Home » BIT COMPOSER GAMES » JA:BiA Modding » [MOD] Combat Evolved for Back in Action and Crossfire
[MOD] Combat Evolved for Back in Action and Crossfire[message #305162] Fri, 25 May 2012 12:50 Go to next message
Glitch

 
Messages:64
Registered:April 2012
http://img33.imageshack.us/img33/550/logovfz.png

Combat Evolved is a mod overhaul for the Jagged Alliance - Back in Action game that expands/improves the vanilla game in many ways, from adding items, fixing bugs, increasing difficulty, to restoring some of the soul the Jagged Alliance mercs used to have. To date, except the translations, this continues to be a one-man project so the development might be slow at points, depending on my time, but I'll always try to deliver compatibility patches with the latest game version within 24 hours from release. Other than that, if you feel like contributing in some way, drop me a line.

Added items:
  • over 50 weapons (new models, not only description pictures) with stats reworked from scratch, which will result in a change in gameplay and make all weapon types useful;
  • 9 new gun attachments, offering more tactical approaches per weapon type;
  • 5 new ballistic vest types;
  • 11 other uniform/clothing items;
  • 13 new ammo types and modifies the stats for all ammo to reflect their real life counterparts;
  • 2 new grenade types;
  • some more misc/quest items;
Gameplay and difficulty changes:
  • A.I.M. and freebie mercs are tweaked/changed (stats/gear/traits) to reflect their actual bios, improve immersion and add a bit of soul;
  • Deidranna's soldiers gear and stats changed to offer a better game progression and to look like an actual army;
  • Hillbillies stats and gear are changed (mostly for immersion purposes);
  • Slight changes to certain vanilla quests;
  • New quests (2 for now);
  • Enemies amounts and levels in each area to enhance game progression and difficulty;
  • Traders inventories and containers contents;
  • Custom AI templates to fit the enemy soldier templates (recon, medic, grenadier, sniper, machine gunner, officer - over 20 AI templates). Enemy behaviour will now be varied and will involve better tactics;
  • Increased number of templates for enemy soldiers (around 40) and hillbillies (7) allowing for greater variation in gear, tactics and looks;
  • Medical skill and items (bandages don't heal hp anymore, canteens now restore energy, not hp, syringes can now be found in limited amounts) changed to encourage hiring of mercs with high medical skill;
  • Modified militia stats, gear and given them concealable ballistic vests to make them more useful overall;
Changes to stealth:
  • Ever cursed when your stealthy merc sneaks to the door and then he/she just kicks the s**t out of the door raising alarm in a 100y radius? Well, no more! Door opening is stealthy by default (includes sounds and animations to fit);
  • Running is now noisy, as it should be, you can't run at full speed towards an enemy without being heard; on the other hand, crouching and crawling are slightly stealthier now;
  • Silencers have a greater impact on stealth approach;
Fixes to the vanilla game:
  • a lot of typos/description issues in the vanilla game;
  • some attachment points for vanilla weapons;
  • wrong ammo type for some vanilla weapons;
  • wrong coordinates for some vanilla item icons;
  • a bug where not all the hillbillies would spawn at farms;
And last but not least, a slick new interface, MrRaven's [url:http://boards.jaggedalliance.com/index.php?/topic/1710-mod-az-gui-new-equipment-icons-pictures/][color:#0000FF]Az GUI[/color][/url]

[color:#8B0000]== Teaser screenshots ==[/color]


[color:#8B0000]== Weapons ==[/color]
Toggle Spoiler


[color:#8B0000]== Weapon attachments ==[/color]
Toggle Spoiler


[color:#8B0000]== Armors and clothing ==[/color]
Toggle Spoiler


[color:#8B0000]== Misc items ==[/color]
Toggle Spoiler


[color:#8B0000]== Installation ==[/color]
1. By default, the mod uses Az GUI icons and pictures and the difficulty is set to normal. To install the mod with the default options simply extract the contents of the archive to the game folder.
2. To play the mod on easy difficulty, AFTER installing the default mod (see 1), extract the content of the CE-Easy.zip to the game folder (archive will be found in the game folder).
3. To play the mod with the vanilla-like icons and pictures, go to \bin_win32\textures\interface and delete all the file whose names begin with ui_equipment_. After that, extract the content of the CE-Vanilla-Icons.zip to the game folder (archive will be found in the game folder).

A FAIR WARNING: easy difficulty affects the amount of noise your mercs are doing when performing actions, the amount and levels of the enemies defending the sectors, the accuracy of the enemy soldiers and the hiring price of your mercs. It is recommended that you first try the normal mode and only if that is too difficult for you, install the easy mode. Starting a new game is highly advisable after installing the easy difficulty.

[color:#8B0000]== Requirements ==[/color]
The mod is compatible with game versions 1.13e to 1.13g. Using any other game version will most likely result in crashes and/or unstable behaviour.

[color:#8B0000]== Known issues ==[/color]
- all the handgun attachments will change the firing sound to suppressed (can't be fixed by mods yet).
- the weapons with built-in silencer are not actually silenced (can't be fixed by mods yet).

[color:#8B0000]== Compatibility ==[/color]
Given the fact that I ended up modifying quite a lot of files, there is most likely no direct compatibility with mods that alter config files. If there is enough interest in a certain combination of mods, most likely we'll be willing to make them compatible.

[color:#8B0000]== Changelog ==[/color]
Toggle Spoiler


[color:#8B0000]== Credits ==[/color]
First of all, a huge thanks to sbobovyc for his tools, without those none of this would be possible.
Kevin MacLeod from http://incompetech.com for Junkyard Tribe (main menu song).
Thanks to MrRaven for [url:http://boards.jaggedalliance.com/index.php?/topic/1710-mod-az-gui-new-equipment-icons-pictures/]his great UI mod[/url] and for allowing me to make it a part of CE and modifying where needed.
Credits to zero for his [url:http://boards.jaggedalliance.com/index.php?/topic/1793-mod-merc-is-back/]M.E.R.C. is back[/url] mod and thanks for his permission to include it in CE.
I particularly want to thank daedalusxxi for the spanish localization, Calippo for the italian one, DaBoss for the german translation and emmanuuel for the (groovy!?) french localization.
Thanks to Confus for the initial brainstorming, the nudge that I needed to get things moving and some weapons descriptions.
Credits to the JA2 1.13 team for some weapons descriptions that I shamelessly ripped.
Credits to SirTech for the mugshots.
My girlfriend for not busting my balls while I was doing this the last weeks and even for assisting me with some data checking.

[color:#8B0000]AAAAAAAAAAAAAAND...[/color]
.. last but not least, I do not consider this project closed or final in any way. I'll keep adding stuff and improving it at a steady pace. Hopefully now that there's something to show for, more modders may be interested in working together to take JA: BiA one step closer to JA2 1.13. With Stan's priceless contribution and his tools the game becomes more and more moddable by the day, so, while we're a huge way from JA2 still, BiA is starting to show some potential.

If you feel like supporting this mod (which is in no way mandatory but is really appreciated due to the fact that JA: BiA modding tends to eat up my time in which I could be otherwise productive Very Happy ) you can [url:https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=36P89QZ9B3L2Q]donate through PayPal[/url].

[url:http://bit.ly/12LaRzI][color:#0000FF]Download CE v1.07.300812 (49.4 Mb)[/color][/url]

and for Jagged Alliance: Crossfire

[url:http://bit.ly/15k7yk6][color:#FF00FF]Download CE for Crossfire v1.00.10912[/color][/url]
Military base crash patch is included in the Crossfire mod.

[Updated on: Fri, 05 July 2013 16:35] by Moderator

Re: [MOD] Combat Evolved[message #305193] Sat, 26 May 2012 12:18 Go to previous messageGo to next message
Deus Ex

 
Messages:37
Registered:July 2006
Location: Sarawak, Malaysia
Hey man, nice mod. Just want to point out the SPAS-15 has been mislabeled as Type-Handgun in weapon description popup.
Re: [MOD] Combat Evolved[message #305200] Sat, 26 May 2012 15:59 Go to previous messageGo to next message
Glitch

 
Messages:64
Registered:April 2012
Hey, thank you for pointing that out. Fixed that and some other similar stuff, I'll update the 1st post with the link.
Re: [MOD] Combat Evolved[message #305626] Tue, 05 June 2012 16:00 Go to previous messageGo to next message
Glitch

 
Messages:64
Registered:April 2012
v1.02 is out.
Re: [MOD] Combat Evolved[message #305653] Wed, 06 June 2012 19:53 Go to previous messageGo to next message
Blacksmtih
Messages:1
Registered:June 2012
Hi, TehGlitch, your mod is great! well done!!!

I'm a newbie in this mod stuff, but it's easy to see that you almost can recreate a game, i'll try to learn as much as i can, and maybe chage one or another thing too.

I'm from Brazil and i'll try to translate the game to portuguese, as soon as i figure it out.
Re: [MOD] Combat Evolved[message #305663] Wed, 06 June 2012 23:33 Go to previous messageGo to next message
Glitch

 
Messages:64
Registered:April 2012
Thanks Smile

Unfortunately modding possibilities are actually quite limited, most of the important game mechanics are hardcoded. And by the looks of it they won't go out of their way to help the modders, so there's not much to play with.
Re: [MOD] Combat Evolved[message #305695] Thu, 07 June 2012 14:07 Go to previous messageGo to next message
Deus Ex

 
Messages:37
Registered:July 2006
Location: Sarawak, Malaysia
Modified containers? Better not be any more "handwritten notes" in them...

By the way, do enemies still teleport in on your location the moment you liberate a sector & exit to World Map? Bloody annoying...

[Updated on: Thu, 07 June 2012 14:10] by Moderator

Re: [MOD] Combat Evolved[message #305710] Thu, 07 June 2012 17:46 Go to previous messageGo to next message
Glitch

 
Messages:64
Registered:April 2012
Deus Ex
By the way, do enemies still teleport in on your location the moment you liberate a sector & exit to World Map? Bloody annoying...


Should be taken care of. It was for me at least.
Re: [MOD] Combat Evolved[message #305807] Sun, 10 June 2012 15:50 Go to previous messageGo to next message
Glitch

 
Messages:64
Registered:April 2012
v1.03 is out. See first post for info.
Re: [MOD] Combat Evolved[message #305864] Tue, 12 June 2012 11:08 Go to previous messageGo to next message
Glitch

 
Messages:64
Registered:April 2012
Updated first post with the link to the version for the latest patch.
Re: [MOD] Combat Evolved[message #306114] Mon, 18 June 2012 09:52 Go to previous messageGo to next message
Glitch

 
Messages:64
Registered:April 2012
Some progress, new weapon in the next release:

http://img14.imageshack.us/img14/8017/igorz.jpg
Re: [MOD] Combat Evolved[message #306188] Wed, 20 June 2012 02:10 Go to previous messageGo to next message
Burns

 
Messages:13
Registered:January 2012
Want to strangle teleporting enemies. This is the only issue I have (with the latest version of your mod). I'm actually tempted to start 3d modelling again.

So anyway how do i fix the enemy spawning right on top of me problem? Does it have something to do with there being more of them?
Re: [MOD] Combat Evolved[message #306199] Wed, 20 June 2012 10:19 Go to previous messageGo to next message
Glitch

 
Messages:64
Registered:April 2012
Burns
Want to strangle teleporting enemies. This is the only issue I have (with the latest version of your mod). I'm actually tempted to start 3d modelling again.

So anyway how do i fix the enemy spawning right on top of me problem? Does it have something to do with there being more of them?


Yeah, it's an issue with the enemies being more than spawn points, I'm going to address that in the next revision. Problem is, the only way to "fix" that is to have less enemies.
A workaround to avoid enemies spawn ontop of you is to go to the edge of the sector before going to strategic map (the enemies 2nd wave spawn point is always the center of the map). Every mod that tries to ramp up difficulty has that issue (well, the only other mod is UAM and it has the same issue afaik). I hope that helps Smile

Oh, regarding modelling, if you're willing to contribute/help the mod with new models, I'd be obliged as long as you keep the polycount to a reasonable value and try to keep the looks vanilla-like.
Re: [MOD] Combat Evolved[message #306337] Sat, 23 June 2012 17:21 Go to previous messageGo to next message
Burns

 
Messages:13
Registered:January 2012
Gods, does camouflage do anything? Is it possible to edit enemy sign and accuracy? Is it possible to make prone stance less fucking useless?
Re: [MOD] Combat Evolved[message #306339] Sat, 23 June 2012 19:33 Go to previous messageGo to next message
voodoolarry
Messages:3
Registered:June 2012
Can't get it to work! I just see the intro vids and then a black screen.. nothin more..
could you give me any advice?
Re: [MOD] Combat Evolved[message #306340] Sat, 23 June 2012 20:06 Go to previous messageGo to next message
Glitch

 
Messages:64
Registered:April 2012
Burns
Gods, does camouflage do anything? Is it possible to edit enemy sign and accuracy? Is it possible to make prone stance less fucking useless?


No, camouflage doesn't do anything and they're not planning to make it work either, according to their statements. Enemy sign? Accuracy, possibly, although I wouldn't bet on a smashing success. The marksmanship/dexterity could be lowered to simulate that effect (yeah, I'm aware of the cheat-like accuracy of the enemies, it's a vanilla "feature" to offset the fact that the AI is dumb as a log). Stances affect accuracy of your shots and the noise level when you're moving. If you're hiding behind stuff, sometimes stances might work, but don't get your hopes up.

Ah, remembered that you asked about the 2nd wave of enemies spawning when conquering a new sector. Here's a patch to fix that, it will be included in the next version of the mod: download link

voodoo larry
Can't get it to work! I just see the intro vids and then a black screen.. nothin more..
could you give me any advice?


What game version are you using? And is the game working without any modded content?

[Updated on: Sat, 23 June 2012 20:10] by Moderator

Re: [MOD] Combat Evolved[message #306348] Sat, 23 June 2012 22:03 Go to previous messageGo to next message
voodoolarry
Messages:3
Registered:June 2012
I'm using the english Jagged Alliance BiA updated to 1.11 on a Windows 7 x64 computer. The game worked fine without the mod, stopt working with the mod. So I deleted the game from my hard drive, reinstalled it, updated it again, tested the game if it works and gives me no problems. But when I apply the mod again I get the same problem!

the problem still being, after the intro vids I don't get any loading screen, just a black screen and I have to close the game using CTRL+ALT+DELETE.

thanks for helping me!

[Updated on: Sat, 23 June 2012 22:14] by Moderator

Re: [MOD] Combat Evolved[message #306374] Sun, 24 June 2012 13:53 Go to previous messageGo to next message
Glitch

 
Messages:64
Registered:April 2012
Unfortunately I don't have a mod version that's compatible with 1.11. If you want to use the mod you need the latest game version (or any other 1.13 version and I will provide you with a link for that if it's not 1.13d)
Re: [MOD] Combat Evolved[message #306379] Sun, 24 June 2012 14:57 Go to previous messageGo to next message
voodoolarry
Messages:3
Registered:June 2012
Thanks! I didn't know about the 1.13 update, downloading it now to see what happens!

edit: YES working fine now! thanks for the info! maybe you should change your first post and add a comment telling people they need the 1.13 update!

[Updated on: Sun, 24 June 2012 18:59] by Moderator

Re: [MOD] Combat Evolved[message #306476] Tue, 26 June 2012 01:44 Go to previous messageGo to next message
Burns

 
Messages:13
Registered:January 2012
I did some tinkering around with the Soldiers. I reduced the accuracy of level 5 soldiers a little bit. There is a massive jump in stats between level 4 and level 5 that is really unwarranted.
Re: [MOD] Combat Evolved[message #307321] Fri, 13 July 2012 14:30 Go to previous messageGo to next message
Glitch

 
Messages:64
Registered:April 2012
v1.04 is available for download.
Re: [MOD] Combat Evolved[message #307773] Fri, 20 July 2012 17:05 Go to previous messageGo to next message
Glitch

 
Messages:64
Registered:April 2012
v1.05 (compatible with game version 1.13e) is up.
Re: [MOD] Combat Evolved[message #307824] Sat, 21 July 2012 10:26 Go to previous messageGo to next message
swatman89

 
Messages:57
Registered:August 2007
Location: Israel ,Jerusalem - tel a...
Question:
you write that this mod work good in 1.13 , what happen if tommrow i get update to 1.14 , the mod will stop work?
or i can make that in steam it will not upadate my game any more

more question is if i want to back the game to the original after i install the mod how i do that ?

And it look good!

[Updated on: Sat, 21 July 2012 10:33] by Moderator

Re: [MOD] Combat Evolved[message #307829] Sat, 21 July 2012 12:30 Go to previous messageGo to next message
Glitch

 
Messages:64
Registered:April 2012
Depends on what "1.14 patch" would change. It may or may not be directly compatible with this version of CE, but regardless, I try to keep up with game version, so you'll be able to continue playing.
If you want to revert to vanilla game, simply go in \bin_win32 folder and delete the following folders:

character
configs
interface
sounds
textures
weapons
Re: [MOD] Combat Evolved[message #307844] Sat, 21 July 2012 16:08 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
SWATMAN
or i can make that in steam it will not upadate my game any more


2 ways to achieve this: Either put steam client in OFFline mode; no steam game can be updated then until next time to you put steam in online mode.
Or - while being in steam client's ONline mode, you can disable auto updates in BiA's properties in your library. This way this particular game won't be auto-updated while any other steam app you might have still can receive auto updates.
Re: [MOD] Combat Evolved[message #307871] Sun, 22 July 2012 01:59 Go to previous messageGo to next message
Head_Hunter

 
Messages:23
Registered:July 2002
Location: Germany
Can
Re: [MOD] Combat Evolved[message #307878] Sun, 22 July 2012 09:28 Go to previous messageGo to next message
Glitch

 
Messages:64
Registered:April 2012
You can. It's just that the healing system is changed. Bandages will only stop the bleeding, their healing efficiency is 0, if you're looking at one. Medkits, large medkits and syringes are the only ones that actually recover hp now. It's an incentive to use mercs with higher medical skull.
Re: [MOD] Combat Evolved[message #308053] Tue, 24 July 2012 21:08 Go to previous messageGo to next message
Glitch

 
Messages:64
Registered:April 2012
1.05b is out, check first post for link and changelog.
Re: [MOD] Combat Evolved[message #308064] Tue, 24 July 2012 22:35 Go to previous messageGo to next message
Doc Croc

 
Messages:92
Registered:September 2003
Location: VT
Where could I find this patch?
Re: [MOD] Combat Evolved[message #308067] Tue, 24 July 2012 22:54 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
In the download link at bottom of very first post in this very thread. As he said. Wink
Re: [MOD] Combat Evolved[message #308234] Fri, 27 July 2012 15:38 Go to previous messageGo to next message
reVurt

 
Messages:67
Registered:March 2007
Location: The Great White North, eh...
First off, thanks for the mod, Glitch, it's pretty damn cool! I finally picked up JABIA this past weekend on a Steam sale, and while the graphics are prettier, it feels very much like a "lite" version of JA2. From what I've seen so far, Combat Evolved does a fair job of rectifying that somewhat.

A couple things of note.

1) Blood starts with a medkit he can't use.
2) When Doreen gives you her quest, she starts off saying "Hellow" instead of "Hello".
3) Bobby Rays lists the clip size of the Steyr Scout as 30.
4) I think I noticed the small pic for the HK53 showing an MP5 instead, but admittedly this was after installing Combat Evolved over top of a game and loading up a vanilla save without starting a new game.

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.

Thanks for all the hard work!
Re: [MOD] Combat Evolved[message #308336] Sun, 29 July 2012 20:55 Go to previous messageGo to next message
Specter

 
Messages:22
Registered:March 2011
small issue:
the aks-74u anchorpoint seems wrong. the eotech gets attached in front and slightly above the muzzle
Re: [MOD] Combat Evolved[message #308340] Sun, 29 July 2012 22:14 Go to previous messageGo to next message
Landwalker

 
Messages:10
Registered:July 2011
Looking darn good. Just a few things I noticed in the course of the first mission:

1) In Red's profile, "Nightblind" reads that is boosts morale by one step between 11PM and 3AM.

2) On the other hand, in Spider's profile, "Night Ops" does not provide the exact bonus (which is presumably "one step")

[Updated on: Mon, 30 July 2012 00:48] by Moderator

Re: [MOD] Combat Evolved[message #308359] Mon, 30 July 2012 06:09 Go to previous messageGo to next message
reVurt

 
Messages:67
Registered:March 2007
Location: The Great White North, eh...
Landwalker

Edit: Additionally, I'm also running into a problem where putting some (Edit 2) make that any equipment into the sector inventory is causing it to disappear permanently. Not sure what that's all about. Pretty disconcerting when my shotguns, hats, armors, etc. are just... gone...


I have this problem as well. Found a possible workaround: Before futzing with the inventory, save your game. Then load that save. Weird, and a bit of a hassle, but it seems to work for me.
Re: [MOD] Combat Evolved[message #308379] Mon, 30 July 2012 14:34 Go to previous messageGo to next message
Landwalker

 
Messages:10
Registered:July 2011
reVurt
I have this problem as well. Found a possible workaround: Before futzing with the inventory, save your game. Then load that save. Weird, and a bit of a hassle, but it seems to work for me.


Huh. I tried saving and reloading, but still ran into the same problem.

After a bit more fiddling about and a few truly disastrous failures at taking Drassen Airport with the revised mercs against the newly professional army, I realized that this might not necessarily be a bad thing:

1) I can still put items into the sector inventory by "dropping" them, instead of directly moving them from the merc to the sector. Hassle, yes, but workaround.

2) While it's not exactly the preferred way to go about it, "deleting" items by moving them into the sector inventory would be one way to avoid the late-game clutterfest that arises from shopkeepers never "flushing out" their own inventory to get rid of all the garbage you find.

3) Of course, at the rate I'm going in this patch, #2 wouldn't matter, because based on my performance in Drassen I'm never going to get to the late game anyway... :/

[Updated on: Mon, 30 July 2012 14:35] by Moderator

Re: [MOD] Combat Evolved[message #308381] Mon, 30 July 2012 14:39 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
What version of BiA base game are you running? Might be an issue with sector inventory of version 1.13 that AFAIK has been fixed with a later version like 1.13b or c.

[Updated on: Mon, 30 July 2012 14:39] by Moderator

Re: [MOD] Combat Evolved[message #308383] Mon, 30 July 2012 14:49 Go to previous messageGo to next message
Landwalker

 
Messages:10
Registered:July 2011
Using 1.13e.
Re: [MOD] Combat Evolved[message #308392] Mon, 30 July 2012 16:07 Go to previous messageGo to next message
Glitch

 
Messages:64
Registered:April 2012
Wow, thank you all for the feedback and appreciation Very Happy
Now, let's get to it in an orderly fashion:

reVurt

1) Blood starts with a medkit he can't use.

Yeah, I kept forgetting about that one, will be fixed in the next release
reVurt

2) When Doreen gives you her quest, she starts off saying "Hellow" instead of "Hello".

Hah, I was aiming for some weird accent, didn't get it right it seems Very Happy
reVurt

3) Bobby Rays lists the clip size of the Steyr Scout as 30.

Oopsie, fixed in the next release.
reVurt

4) I think I noticed the small pic for the HK53 showing an MP5 instead, but admittedly this was after installing Combat Evolved over top of a game and loading up a vanilla save without starting a new game.

Yeah, it seems that it's shaped rather like a sileneced MP5 or something, it's from MrRaven's icons, I will adress this as well at some point, although it's not a high priority right now.
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?

Specter
small issue:
the aks-74u anchorpoint seems wrong. the eotech gets attached in front and slightly above the muzzle

Thank you, I'll look at it, it's a vanilla thingie I guess.

Landwalker

1) In Red's profile, "Nightblind" reads that is boosts morale by one step between 11PM and 3AM.

It's just visual, I guess I mixed stuff up Embarrassed

Landwalker

2) On the other hand, in Spider's profile, "Night Ops" does not provide the exact bonus (which is presumably "one step")
Re: [MOD] Combat Evolved[message #308402] Mon, 30 July 2012 17:02 Go to previous messageGo to next message
Landwalker

 
Messages:10
Registered:July 2011
TehGlitch
I really hated the FoTM Wolf&Fox, I'm trying to make every merc desirable for one reason or another.

Well, consider that goal achieved! Deciding on which trade-offs to make at the start (Hmm, which two mercs do I want to get murdered by the airport security today?) is much more difficult. There's no obvious combination of Mechanical + Medical + Some sort of weapons competency all rolled into a two-person package, so the opportunity costs are felt much more. Especially since the new prices for mercs prevented me from rolling in with the demigod team of Wolf + Thor. Razz

When you have as few skills as I do... yeah, it's been rough going. >_>

TehGlitch
I think that's a vanilla issue.

Huh. I had never run into it until installing this mod. Most curious.

[Updated on: Mon, 30 July 2012 17:03] by Moderator

Re: [MOD] Combat Evolved[message #308405] Mon, 30 July 2012 17:42 Go to previous messageGo to previous message
Glitch

 
Messages:64
Registered:April 2012
Landwalker

Huh. I had never run into it until installing this mod. Most curious.

If you're certain that it's ever since you installed the mod I'll look into it. Please tell me how to reproduce it. And it'd help if you'd specify if that goes for any sector or just one in particular. And if it only happens in tactical or only in strategic map.

[Updated on: Mon, 30 July 2012 17:44] by Moderator

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