Home » BIT COMPOSER GAMES » JA:BiA Modding » [MOD] Combat Evolved for Back in Action and Crossfire
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Re: [MOD] Combat Evolved[message #308432]
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Tue, 31 July 2012 05:27
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Landwalker |
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Messages:10
Registered:July 2011 |
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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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Private
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Re: [MOD] Combat Evolved[message #308455]
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Tue, 31 July 2012 16:43
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reVurt |
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Messages:61
Registered:March 2007 Location: The Great White North, eh... |
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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
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Re: [MOD] Combat Evolved[message #308678]
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Sun, 05 August 2012 16:38
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Specter |
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Messages:22
Registered:March 2011 |
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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 Report message to a moderator
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Private 1st Class
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Re: [MOD] Combat Evolved[message #308738]
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Mon, 06 August 2012 20:08
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Glitch |
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Messages:64
Registered:April 2012 |
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Specter2 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
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Corporal
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Re: [MOD] Combat Evolved[message #308833]
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Wed, 08 August 2012 19:10
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flagneau |
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Messages:69
Registered:December 2011 |
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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 Report message to a moderator
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Corporal
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Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311614]
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Mon, 29 October 2012 15:50
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buggy |
Messages:1
Registered:January 2012 |
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Hi there,
just leaving a message saying that this mod made the game much more enjoyable, thank you!
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Civilian
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Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311631]
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Tue, 30 October 2012 01:33
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yupper |
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Messages:44
Registered:October 2012 |
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buggyHi 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
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Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311770]
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Sun, 04 November 2012 03:51
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yupper |
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Messages:44
Registered:October 2012 |
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TWJunkyI 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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Corporal
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Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311794]
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Mon, 05 November 2012 01:47
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yupper |
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Messages:44
Registered:October 2012 |
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TWJunkyby 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
[Updated on: Mon, 05 November 2012 02:57] by Moderator Report message to a moderator
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Corporal
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Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311828]
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Tue, 06 November 2012 12:06
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Rathiel |
Messages:2
Registered:November 2012 |
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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
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Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311829]
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Tue, 06 November 2012 14:36
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yupper |
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Messages:44
Registered:October 2012 |
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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.
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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....)
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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 Report message to a moderator
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Corporal
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Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311833]
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Tue, 06 November 2012 17:17
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Rathiel |
Messages:2
Registered:November 2012 |
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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
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Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311845]
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Wed, 07 November 2012 00:04
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yupper |
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Messages:44
Registered:October 2012 |
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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.
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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
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Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311873]
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Thu, 08 November 2012 01:42
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yupper |
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Messages:44
Registered:October 2012 |
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TWJunkyIts 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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