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Re: AIMNAS WF2012 Part 11[message #330621]
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Sat, 15 February 2014 18:15
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blitz_alpha |
Messages:2
Registered:February 2014 Location: Portugal |
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Hi @ll,
After finishing JA2, lets say, 15years ago, I installed this new AIMNAS (xmas release 2013) mod and started to play again this wonderfull game, now a bit more realistic and with fantastic features. I only subscribed to this forum to give my feedback to this great mod (and, to be fair, all the other mods associated, of course) and contribute with some sugestions that, I hope, can be usefull somehow.
1st: I played one regular game with this mod, really great features! Really nice work, smeagol and all the others. My main criticism (not for the mod itself but for the game and I hope it can be improved) goes to: AI tends to use tight formation; well, one or two grenades solves the problem; or better, a soldier with a MG is enough to put half of the AI's team pinned down. Of course, the game is getting better with the AI trying to flank us, still this tight formation could be improved, specially for elite troups. I got stuck (dead end) in the game when I arrived to the farm and got the Hicks' family in the middle of the map. After that, I have to be honest, I quit and started playing this same mod but with the old JA2 maps. Once again, I have to be honest, I simply hated..... After playing with big maps, the old maps seems so unrealistic (and yes, and I fixed the ini files to turn the game playable e.g. not getting 64 foes in a small square, etc). But like I wrote before, its not the same (great work indeed). So, I am starting a new game with big maps and trying something new: I will only play with 10 customized IMPs (no mercs) and not raise an army (militia) and see how far I can get. Iam using a max of 4 major traits per soldier, a total of 10, lets call it a special unit (10 versus thousands seems balanced). Will be an hit and run game! All set up, lets see what will happen. By the way, its really interesting how you can set up an entire brand new scenario with these mods. And yes, I have the same bugs already posted here. No big deal. Most of them we can by-pass, the rest we can live with them.
Now, the important part, my sugestions based on my game experience (look them only as constructive ideas):
1. I only can imagine the hard work with bigmaps. But putting more 5 maps in specific sectors can bring a real new experience for the game. I give an example: getting that tank in the north military facility was not only a surprise but also a deadly experience. In fact, I had to retreat the whole squad from the sector. What a dumb move, not making a recon of the sector before the attack. Nevertheless, next time I know exactly what I will get there. See the point? And is not necessary to fix the entire map; only a few arrangements to bring up the surprise factor. And the maps can be dropped into the maps folder in a random way; you will not know what you will get. Of course, each player can arrange that or this random maps can be putted here in the forum for all;
2. Its a bit unrealistic to have to control the SAM sites the entire game. One option could be destroying the SAM sites (also working as mock attacks). Of course, if AI gets the SAM site again then it can be operacional again, lets say, after one week. This also brings a new game experience e.g. rescuing POWs. You use a mock attack, clean the air space, make a raid against the prision facility, and bring the boys back home in the heli. Another point in this issue, POWs should be killed as retaliation when you start to take some sectors (or facilities). One more reason to try to get them out. How to do this? Really, I still dont have any tips for this one;
3. Well, lets imagine that it is possible to destroy SAM sites, then we can also destroy military facilities, affecting the queen's pool of troops;
4. Last but not least, I always hated the idea of having snipers (by the way, great improvement with the spotters) mixed with other soldiers. By definition, sniper teams operate independently and are used for recon and target acquisition. Snipers are not used to kill regular soldiers. They are used to kill specific targets like officers, breaking the chain of command and/or demoralizing the troops. The only real officer (except the Queen) I see ingame is in Alma and my old experience with JA2 is that killing him dont have any impact in the game. Maybe a couple of more officers and affecting the game could bring a new task to sniper teams (recon also good but mark acquisition is still useless in this game). And talking of killing officers, cover ops is also a great addition and spies can be used as assassins. I guess this sounds more like suicide missions. Really, I dont like it. Spies should be used for intel (and with cautious for game balancing; if you get all the info the game becomes unreal, unbalanced and boring).
And thats my ideas for now. Thanks to all for your hard work.
I hope in the future to have some time to retribute.
Sorry for the long text.
Best regards,
[Updated on: Sun, 16 February 2014 10:53] by Moderator Report message to a moderator
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Civilian
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Re: AIMNAS WF2012 Part 11[message #330627]
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Sat, 15 February 2014 20:08
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blitz_alpha |
Messages:2
Registered:February 2014 Location: Portugal |
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Flugente: thanks for the welcome! Iam really getting old. Finished the game more than once, for sure 15years have passed since then, but still I didnt knew that (or I really dont remember it). Also, it can be used as a tip for point 3: if we have triggers for SAM sites maybe we can handle it with military facilities. And yes, alternate maps for sectors is always possible: I am writing and giving some tips for all the people who love this game and want to improve the game experience. We cant ask more than you guys are already giving to us. Thanks!
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Civilian
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Re: AIMNAS WF2012 Part 11[message #330799]
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Sat, 22 February 2014 21:29
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Here's the download link for the February AIMNAS Update.
AIMNAS February Update
Note that it now requires two files (001 and 002), due to the zip package being bigger than 50 MB already, I had to split it up.
What's new?
10 more maps (marked with the big red X on the world overview map) in F and G rows, including a new small town worth checking out.
A few Bugfixes for stuff that has been reported.
A few new items.
When you're going to report bugs, always say which version you're running, else I'll have to double check everything, which will become quite tedious soon. I'd recommend you upgrade to February version, but it will most likely also require a new game start, due to several items changing place. I added a few med kits/ first aid kits and gas tanks to several maps (but not in crates/lockers... you'll most likely find the stuff when investigating rooms). This should make life in Arulco a bit more easier in the beginning, as enemies even on drop all seem to carry only very few medical supplies and tools.
For those not aware how split archives work, you'll have to be patient until tomorrow for a new single click installer!
[Updated on: Sat, 22 February 2014 21:32] by Moderator Report message to a moderator
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Re: AIMNAS WF2012 Part 11[message #331751]
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Mon, 14 April 2014 22:47
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Nejrael |
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Messages:15
Registered:October 2007 |
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spaeRI changed!
"MAX_NUMBER_OF_TRAITS = 5
; Number of Major Trait slots allowed for player mercs.
; Values from 2 to 20 are allowed.
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 3
; Allow special merc to have one more major trait?
ALLOW_EXCEPTION_FOR_SPECIAL_MERC = TRUE
; Assign the Merc ID to have one more major trait, only applies if ALLOW_EXCEPTION_FOR_SPECIAL_MERC = TRUE
; Values from 0 to 254 are allowed, does not work on IMPs. (Default: 33, giving Dr Q. Martial Arts + Night Ops + Paramedic)
SPECIAL_MERC_ID = 33
; Do traits set minimum attributes when selected?
SET_MINIMUM_ATTRIBUTES_FOR_TRAITS = TRUE
"
This did not work for me either. Tried editing all the skills_settings.ini for all versions data, 1.13, ub, aimnas to the same values. No change. I am using the latest bigmaps sci from depribot.
I dont know where it's reading its default skill settings from but it doesn't seeem to be any of them.
[Updated on: Tue, 15 April 2014 04:32] by Moderator Report message to a moderator
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