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Re: New feature: Covert operations[message #313663]
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Fri, 28 December 2012 16:51
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Elvis_A |
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Messages:282
Registered:December 2012 Location: exUSSR |
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FlugenteThat seems perfectly reasonable - so yes. As of r5750,
- EPCs (like John&Mary) will be treated as civilians when you recruit them. Which seems fair, as they are civilians.
- When you get uncovered, the messages will now inform you which item caused this, if it was an item.
- maximum allowed coolness is now
rounded up(current progress/10) + modifier
modifier is 1 for admins, 2 for redshirts and 3 for elites. So disguising as an elite allows better gear, and admin is harder.
Wow! That is great! That is exactly what I would love to see!
This further modification raises few more questions and /or requests:
1) Is it possible now to rescue Dynamo/Shank from Tixa without cleaning whole prison sector?
2)Will Slay (terrorist) get civilian status as well?
3) As far as I remember in original JA 2 (UB?) there was minor trait ("Thief") that was not included to the game, is it possible to include this skill now? So it will increase chances to stole items from enemy + maybe some bonus to stealth or lockpicking.
Great work, Flugente, thank you very much.
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Master Sergeant
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Re: New feature: Covert operations[message #313668]
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Fri, 28 December 2012 19:23
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Elvis_A |
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Messages:282
Registered:December 2012 Location: exUSSR |
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Flugente1) Dynamo and Shank are known to be prisoners there. They cannot simply walk out, they will be attacked once seen. You'd have to free them and kill any guards that might see them on their way out, if you dont plan to kill the entire garrison.
2) He already does. Like other RPCs that get this special status, he will lose it once he gets uncovered, and cant reagin it.
3) Well, stealth and lockpicking already exist, and afaik Martial Artist gives a bonus to stealing, so I see no need for that.
Is there possibility to increase number of skills(traits) that can be taken? For IMPs for example?
I successfully escorted John and Mary, although they both took 1-2 shots, so I will continue covert missions cause they awesome
I noticed that with new exe (5749) when you try to steal enemy's weapon from hands - the game goes to turn base mode, and if you managed to steal weapon - soldiers try to pick it up from ground if it goes there. Also I noticed that they started running back and forth much more when your spy around.
One thing is annoying - when your merc spots enemy - it keeps talking cause 5-10 enemies go back and fro near and nearly every 2-3 seconds you hear same thing.
There is still bug when your spy uncovered - t-shirt dissapears. Right now after escorting old couple to airport, my militia uncovered my spy. Is it bug or feature? and yes, t-shirt is gone. Do you want me to attach savegame?
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Master Sergeant
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Re: New feature: Covert operations[message #313672]
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Fri, 28 December 2012 20:54
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Elvis_A |
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Messages:282
Registered:December 2012 Location: exUSSR |
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FlugenteYou can change
MAX_NUMBER_OF_TRAITS = 3
; Number of Major Trait slots allowed for player mercs.
; Values from 2 to 20 are allowed.
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 2
in Skills_Settings.ini.
Well, a spy does not simply steal weapons in the open . It should even uncover the spy, but that is not easily doable code-wise... atm one should be uncovered if seen stealing.
Thing is... when your spy is around, they do notice that something is off... they tend to keep around you, especially on higher alert levels.
I have set down the frequency of talking, might take it further, have to see.
I've never seen militia uncover spies, so I'll take your savegame gladly
Flugente, please fix the bug with t-shirt disappearances.
Unfortunately i lost elite army t-shirt due to bug, and saved it after due to other alt-tabbing bug(i accidentally press S which turned to alt+S) =)
anyway here is savegame and screenshot when i tried to disguise as civilian and totally forget to take out armor, but still as proof.
p.s. militia running like crazy around me - I minimized the game window but I hear the steps while writing this =)
p.s. i do not see file manager to attach save so i am going to upload somewhere else
http://rghost.ru/42584405
thanky for hint about traits - i did not know that
[Updated on: Fri, 28 December 2012 20:57] by Moderator Report message to a moderator
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Master Sergeant
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Re: New feature: Covert operations[message #313674]
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Sat, 29 December 2012 01:43
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Hmm. Can you upload somewhere where I dont have to install obscure downloaders first? nvm. stupid links
[Updated on: Sat, 29 December 2012 01:43] by Moderator Report message to a moderator
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Re: New feature: Covert operations[message #313798]
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Wed, 02 January 2013 23:34
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Elvis_A |
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Messages:282
Registered:December 2012 Location: exUSSR |
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[quote=Flugente]
E1vS
When militia dies or fresh militia corpse found near me - I am uncovered by enemy.
Flugente
That is intentional. Spies get uncovered if they are seen near fresh corpses. This is necessary, as otherwise it would be much, much easier to clean entire sectors with just one spy.
well, you did not understand me - spy uncovered when found near MILITIA's corpse (not Deidrana's dead soldier).
If uncovered when near dead enemy soldier - it is fine, but being uncovered when found near Enrico/Miguel's dead militia - no logic.
About enemy retreats - they retreat into a sector occupied by my merc and worse if a sector is empty and sad thing when all my militia for example defend Drassen mine - enemy retreats to middle sector and captures it.
I am not sure is it bug or no but when I sent my spy to explore Tixa, spy entered through back door, via key, still Warden says her phrase about mistake, with nothing else going on later, no alarm, no nothing. I killed her easily, guards did not even bother turning on alarm when they found her dead.
I have a question, I started using forced the Turn base mode to kill enemies with auto fire to head, is it possible to do it in realtime mode? I mean I cannot fire more than 1(rare 2) bullet in real time. Burst fire is ok, but often is not enough.
Good job! looking forward to next releases.
good luck
[Updated on: Wed, 02 January 2013 23:38] by Moderator Report message to a moderator
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Master Sergeant
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Re: New feature: Covert operations[message #313803]
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Thu, 03 January 2013 01:22
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Hmm. The game does not discern between what a corpse was before - corpse is corpse there. Altough I could try to check for their uniforms... aw well. Done in r5756.
Again, enemies retreating to sectors you occupy is normal. And pretty reasonable, as the player can do the same, so I think its perfectly fine.
Well, Warden can only say what she has in speechfiles. I certainly won't redo speeches...
E1vSI have a question, I started using forced the Turn base mode to kill enemies with auto fire to head, is it possible to do it in realtime mode? I mean I cannot fire more than 1(rare 2) bullet in real time. Burst fire is ok, but often is not enough. Eh... What?
[Updated on: Thu, 03 January 2013 02:32] by Moderator Report message to a moderator
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Re: New feature: Covert operations[message #313813]
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Thu, 03 January 2013 05:10
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Aha. Well, I am not going to change autofire. It stays as it is.
Edit: Wheeee! Lion-powered skull attachment to wings unlocked! Thank you, unknown forum people! :party:
[Updated on: Thu, 03 January 2013 05:12] by Moderator Report message to a moderator
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