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Not an AAR[message #315273] Sat, 09 February 2013 04:27 Go to next message
abradley

 
Messages:229
Registered:December 2001
Just started a new 'LotL' (Living off the land) game with AR 1.4 Insane.

Have modified the setup, land in A-10 at 2110, The Imps (Packrat, Ning, Tigress, and Seagates.) are fully equipped for Nite Ops via the IMPItemChoices.xml in table data plus preposition goodies on site.

Don't want to attack A-9 with a bare SMG and Kevlar vest.

Traveled to A-9 and saw B-9 was full of troops which would reinforce the 12 (well Equipped) enemy in A-9 once the battle started. Have done that, makes for a dicey situation. (Packrat the Auto Weapons/Hunter/Scout.)

So headed to B-9 because A-9 won't reinforce, but C-9 has troops for reinforcing, will have to make sure the enemy in the Southern section is killed fast before they set off an alarm and bring in the reinforcement leaving my 4 troops fighting a two front war.

It worked, By the time the C-9 crowd arrived the B-9 enemy was thinned out and my troops were ready for them. The battle was won , collected the arms (Am playing Drop all) and headed to A-10 via A-9.

Dumped the war spoils and refreshed ammo, then back to A-9. The was won without a scratch (got lucky), collected the spoils and dumped them in A-10.

Checked in with the Rebels, plus recruited and outfitted Ira.

Then headed to A-8 via A-9 and beat the 12 troops, but Packrat (my alter ego) took a heavy hit lost 2 dex and 35 points of Health. Ira healed him to 43/65. Hopefully his traits are working. (in one game he was hit for over 50% of his health and the traits stopped working. Hopefully they'll work now.)

Loaded the spoils and headed to A-10 to refit and load up for the San Mona run before the enemy retakes A-9.

Closing for now.

Edit
Corrected some B-9s to A-9s.


[Updated on: Sat, 09 February 2013 09:46] by Moderator

Re: Not an AAR[message #315276] Sat, 09 February 2013 11:20 Go to previous messageGo to next message
JAsmine

 
Messages:318
Registered:May 2011
I'm eager to hear from you how the game works out on insane difficulty in later stages, because I have not tested AR on insane difficulty that much.

On a personal note, giving your mercs a better starting gear better than Quote:
a bare SMG and Kevlar vest
plus equipment for Quote:
Nite Ops

and
playing with "drop all" pretty much kills the "living off the land"-style as it was intended to be.
But naturally, you're free to adjust everything to your liking.

Re: Not an AAR[message #315285] Sun, 10 February 2013 05:45 Go to previous messageGo to next message
abradley

 
Messages:229
Registered:December 2001
JAsmine
I'm eager to hear from you how the game works out on insane difficulty in later stages, because I have not tested AR on insane difficulty that much.

On a personal note, giving your mercs a better starting gear better than Quote:
a bare SMG and Kevlar vest
plus equipment for Quote:
Nite Ops

and
playing with "drop all" pretty much kills the "living off the land"-style as it was intended to be.
But naturally, you're free to adjust everything to your liking.
Thanx for the reply, always happy to explain my gaming options. Razz

The best way to start this tome is:Quote:
Living off the Land http://ja2guides.wikidot.com/mini-mods

The idea is that your band of 6 IMPs is recruited to help out the rebels (not run the whole rebellion) and arrive in country to find everything in shambles. What's left of the rebels don't have the equipment you were promised they were holding for you, the people are completely terrified to fight back (with a handful of exceptions), and you're stuck in country until you take out the queen. You don't have the manpower to hold any sectors and have to sneak around the countryside raiding the towns and outposts for equipment.

General rules:
1) You start out recruiting 6 IMPs and can't recruit from AIM or MERC. You can replace dead IMPs. You can recruit in-country people (like Ira and Dmitri).
2) No using Bobby Ray. You can use Tony and other in-country dealers.
3) No training militia.
4) No getting income from the mines.
5) When you leave a sector destroy everything left behind that you aren't carrying (CTRL + LMB). See below about "safe" sectors to cache equipment.
6) Use drop all for enemy equipment.

For IMPs this team works well: a medic/sniper, a mech (lockpicking and electronics), a heavy weapons guy, and 3 "grunts" (various autoweapons, stealth, night ops, etc.). Everyone gets a minimal rating in everything (see below) because everyone will be helping out.
(Continued)
See this as some corporation has backed Enrico in his attempt to take back Arulco using the rebels, and getting mining options in return.

So IMO Enrico has Big Bucks for hiring and equipping Imps to aid the rebels.

Since Imps have money for the best equipment including;
HK MP5n/fully equipped with 9mm cmag and 40mm grenade launcher. (have been using Calico M960, but will experiment with MP5n due to the C mag and 40mm Adapter), if the MP5's shorter range is a handicap ... back to the Calico and a separate launcher.)

Full set Dyneema armor w/Titanium Plating.

Plus 3x NVGs, Extended ear, Sun goggles.

Now how come the Imps have this gear when:Quote:
...rebels don't have the equipment you were promised they were holding for you...
Assume it's referring to weapons and such for the rebel force. Pros carry their equipment with them, has been calibrated and adapted to their individual needs.

As for the drop all, it's highlighted in the above Micro Mod quote.

Will have to restart because this game was meant as a short test of LotL using your AR 1.4 mod and didn't completely set up, for instance didn't:Quote:
Be sure to adjust the game progress settings (set income and sector control to 0 and exploring and killing soldiers to 40-60, 50-50, or 60-40). You might want to adjust the IMP settings to allow up to 90 for stats (so you can make a heavy weapons guy with a 90 STR, nothing else above 85) and to allow down to 25. You also might need to up the starting guns and armor a bit; I suggest AUG Paras or perhaps M4s. You can use SciFi but no bugs; they wouldn't matter anyway.
Am playing with a handicap; can only us 9mm or sniper weapons and as you know 9mm AP is scarce, so need to pre-position 9mm AP ammo in logical locations like Alma target range, Grumm factory, and cities/airports.Need bunches of 9mm.

Now for 'my' rules; No cheating, don't reload in a battle except for CTD, if an Imp is killed early in the game ... I'll replace him/her. If later in the game I'll fall back 24 hours or the last save ... which ever is longer.

Hope I covered everything (if not ...back at me.

Thanks for a great mod.

abradley

Will get back to you soon.




[Updated on: Sun, 10 February 2013 06:02] by Moderator

Re: Not an AAR[message #315345] Tue, 12 February 2013 11:29 Go to previous messageGo to next message
abradley

 
Messages:229
Registered:December 2001
Started in Insane with 5 Imps all level 1, plus boosted the money to $21,000 in case Imps die;
Everybody is Psycho.
Packrat=Night ops,Scout.
Ning=Night ops.Tech.
Tigress=Doctor
Seagates=Night ops, Tech.
Bob=Night ops. Scout. (Rather a gal here for all gals plus Packrat_But....)
Went for points in skills rather than traits, will see how it works out.

Equipment is same for all;
Calico M960a w/4x scope, lam200, reflex finder, and Silencer.
Dyneema Armor.
2x NVD.
Plus the bits and pieces that come with the traits and skills.

Heavy weapons and such were lost when the rebels were trounced.

First battle was deadly and bloody. Regular 9mm ammo was the problem, landed with regular 9mm, used 3 shoot bursts but it still took bunches of hits against the Spectra, Guardian and other armor, no kevlar. Follow on battles may be better as there's some 9mm AP ammo stashed in Omerta that they couldn't get to with out taking the sector, a lot is stashed in logical sectors that the troops will have to battle for. If they run short will have to take Estonia and hold the airport overnite for an emergency shipment or maybe, will use Russian gear w/7.62X25, it's scarce also but there's some.

The results of the first battle were Packrat was hit for 15/73 (lost 2 health) Doctored to 43/73, and Ning is dead, long live the new Ning. Due at 7:30, will have to wait for her, she isn't a scout.

Will recruit Ira and outfit her in Ning's gear.

Am debating heading to A8 with the healthy 4 (includes IRA!)

Edit
Correct the M950a to M960a






[Updated on: Wed, 13 February 2013 02:09] by Moderator

Re: Not an AAR[message #315370] Wed, 13 February 2013 02:28 Go to previous messageGo to next message
abradley

 
Messages:229
Registered:December 2001
Ira and Seaqates healed Packrat good enough for an attack on A8 the factory.

Bloody, the enemy swarmed while there was rubble between us, Seagates was hit hard, later Packrat was hit again by a guy in more rubble, losing 10 Dex.

Got 3 Sniper rifles, plus assault rifles galore. 5 Guardian vests .... the AP ammo helped bunches, if my troops hit the enemy they did damage, not like with the regular ammo.

The Psycho character trait is burning up ammo, understand it's more controlled at higher levels of experience.Will see.

Back to A10 to heal,repair, and wait for Ning.

Ning arrived, headed to A7, rested and repaired.

The weapons are degrading fast with this constant burst fire.

next San Mona.

[Updated on: Wed, 13 February 2013 02:29] by Moderator

Re: Not an AAR[message #315371] Wed, 13 February 2013 08:40 Go to previous messageGo to next message
JAsmine

 
Messages:318
Registered:May 2011
Omerta is likely to be the easiest off all places in Arulco.
One merc was killed and others were shot up quite a bit.
Let's see how things turn out on the way to San Mona...

Re: Not an AAR[message #315447] Fri, 15 February 2013 03:10 Go to previous messageGo to next message
abradley

 
Messages:229
Registered:December 2001
JAsmine
Omerta is likely to be the easiest off all places in Arulco.
One merc was killed and others were shot up quite a bit.
Let's see how things turn out on the way to San Mona...
Note, abandoned the game your referring to, using too much AP ammo, needed to place more in the map.

Now in reply to your comments on the old game.

Expect Omerta would be easy if the troops were seasoned, rather difficult with regular 9mm against the high end armor.

As for the trip to San Mona, they've made it twice now, the first time they ran into a roving squad and easily dispatched them.

then took cleared San Mona C6, Ning took a heavy hit, but no skill damage.

Then decided to place more AP ammo, and rebuild the two males, added Hunter to the traits for the speed of travel.

Restarted, Omerta went smooth as silk until the last enemy who was hiding in the locked shack SE. Set up the troops with Ning to pick the lock and the other troops covering her. She opened the door and the SOB got the interrupt, luckily he didn't use his assault rifle, instead he jumped on Ning and beat the holy tar out of her, lost over 50% of her health. Brad (ex Packrat) blew him away.

Put the doctors on Ning while the others repaired.

About 0100 hit the factory A8, had AP ammo and it went smoothly.

Headed to San Mona, healed Ning and repaired gear, with all the bursting it degrades fast.

The enemy has taken back Ormeta, am now heading there.
Re: Not an AAR[message #315480] Sat, 16 February 2013 00:50 Go to previous messageGo to next message
abradley

 
Messages:229
Registered:December 2001
A ground rule is no Break Lights, stopped using them long ago, JA2 days. Feel they bias the game in my favor. May have to change that in this mod ... will see.

In initial setup the City sector to City sector reinforcement is OK, no other. Too unsure of the mod difficulty. Embarrassed

Continuing the tale, healed and repaired in San Mona, then headed to Ormeta. Battled a 12 man roaming squad at B8, mainly Yellow Shirts, easy battle, waste of AP ammo.

Traveled to A8, then to A10 via Omerta to resupply/replace AP ammo with Regular ammo left there earlier. A10 will be a supply, repair, and heal sector for the NE.

Cleared Omerta, 17 mainly yellow shirts, easy.

Heading to San Mona.


Re: Not an AAR[message #315488] Sat, 16 February 2013 13:33 Go to previous messageGo to next message
lockie

 
Messages:3928
Registered:February 2006
Location: Scotland
Quote:
A ground rule is no Break Lights, stopped using them long ago, JA2 days. Feel they bias the game in my favor.


You know that enemy use them to good advantage also ?


Re: Not an AAR[message #315503] Sun, 17 February 2013 05:54 Go to previous messageGo to next message
abradley

 
Messages:229
Registered:December 2001
lockie
Quote:
A ground rule is no Break Lights, stopped using them long ago, JA2 days. Feel they bias the game in my favor.


You know that enemy use them to good advantage also ?
Yes, since the early days of JA2 they've been lighting up my Mercs and the merc battle cry has been and still is 'Run Away, run Away!'

Should be the merc motto since they also shout that when being swarmed and other difficult situations.

Cowards!

PS

Am new to the NCTH, in the old system the weapon range was a big factor in the CTH, how much does it effect the NCTH?

Will an Imp equipped with a 15 rng have as good a NCTH as one with 19 rng and a target at 12 rng?

[Updated on: Sun, 17 February 2013 06:24] by Moderator

Re: Not an AAR[message #315504] Sun, 17 February 2013 06:18 Go to previous messageGo to next message
abradley

 
Messages:229
Registered:December 2001
Just took San Mona (c6) and San Mona Mine (d4).

Both manned by many Elites and Red shirts with their high end armor and equipment.

Imps did a lot of shooting and running away, undamaged.

Re: Not an AAR[message #315508] Sun, 17 February 2013 10:46 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3801
Registered:July 2009
abradley
Am new to the NCTH, in the old system the weapon range was a big factor in the CTH, how much does it effect the NCTH?

Will an Imp equipped with a 15 rng have as good a NCTH as one with 19 rng and a target at 12 rng?
Range was almost entirely replaced by accuracy as the dominant weapon stat.


Re: Not an AAR[message #315640] Sat, 23 February 2013 03:52 Go to previous messageGo to next message
abradley

 
Messages:229
Registered:December 2001
DepressivesBrot
{Snip}Range was almost entirely replaced by accuracy as the dominant weapon stat.
Thanx, found CTHConstants.ini (in JA2 113 AR directory/data-ar) which gives a good rundown.

Re: Not an AAR[message #315641] Sat, 23 February 2013 05:22 Go to previous messageGo to next message
abradley

 
Messages:229
Registered:December 2001
Game update, following the San Mona mine headed to Omerta, took it, then (expecting Yellow Shirts) loaded with regular ammo and continued to b11 where 18 Redshirts/Elites refusing to die swarmed over the Imps ... Ira was the last to die, her last words were 'What kind of commander are you?'

So loaded the San Mona mine save and stared repairing until the AI tricked me into taking C7, was repairing in San Mona c6 when the enemy's 20 troops left c7 farmland, immediately dispatched the 6 Imps but while traveling c7 was reoccupied and my Imps arrived for a 'shoot and scoot' battle. Red Shirts and Elites, easy pickings.

Next the Imps headed for Omerta again, found 12 Red shirts/Elites in both the factory and Omerta, Tigress took a heavy hit in Omerta, tear gassed and shoot, healed her then took the factory. Finally got a 40mm launcher in the Omerta battle. the 40mm is great for breaking up swarms.

Repaired everything until the next nite and hit farmland b12, 18 Red Shirts and Elites again, but this time the Imps had AP ammo ... no problem.

Hoping to build strength, overloaded the troops for the trip back to San Mona. It worked.

Next hit a 20 squad at c4, repaired equipment and (day 10) headed south via d6, found Hamous at d7, hired him and sent the truck to San Mona while the Imps continued to Motel e7, another shoot and scoot battle ensued. No problems.

The Imps are mostly lvl5 and getting more hits, almost too easy. Expect the cities will be more difficult.

May close this down and try another game with Reinforcements enabled in all instances plus am interested in trying a modified Ironman field notes build system.

He increases skill points, I'll use the default points, and aim for 85 in the important skills and may mess around with the other suggestions.

The big feature of his build is he's maxed the important skills for shooting per the CTHConstants.ini.

Re: Not an AAR[message #315728] Mon, 25 February 2013 12:33 Go to previous messageGo to next message
abradley

 
Messages:229
Registered:December 2001
Trained the troops plus repaired equipment for a couple of days, then headed to c9 Checkpoint (20 enemy), it was bloody.

Doing Ok until I forgot the 'shoot and scoot', they hit the troops with a break light, then the enemy threw everything at the Super Six, including the kitchen sink. but with all that bang, bang, banging only one troop was hit, Seagates lost over 2/3rds her health, managed to get her out of sight and sent her off map.

The bad guds still had over half their troops, so the Fearsome Five pulled a 'Run away' until they were south of the enemy and started a silent approach. Took out a couple of bad guys which woke up the others, moved to the west, then the north. Kept that up until they were down to 2 enemy, moved into the enemy checkpoint searching for the last 2, one got an interrupt on Bob with a heavy throwing knife, lowering his health below 50%, naturally that was the last knife throwing for that guy ... so Bob went off map also.

The Foolish Four finally found the last Bad Guy, he was hard to dig out of the sandbags, but the good guys did the deed.

Told Seagates and Bob to 'return home, all's forgiven.'

They're now in San Mona for R&R (repair and Recover).

Ira isn't happy with me.









[Updated on: Mon, 25 February 2013 12:35] by Moderator

Re: Not an AAR[message #315944] Tue, 05 March 2013 05:19 Go to previous messageGo to next message
abradley

 
Messages:229
Registered:December 2001
Just an explanation of playing style plus update.

Guerilla War

The LotL game I'm playing is like http://www.atimes.com/atimes/Southeast_Asia/SEA-01-150213.html or the beginning of the Vietnam war. The Imps can't fight the enemy in open battle, don't have the equipment or manpower, so they raid. The Tet Offensive is a good example of what happens when guerillas try taking and holding land ... the Viet Cong were effectively destroyed as a fighting force.

As posted earlier am playing Insane difficulty, this sounds bad, but isn't that difficult at 'Normal' 'Progress Speed of Item Choices' which has the Omerta enemy starting with low level Armor and Weapons, but my game is set to 'Very Fast' and the 12 Omerta enemy are equipped with Guardian vests plus assault rifles, pitting the Imps against that in daylight low end armor and 9mm SMGs would be suicide, especially with the NCTH. So they land at night with Night Vision Goggles which hopefully will give them the interrupt when meeting the enemy, plus there needs to be two or more Imps available to take out the one enemy, especially in the early game.

Why 9mm? Because of sound, the 9mm's silenced sound reaches out 12 tiles in all directions. The silenced Colt Commando's 5.56x45 sound is 40 tiles. 40 tiles will have 'all' the enemy rushing to the scene. The Imps have to take them out one by one.

Also they need to use 9mm AP ammo to defeat high end armor. 9mm is hard to find once past the early game around Drassen, 9mm AP is scarce as hen's teeth so I placed some pregame, but not enough!!

Now for an update on the game.

Have raided many roving bands. plus hit Omerta, the factory, and c9 a couple of times each. Counted the ammo use after the latest encounter with 20 enemy at e5, used 180 rounds with the Imps at Level 6.

Earlier they raided Chitzena to get the Ammo stashed there, took the whole town but lost Bob, had to fall back to an earlier save and increase the Imp lvls, but they need ammo, have 40 (50 round) cartridges left. Am still debating accepting Bobs loss and getting a Bob clone, shades of Universal Soldiers 4

Have thought of using the AN-94 instead of the 9mm, it's silenced 18 tile, it's heavy and slow to ready (10 vs 3), but has a great 2 shot burst built in (could us Realistic), plus good accuracy ... but it uses the Russian 5.45X39 cartridge and it's scarce, but not as scarce as 9mm AP.


[Updated on: Tue, 05 March 2013 05:33] by Moderator

Re: Not an AAR[message #328402] Thu, 21 November 2013 05:26 Go to previous messageGo to next message
abradley

 
Messages:229
Registered:December 2001
Yes, am still playing AR. JA2 v113 is too bland, AR spices it nicely.

Tried a 'Unstable' build and cried because AR wasn't compatable. Sad Then Buggler posted a 'How to play AR on unstable builds'. So now am playing AR with Build 6513 13.10.10.

Having a problem withe Pablo, am sure it's just me. Manual and Maddog are where advertised. No Pablo isn't a problem when playing 'LotL', can't use Bobby RAy any way.

How does it play, Great ... it fits the 'Living of the land' micro mod to a tee.

Have modded my Insane level Night Ops playing style a bit, the Troops still arrive with fully equipped weapons, but only have a Kevlar vest for armor, no Extended ears or NVG IIs. Have to outfit the troops via the spoils of war found on the battlefield. With the 4870 build that's no problem, just repair the goodies to 100%, but with 6513 you can seldom repair to 100%, normally it's a lesser amount depended on how badly damaged it is.

6513 also has air strikes, didn't know it until the Imps were hit with Red smoke (wondered what red smoke did, found out), the next turn all h3ll broke loose! So don't let an enemy see you and survive.

There's a new 'Weapon dirt' measure that builds as you fire your weapon. There are cleaning kits dropped by the enemy or at Tony's. Put one in the inventory, then 'cntl' plus '.' while in the tactical screen a menu will pop up with several options. Worked for me with the Tech doing the cleaning (one weapon at a time) for the WHOLE squad, also got the impression it cleans best when the weapon is already repaired. The 'Dirt' rating is found by hovering the mouse pointer over the weapon.

Another change in my setup was enemy reinforce, now allow it in all sectors adjusted to 100 turn delay plus an additional 50 turn +/-. So there's time to mess around before the extra enemies arrive. Would like a two delays, one for town sectors, another for country sectors.

With the sector to sector reinforcements have had to mod my style to a more 'Raid' style, enter a sector, kill a few, collect goodies and retreat.

Also, now am hiring 7 Imps, one is a 'loner' with Tech, Scout, and Nite ops, plus 'Arms dealer' who hangs out around San Mona and checks the goodies at Tony's.

113 plus AR is great!

Looking forward to the next build.

Many thanks JAsmine.

[Updated on: Thu, 21 November 2013 05:32] by Moderator

Re: Not an AAR[message #335980] Sun, 21 September 2014 11:06 Go to previous message
abradley

 
Messages:229
Registered:December 2001
Am back in the game with the new stable build and AR combined.

Many thanks to Strohmann. Smile

Trying to figure out how to get the high end gear at the beginning of these latest builds, doing some experimenting now. will start a new LotL (my way) soon.
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