS-74u to SMG in the weapons.txt document. But the blue ingame tag is still schowing it as a AR. Is that normal or did I do something wrong. Thanks for the help.

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Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311780] Sun, 04 November 2012 14:40 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
That would point at an error with the HK 53, it does not make the AKS classification more valid Razz
Also, Vanilla had the M4 Commando under SMGs and everything from the Type 85 to the SVD in x39, so that most certainly isn't a reliable indicator.
Ah well, why do I care anyway Very Happy

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Captain

Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311787] Sun, 04 November 2012 19:28 Go to previous messageGo to next message
TWJunky is currently offline TWJunky

 
Messages:94
Registered:November 2012
Location: Austria
you care because you want to make the game better Smile Thanks for the input anyway.

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Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311788] Sun, 04 November 2012 19:45 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Actually, no. I couldn't care less about BiA, but I don't like those myths and half-truths flying around and thus try to keep a lid on them in this forum.

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Captain

Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311794] Mon, 05 November 2012 01:47 Go to previous messageGo to next message
yupper

 
Messages:44
Registered:October 2012
TWJunky
by the way I just changed the AKS-74u to SMG in the weapons.txt document. But the blue ingame tag is still schowing it as a AR. Is that normal or did I do something wrong. Thanks for the help.


I think it's fine. That's just the graphic icon added by CE. As long as you changed the 'GunType' entry, the game mechanics should register it according to your changes, at least in terms whether mercs with expertise bonous in a particular weapon type applies while using that weapon. You can always test it by shooting up your own mercs.

The HK53 is also a 'hybrid', and it's odd that there isn't 'consistency' in terms of how it and the AKS74u are classified in this game. If there's a 'bug' here, I would say that it's the inconsistency Smile

[Updated on: Mon, 05 November 2012 02:57] by Moderator

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Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311828] Tue, 06 November 2012 12:06 Go to previous messageGo to next message
Rathiel is currently offline Rathiel
Messages:2
Registered:November 2012
Hey guys,
I really want to play the game again with this mod, but I'm actually getting frustrated pretty fast when i try to start a new game with it. So i wanted to share some points that frustrate me, in hope you can tell me a way to maybe adjust some files for it or to give me some advice.

The Beginning of the game is very frustrating, since my mercs start with handguns and maybe mps agains enemies with body armor, helmets and assault rifles.

To make things worse, since my weapons only have a range of 12-16m, most enemies hipfire, with as it seems to me, a way too high accuracy. While the Airport or Dras(s?)en was still ok and balanced, comparing the equipment of my mercs and the enemies. I'm hitting a pretty hard difficulty-wall when trying the Mine or Waterpump Station. I tried using the easy-files on the mod but that didn't really change anything.

What pisses me of the most, is the fact that enemies hear and see me at night over quite some distances (~20m+), even while proned and each merc having ~50% night camo. Im using two mercs with a high stealth value (80+) and one even has "chameleon" as trait (Fox + some other Female), yet it is impossible to even use a melee weapon on enemies, or even approach them silently.

This just doesn't feel right, since i get the feeling that mechanics like beating enemies trought tactics and stealth don't work, which is necessary to beath enemies that have way better equipment then me. Levels just end in a straight shootout which I always loose, because of missing ammo and the fact that i always get rushed by 4-5 enemies, once the first one spotted me and opened fire.

Well those points make me wonder if the game mechanics are actually working.
Is the game/mod intended to work like this? Am I approacing the beggining of the game the wrong way ?

I hope you guys can give some insight one the mechanics and the start of the game.

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Civilian
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311829] Tue, 06 November 2012 14:36 Go to previous messageGo to next message
yupper

 
Messages:44
Registered:October 2012
Rathiel

The Beginning of the game is very frustrating, since my mercs start with handguns and maybe mps agains enemies with body armor, helmets and assault rifles.

To make things worse, since my weapons only have a range of 12-16m, most enemies hipfire, with as it seems to me, a way too high accuracy. While the Airport or Dras(s?)en was still ok and balanced, comparing the equipment of my mercs and the enemies. I'm hitting a pretty hard difficulty-wall when trying the Mine or Waterpump Station. I tried using the easy-files on the mod but that didn't really change anything.


Personally, I think it's silly that someone would hire mercenaries and drop them into country to fight its army with little more than pistols. But then again, I also think it's rather silly that the biggest airport in that country is only defended by a handful of raw recruits with pistols. But I guess this is all for the purpose of 'game balance' and 'game progression.' Although the level of enemy opponents and equipments is determined by the passage of time in this game, you shouldn't see any ARs or kelvar armour on your opponents until at least after you've taken Drassen, even if it take a while for you to finish Drassen.

There aren't any real soldiers with real weapons until you try to take the Water Pump or the road block just west of Drassen. Since I have the DLC weapons, which usually arrives at Drassen airport just as I finish with Drassen, I normally hire 2 mercenaries along with my own custom 'IMP' merc, and dump my remaining funds into an order for 5.56mm rounds from Bobby Ray before I try to take the Water Pump.

If that option is not available to you, you can edit the game files to give yourself free weapons in the beginning. The file you are looking for is 'main_sectors.txt' which is located in ..../bin_win32/configs/

Under 'Sector (35, City, "c8_drassen_airport.lvl")' in that file, it lists all the containers you find in the sector. Simply add whatever weapons, ammo, and armour you want your mercs to have to a container of your choice. You can find the ID number for the items in the other .txt files in the .../configs directory.

For example, you can put a bunch of M16's in the locker with the note that reads 'No guns!' If you look in 'weapons.txt', you'll see the ID for M16AI is '6.' So in 'main_sectors.txt', you can go to the list of containers for the Drassen airport, and change

Container 03 { 890}     // "No gun" note (barracks guns locker)


to

Container 03 {6, 6, 6, 6, 908 1000}   //Giving myself 4 M16A1 and a ton of 5.56mm ammo because the game is too damn hard


The other thing you can do to make the game MUCH EASIER is to download Starchris' 'Drop All Loot' mod and install the version for Combat Evolved. It makes dead enemies drop all of their equipments (and sometimes a bit more...) every time rather than only 30% of the time, and in perfect condition, including weapons, armour, boots, sunglasses, and ammo. I need to emphasize that this makes the game MUCH EASIER and imbalances the already horribly broken economy. With this mod, you'll find that you'll never have to buy anything, because you'll never run out of armour or ammo. Stuff will just accumulate because the traders will never have enough money to buy them. And if you increase trader money to liquidate your items, you'll be so rich, so quickly, that you'll be able to hire and equip the entire merc roster half way through the game.

Quote:

What pisses me of the most, is the fact that enemies hear and see me at night over quite some distances (~20m+), even while proned and each merc having ~50% night camo. Im using two mercs with a high stealth value (80+) and one even has "chameleon" as trait (Fox + some other Female), yet it is impossible to even use a melee weapon on enemies, or even approach them silently.


I don't think night camouflage is working properly. But chameleon does work and adds a generic bonous to all camouflage conditions. As for melee attack, instead of trying to sneak stab like Skyrim, you should just order your mercs to run up and stab the enemy. If any of your mercs have ever been melee attacked by an enemy, you'll have noticed that they actually take the time to aim rather than fire shots blindly at point blank range. When they are hit, of course, it interrupts their aim and then they get stabbed to death. This will work on enemies too, especially if you have a merc with melee expertise. It's a silly, borked mechanic that you can exploit to your advantage, if you really want to melee in this game (and I am not sure you should want that....)

Quote:

This just doesn't feel right, since i get the feeling that mechanics like beating enemies trought tactics and stealth don't work, which is necessary to beath enemies that have way better equipment then me. Levels just end in a straight shootout which I always loose, because of missing ammo and the fact that i always get rushed by 4-5 enemies, once the first one spotted me and opened fire.


Yes, stealth in this game is not any where nearly as rewarding as in JA2. Shotguns and sniper rifles are all you need to finish the game. You just sort of have to make the best of it, since BitComposer simply couldn't delivered what they promised and have pretty much abandoned the game in its current state. Although enemies 'rushing' is sort of what makes combat rather easy in this game. On outdoor maps, You can just line up you merc and place them in prone stance and guard mode, and they will literally pick off enemies rushing to their deaths. For indoor maps, I use grenades, which basically achieves the same effect--or I just order Nails to run into a room with a CAW. I think there is a mod that enhances the enemy AI--can't remember what it's called--that makes them stay put more and require you to hunt down enemies more often. I am not sure that would make the game more fun given stealth is horribly borked in this game. Look in Starchris' 'Gateway to mods' thread and see if you can find anything that would help.

Combat for me is hit and miss. There are battles where I pull off everything perfectly....my mercs are well positioned behind obstructions, catch the enemies in a cross fire, coordinating their targeting, when enemies charge around the corner of a building so they can climb the ladder to reach my rooftop sniper, only to run head along into a shotgun blast from Nails who is waiting around the bend. Then there are battles where things go horribly wrong, usually because of something stupid and game mechanics related.

Clearly, most of the mechanics in this game are only partially working (e.g. camouflage). The one mechanic that does work and works well is stances. Sniper rifles should always be fired while prone or kneeling, the running stance maximizes the speed and damage of shotguns, etc.

[Updated on: Tue, 06 November 2012 14:46] by Moderator

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Corporal
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311833] Tue, 06 November 2012 17:17 Go to previous messageGo to next message
Rathiel is currently offline Rathiel
Messages:2
Registered:November 2012
Thanks for the Reply yupper, well thats actually pretty discouraging to hear.

I also had the feeling the game was really a mess when released and BC isn't supporting it in any way.

Well actually i do have the dlc guns, but no ammo, in addition i really dont like starting with ARs right after taking Drassen, i want the feeling i really earned them, so just adding them to the game right from the start doesn't sound all that nice to me.

It's sad the stealth mecanics arn't working, but i remembered they did in the vanilla game, didn't they ? I used to kill quite some lone patrolers right after release. Guess thats quite another hit on my mood to try the game again.

Well, guess i still have to stick to Silent Storm when I want to play a nice turn based tactical shooter.
Can't stand the JA2 graphics :sick:. Anyways, thanks for the help!

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Civilian
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311845] Wed, 07 November 2012 00:04 Go to previous messageGo to next message
yupper

 
Messages:44
Registered:October 2012
Rathiel

It's sad the stealth mecanics arn't working, but i remembered they did in the vanilla game, didn't they ? I used to kill quite some lone patrolers right after release. Guess thats quite another hit on my mood to try the game again.


It sort of works, just not very well because night camouflage isn't working (at least, last I checked, the reports on the official BC forum all said it wasn't working). In JA2, your mercs can stealth kill an entire map if they are never discovered. But once you trigger an alarm, the entire map goes into 'lockdown mode' and every enemy defender is on the lookout for your mercs. In JABIA, you can literally blow up one portion of the sector with grenades and explosives, and enemies in other portions of the sector will still be completely oblivious and go about their normal activities in spite of the fact they are carrying squad radios (a feature BC never fully implemented).

I have managed to sneak up behind enemies a few times. If you pause the game, and scroll to an enemy, it will show their 'cone of perception.' Using Fox and a SMG with silencer in prone or kneel stance, I've managed to get within a few paces behind enemies and burst mode them to bits. But there really isn't any point in going through that aggravation since there is no working 'alarm' feature in the game. It's much easier to simply shoot them from a distance since the other enemies in the sector will never be aware of your mercs' presence in the sector no matter how much noise you make, unless they are already nearby.

There is something you can do to make the game more interesting in the beginning. You can change the level of enemies at the Drassen airport to make them a lot tougher with better weapons. Then you can use the 'Drop All Loot' mod so that after you kill them, you get their weapons (hopefully some rifles and not just pistols). This way, you would have to 'earn' your better weapons in the beginning of the game. In my own game, I edited my own 'Drop Loot' mod where dead enemies only drops weapons and ammo all the time (rather than everything they have). This means I still have to buy armour and everything else. I also removed daily income from most of the sectors except those with revenue generating facilities like mines, airports, and harbour, in order to compensate for the additional income from the extra weapons I sell to the traders. I opened a thread a few days ago about how to balance the economy given what we can edit, if you want to swing by and get/contribute ideas.

Quote:

Well, guess i still have to stick to Silent Storm when I want to play a nice turn based tactical shooter.
Can't stand the JA2 graphics :sick:. Anyways, thanks for the help!


I am ok with the graphics (although the restricted camera view is still horrendous). I am one of those players who is more interested in robust gameplay than graphics. If BC had managed to port JA2 to this 'Plan and Go' engine in its entirety, with all the NPC quests, sectors, IMP, San Mona fight club, and some of the features from JA2 1.13, this would have been an amazing game for me. There are times where it feels like this game just needs one more major patch to make it 'good', or at least more moddability so we can change other game parameters to make it 'decent.' Alas, neither is likely to happen so this game will never get beyond 'mediocre', if even.

I like Silent Storm but I can't bloody stand the panzersuits. You should try Firaxis' XCOM remake if you haven't.

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Corporal
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311872] Thu, 08 November 2012 00:35 Go to previous messageGo to next message
TWJunky is currently offline TWJunky

 
Messages:94
Registered:November 2012
Location: Austria
Its a real shame that BC is not supporting this game anymore. Some time ago they were releaseing DLC

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Corporal 1st Class
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311873] Thu, 08 November 2012 01:42 Go to previous messageGo to previous message
yupper

 
Messages:44
Registered:October 2012
TWJunky
Its a real shame that BC is not supporting this game anymore. Some time ago they were releaseing DLC

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Corporal
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