Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » Creating a team leader, ideas wanted.
Creating a team leader, ideas wanted.[message #309975] Mon, 10 September 2012 18:14 Go to next message
deknegt is currently offline deknegt

 
Messages:140
Registered:June 2007
Location: Doetinchem, Netherlands
I am going to try to play through JA2 again because I am bored.

And I want to make my team leader an actual team leader who... well leads.

Anyone got some good ideas on how to IMP the guy and what traits to pick to maximise his ability?

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Sergeant
Re: Creating a team leader, ideas wanted.[message #309976] Mon, 10 September 2012 18:19 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
How about the obvious ones: high LDR, Squadleader(expert) trait, the personality that gives bonus to talking with people (do not recall its name right now)?

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Sergeant Major
Re: Creating a team leader, ideas wanted.[message #309979] Mon, 10 September 2012 18:28 Go to previous messageGo to next message
deknegt is currently offline deknegt

 
Messages:140
Registered:June 2007
Location: Doetinchem, Netherlands
Well I got that much. And because I am cheating scum I will keep his health/strength at 30 (weight+travel exploit, sue me.)

Wisdom and leadership maxed, and experience level at 3 to make sure his squadleader trait works for all. And then teacher/Scouting as secondary traits to make him a militia training machine and not get ambushed.

What I came up with.
http://gyazo.com/924dd75f0b970c43fa2a5fc47de400aa.png?1347288897

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Sergeant
Re: Creating a team leader, ideas wanted.[message #309980] Mon, 10 September 2012 18:39 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
1. Open "JA2_options.ini"
2. Look for the line "IMP_INITIAL_POINTS = 500"
3. Change it to IMP_INITIAL_POINTS = 1000
4. Save
5. Profit

[Updated on: Mon, 10 September 2012 18:48] by Moderator

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First Sergeant
Re: Creating a team leader, ideas wanted.[message #309984] Mon, 10 September 2012 18:55 Go to previous messageGo to next message
Burzmali is currently offline Burzmali

 
Messages:248
Registered:March 2007
Location: Estonia
dunno - mercenaries' is a harsh world and i would not have much respect for squad leader without health and strength.

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Sergeant 1st Class
Re: Creating a team leader, ideas wanted.[message #309985] Mon, 10 September 2012 18:58 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
I guess you haven't been introduced to the travel exploit he quoted yet? He'll have 90-something strength and health before noon.

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Captain

Re: Creating a team leader, ideas wanted.[message #309988] Mon, 10 September 2012 20:06 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Why even bother using this exploit when you can as well just double or triple the available status points via ja2_options.ini? :confused:

But I also consider myself "oldschool" when it comes to this. I usually end up punching/knifing all cows just to get his one additional point of dexterity. Could as well give the char more dex right from the beginning... Wink

[Updated on: Mon, 10 September 2012 20:08] by Moderator

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Master Sergeant
Re: Creating a team leader, ideas wanted.[message #309990] Mon, 10 September 2012 20:30 Go to previous messageGo to next message
Burzmali is currently offline Burzmali

 
Messages:248
Registered:March 2007
Location: Estonia
right, i do not use that exploit. but my logic was: if somebody starts his career hauling the whole group's luggage, he is not considered exactly the "leader".

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Sergeant 1st Class
Re: Creating a team leader, ideas wanted.[message #310035] Wed, 12 September 2012 16:18 Go to previous messageGo to next message
deknegt is currently offline deknegt

 
Messages:140
Registered:June 2007
Location: Doetinchem, Netherlands
Burzmali
right, i do not use that exploit. but my logic was: if somebody starts his career hauling the whole group's luggage, he is not considered exactly the "leader".


That's not really the way the exploit works. You travel/cancel etc. and that ups the person's health/strength a bit every time... He never has to leave the first sector to get to 90 skill...

JAsmine
Why even bother using this exploit when you can as well just double or triple the available status points via ja2_options.ini? :confused:

But I also consider myself "oldschool" when it comes to this. I usually end up punching/knifing all cows just to get his one additional point of dexterity. Could as well give the char more dex right from the beginning... Wink


I really have no idea why I don't just edit the .INI and get it over with, I know that is also the way to do it but that feels more cheatey than using the exploit.

With the exploit you are still brainlessly clicking on your screen for 30 minutes to get someones skills up, and making it a mindkilling chore is a way to make my conscience feel better.

I can cheat, but it would take me 30 minutes of shitty work to get it done. As opposed in changing 1 line in a .INI file.

[Updated on: Wed, 12 September 2012 16:19] by Moderator

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Sergeant
Re: Creating a team leader, ideas wanted.[message #310037] Wed, 12 September 2012 16:26 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
30min? I think the 1STR/90WIS variant worked nearly instantly, not 'a few points per try'
EDIT:
That would again require changing the ini though, so disregard it.

[Updated on: Wed, 12 September 2012 16:26] by Moderator

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Captain

Re: Creating a team leader, ideas wanted.[message #310038] Wed, 12 September 2012 16:34 Go to previous messageGo to next message
deknegt is currently offline deknegt

 
Messages:140
Registered:June 2007
Location: Doetinchem, Netherlands
Yeah I am using vanilla 1.13 right now and it takes me quite a while to get to 90 strength, especially once you get above 60 since it takes longer and longer then.

I know as much that the merc gets credited with the walk back from the edge to the sector instead of hiking the whole distance.

[Updated on: Wed, 12 September 2012 16:34] by Moderator

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Sergeant
Re: Creating a team leader, ideas wanted.[message #310039] Wed, 12 September 2012 16:48 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
i'm with burzmali here

... and with gambi's advice for cheaters - if you wanna cheat do it wholesale (and afterwards try not to boast about how you smashed them)

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Captain
Re: Creating a team leader, ideas wanted.[message #310040] Wed, 12 September 2012 17:01 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
To have the low stats start with 30 points he had to change the default min values (35) anyway ... Wink

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Sergeant Major
Re: Creating a team leader, ideas wanted.[message #310041] Wed, 12 September 2012 17:10 Go to previous message
deknegt is currently offline deknegt

 
Messages:140
Registered:June 2007
Location: Doetinchem, Netherlands
Sam_Hotte
To have the low stats start with 30 points he had to change the default min values (35) anyway ... Wink


Could very well be, I dusted off this game from my hard disk after not playing for 6 months.

Logisteric
i'm with burzmali here

... and with gambi's advice for cheaters - if you wanna cheat do it wholesale (and afterwards try not to boast about how you smashed them)


I get where you guys are going with. Some like to cheat and some don't, luckily this is a singleplayer and I can do with my game as I please.

And yeah, If I want to make Biff a human wrecking ball without there going a day past in JA2, that's my perogative Smile

[Updated on: Wed, 12 September 2012 17:12] by Moderator

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Sergeant
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