Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS » AIMNAS BigMaps Part 12 (Main Discussion Thread for the AIMNAS Bigmaps Project)
Re: AIMNAS BigMaps Part 12[message #340757 is a reply to message #340756] Mon, 27 April 2015 15:18 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
You might want to read a few posts above. ;)

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Lieutenant

Re: AIMNAS BigMaps Part 12[message #340776 is a reply to message #340757] Tue, 28 April 2015 17:42 Go to previous messageGo to next message
Torres is currently offline Torres

 
Messages:171
Registered:June 2010
Location: Canary Islands
smeagol wrote on Mon, 27 April 2015 13:18
You might want to read a few posts above. ;)


Yeah sorry about that I just went instinctively to check the first post but for some reason all links were forbidden suprised

EDIT:
Ran into the same problem with the blackscreen and panicked, so I just read this and I wanna thanks you guys for keeping this up! it's time kill soldiers!

Will there be any problems if instead of 7805 I use 7816?

Randok wrote on Sun, 05 April 2015 17:26
I also had a problem-black screen.
The solution to this problem was to move the folder UserProfile_JA2113AIM to the folder Profiles.

Dude no homo, but I love you.

[Updated on: Tue, 28 April 2015 19:08]

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Staff Sergeant
Re: AIMNAS BigMaps Part 12[message #340879 is a reply to message #340776] Tue, 05 May 2015 00:21 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

i have a question: can you allow add in your mod japan howa rifles or some guns from korean daewoo ? http://en.wikipedia.org/wiki/Howa_Type_64

http://en.wikipedia.org/wiki/Howa_Type_89






caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7

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Sergeant Major
Re: AIMNAS BigMaps Part 12[message #340915 is a reply to message #340879] Fri, 08 May 2015 15:41 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Having some good fun with the 20-round M16 mags so kudos for those making it into the game.


1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

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Sergeant Major
Re: AIMNAS BigMaps Part 12[message #341064 is a reply to message #340915] Wed, 20 May 2015 02:07 Go to previous messageGo to next message
Anthropoid is currently offline Anthropoid

 
Messages:145
Registered:February 2014
No joy for me on getting Aimnas to run. I copied my vanilla JA2 directory, modedd it to 7805 version of 1.13. That runs fine.

I then overwrote with the consolidated contents of the three elements in the Easter 2015 release from OneDrive linked on the previous page. Game just crashes when I attempt to launch any of the two .exe (JA2 or JA2_7805_UB).

Would it matter that my version of JA2 is the Good Old Games "Gold Pack" edition?

If you want more info to try to troubleshoot I'd be happy to provide whatever you need, but for now I think I'll just stick to "vanilla" 1.13 happy

[Updated on: Wed, 20 May 2015 04:27]

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Sergeant
Re: AIMNAS BigMaps Part 12[message #341067 is a reply to message #341064] Wed, 20 May 2015 07:29 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Did you move/create the profile folder as described three posts earlier?


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Captain

Re: AIMNAS BigMaps Part 12[message #341298 is a reply to message #341067] Mon, 01 June 2015 23:12 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Thanks to Tais and DepressivesBrot we are setting up a github repository for AIMNAS so that you will be able to always get the latest updates asap (just like you do with svn). Tais or Brot will certainly be so kind as to include further information soonish how and where to get the files and the download link.

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Lieutenant

Re: AIMNAS BigMaps Part 12[message #341347 is a reply to message #341298] Thu, 04 June 2015 23:34 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
From now on all changes made to AIMNAS will be pushed into a github repository, this will give everyone the possibility to immediatly enjoy the latest changes to AIMNAS.
You can find the repository at https://github.com/aimnas/core

On the bottom right you can press the Download ZIP button to get a zipped version of the current state of the repository, you can also use the usual GIT tools to clone the repository and follow the latest changes, this is the preferred way of using this.

I've also enabled the issue tracker, please only report technical issues or weird things in there, you will need a github account for that.
Do not post any requests for guns/items/whatever in there, instead use the normal threads like http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22177 to do such things

[Updated on: Thu, 04 June 2015 23:35]




Discord

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First Sergeant

Re: AIMNAS BigMaps Part 12[message #341420 is a reply to message #341347] Sun, 14 June 2015 09:40 Go to previous messageGo to next message
Ramirez is currently offline Ramirez

 
Messages:89
Registered:January 2004
Location: M
Hey guys

just installed the last AIMNAS with unstable 7786 (I think), started on insane with IMP, Scully, Fox and Grizzly. Scully had the FN MAG and even with that gun (impact 44) it takes up to ten! hits to kill one of these former easy peasies in the starting sector (I think I played about a year ago). Did I miss something in the options.ini? Or does it generally take a lot more hits to kill somebody now? Thx

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Corporal 1st Class
Re: AIMNAS BigMaps Part 12[message #341422 is a reply to message #341420] Sun, 14 June 2015 10:03 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Ramirez wrote on Sun, 14 June 2015 08:40
Hey guys

just installed the last AIMNAS with unstable 7786 (I think), started on insane with IMP, Scully, Fox and Grizzly. Scully had the FN MAG and even with that gun (impact 44) it takes up to ten! hits to kill one of these former easy peasies in the starting sector (I think I played about a year ago). Did I miss something in the options.ini? Or does it generally take a lot more hits to kill somebody now? Thx

Read a few posts up -> http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22618&goto=340422&#msg_340422
Your game seems to be missing some new tags from AmmoTypes.xml.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: AIMNAS BigMaps Part 12[message #341423 is a reply to message #341422] Sun, 14 June 2015 10:08 Go to previous messageGo to next message
Ramirez is currently offline Ramirez

 
Messages:89
Registered:January 2004
Location: M
Ah, thx for the quick reply!

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Corporal 1st Class
Re: AIMNAS BigMaps Part 12[message #341436 is a reply to message #341423] Mon, 15 June 2015 20:10 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Turned off disease again in the latest ini... My whole Chitzena Squad got Malaria and there seemed to be no way of curing it. Not even the extra added Malaria cure seemed to do anything (even after injecting 10 shots of it).



Edit:
Okay... fixed that issue with the cure not working... now it does.

[Updated on: Mon, 15 June 2015 23:05]

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Lieutenant

Re: AIMNAS BigMaps Part 12[message #341452 is a reply to message #341436] Thu, 18 June 2015 09:48 Go to previous messageGo to next message
Ramirez is currently offline Ramirez

 
Messages:89
Registered:January 2004
Location: M
Hello,

played eight ingame days now and 2/3 of Drassen are mine. Kudos for the great work.

A few questions:

1. Canteens - enemies don't seem to have them anymore, BR neither. How to get them?
2. Last enemies - does the ini option work where the last 3 enemies position is roughly marked? I always have to search and that gets annoying. checked my ini settings, ok. Resolution 1920x1080 Ingame preferences - check.
3. Some ini settings changes don't seem to work. E.g. whatever value I choose for starting money they remain original. Or I change percentage of elite troops to 100% and reinforcements are mostly regulars.
4.In night fights roughly 20% of militia and enemies stay in one spot even when one after ones gets killed (groups).

Thx!

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Corporal 1st Class
Re: AIMNAS BigMaps Part 12[message #341453 is a reply to message #341452] Thu, 18 June 2015 11:40 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
1. You can find canteens on enemies and also in containers (depending on the map). You can also order them from BR. Look in the miscellaneous section under "other att.". It can happen that they are not available every time.
Also enemies don't always have them. Items are selected randomly. If you play without "drop all" they might also not drop on death of the soldier even if he had one.

2. Never tried that option. I like searching. ;)

3. If this setting is still in Ja2_Options.ini Smeagol should remove it. It's not used anymore. Check the corresponding block in TableData\DifficultySettings.xml for <StartingCash> parameter.

4. May be an AI issue, may be intended. Some soldiers are set to hold position.

[Updated on: Thu, 18 June 2015 11:41]




Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: AIMNAS BigMaps Part 12[message #341454 is a reply to message #341453] Thu, 18 June 2015 11:50 Go to previous messageGo to next message
Ramirez is currently offline Ramirez

 
Messages:89
Registered:January 2004
Location: M
Thx for the quick and helpful response, silversurfer!

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Corporal 1st Class
Re: AIMNAS BigMaps Part 12[message #341456 is a reply to message #341452] Thu, 18 June 2015 14:30 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
2. There's a setting to quickly turn it on and off ingame, so check those.


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Captain

Re: AIMNAS BigMaps Part 12[message #341458 is a reply to message #341456] Thu, 18 June 2015 17:18 Go to previous messageGo to next message
Ramirez is currently offline Ramirez

 
Messages:89
Registered:January 2004
Location: M
DepressivesBrot wrote on Thu, 18 June 2015 13:30
2. There's a setting to quickly turn it on and off ingame, so check those.


Hi,
in the options.ini? Other than the last block?

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Corporal 1st Class
Re: AIMNAS BigMaps Part 12[message #341459 is a reply to message #341458] Thu, 18 June 2015 17:23 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
In the ingame options menu there is a checkbox called "Mark remaining hostiles".


Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: AIMNAS BigMaps Part 12[message #341460 is a reply to message #341459] Thu, 18 June 2015 18:17 Go to previous messageGo to next message
Ramirez is currently offline Ramirez

 
Messages:89
Registered:January 2004
Location: M
Ah, there seems to be a misunderstanding - I mentioned that option - called it preferences.

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Corporal 1st Class
Re: AIMNAS BigMaps Part 12[message #341465 is a reply to message #341460] Fri, 19 June 2015 11:28 Go to previous messageGo to next message
ChrisMe is currently offline ChrisMe
Messages:1
Registered:June 2015
Hello, first many thanks for the great mod.
I have now taken Drassen and the first rocket station beside it.
Is it normal that I can not find any objects in boxes or wardrobes?
Thx

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Civilian
Re: AIMNAS BigMaps Part 12[message #341469 is a reply to message #341465] Fri, 19 June 2015 14:52 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Yes.


Chat with us!
#bearpit on IRC
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Get your latest 1.13 Builds
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Captain

Re: AIMNAS BigMaps Part 12[message #341485 is a reply to message #341469] Sat, 20 June 2015 21:32 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
A significant Update has been put on Github.

Changes include:
Some changes to Merc Profiles (requires re-start to actually matter... added Covert Ops to two mercs, Grizzly underwent a major trait change and got a nice salary raise)

A few new items (L129A1, some new cool helmets, Western Revolver belt, Shotgun belt that can be turned into a shotgun bandoleer vest)

Default slots for ammo belts (one in the vest slot, one in the combatpack slot.. basically this means, that you can carry 2 LMG ammo belts slung across your body without any LBE item... wearing a vest/combat pack obviously overrides these slots. It's an option to allow early game LMG carrying).

Check the Github page: https://github.com/aimnas/core

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Lieutenant

Re: AIMNAS BigMaps Part 12[message #341522 is a reply to message #341485] Fri, 26 June 2015 08:28 Go to previous messageGo to next message
Suhar000 is currently offline Suhar000

Messages:2
Registered:January 2015
Location: Russian Federation
Hi! Where to download the finished assembly of this version?

Requirements

AIMNAS currently requires atleast version 7885 of JA2 1.13 with gamedir at level 2248 Any earlier version of 1.13 will not work correctly with AIMNAS

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Civilian
Re: AIMNAS BigMaps Part 12[message #341550 is a reply to message #341522] Tue, 30 June 2015 23:26 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Big update available on the github page.

Includes 2 new maps, some map fixes and a few items.

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Lieutenant

Re: AIMNAS BigMaps Part 12[message #341591 is a reply to message #341550] Sat, 04 July 2015 10:45 Go to previous messageGo to next message
delta_six is currently offline delta_six

 
Messages:22
Registered:October 2011
Yet another summer and yet another campaign in JA2 with latest AIMNAS. My hands are already itching to fiddle with all new features.

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Private 1st Class
Re: AIMNAS BigMaps Part 12[message #341616 is a reply to message #341591] Tue, 07 July 2015 04:02 Go to previous messageGo to next message
NewAgeOfPower is currently offline NewAgeOfPower

 
Messages:110
Registered:June 2010
This is the main thread, right? The FAQ says to check the main thread for a current Item List.

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Sergeant
Re: AIMNAS BigMaps Part 12[message #341618 is a reply to message #341616] Tue, 07 July 2015 08:27 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
That's probably because I`m lazy and didn't update it properly...

There was a gun list which I always kept up-to date in the FAQ, but the forum migration didn't like the length of it and cut it in half... I somehow never had the time / motivation to fix that.

So, long answer short: There is no current item list. angry

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Lieutenant

Re: AIMNAS BigMaps Part 12[message #341622 is a reply to message #341618] Tue, 07 July 2015 20:05 Go to previous messageGo to next message
NewAgeOfPower is currently offline NewAgeOfPower

 
Messages:110
Registered:June 2010
Welp. That blows.

In any case, let me congratulate (and thank you) for making such an awesome mod.

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Sergeant
Re: AIMNAS BigMaps Part 12[message #341636 is a reply to message #341622] Wed, 08 July 2015 23:26 Go to previous messageGo to next message
Suhar000 is currently offline Suhar000

Messages:2
Registered:January 2015
Location: Russian Federation
Supporting! Wonderful mod!

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Civilian
Re: AIMNAS BigMaps Part 12[message #341947 is a reply to message #341636] Mon, 03 August 2015 22:39 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Due to lack of a recent XML Editor version that can handle the new item tags, Bigmaps mod is confined to the JA2 7883.exe until further notice.

Also on the news: The JA2 summer convention 2015 is in the books... we've been working on some new features that will show up sooner or later but still need a big load of behind the scenes work. Can't spoil anything without permission, though. So you have to keep patient. ;)

Just a few words: It'll be awesome!

Looking forward to next years meeting.

[Updated on: Mon, 03 August 2015 22:42]

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Lieutenant

Re: AIMNAS BigMaps Part 12[message #342057 is a reply to message #341947] Wed, 12 August 2015 03:20 Go to previous messageGo to next message
Franimus is currently offline Franimus

 
Messages:55
Registered:June 2015
Location: USA
smeagol wrote on Mon, 03 August 2015 15:39
Due to lack of a recent XML Editor version that can handle the new item tags, Bigmaps mod is confined to the JA2 7883.exe until further notice.


Is this still true? What exactly is broken about it?

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Corporal
Re: AIMNAS BigMaps Part 12[message #342058 is a reply to message #342057] Wed, 12 August 2015 03:38 Go to previous messageGo to next message
Franimus is currently offline Franimus

 
Messages:55
Registered:June 2015
Location: USA
Oh right, and the other reason I came to this thread... What has to be done to get items in the sectors? Is it just a matter of opening the editor, or is it more complicated?

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Corporal
Re: AIMNAS BigMaps Part 12[message #342061 is a reply to message #342057] Wed, 12 August 2015 13:09 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Franimus wrote on Wed, 12 August 2015 02:20
smeagol wrote on Mon, 03 August 2015 15:39
Due to lack of a recent XML Editor version that can handle the new item tags, Bigmaps mod is confined to the JA2 7883.exe until further notice.


Is this still true? What exactly is broken about it?
Kinda. I've fixed the critical, data corrupting issues the editor had but some AIMNAS data (drugs) still needs to be updated to a new format.


Franimus
Oh right, and the other reason I came to this thread... What has to be done to get items in the sectors? Is it just a matter of opening the editor, or is it more complicated?
"Just" placing items with the editor. Hasn't been done yet mainly because it's 1) a metric butt ton of work and 2) the item set is still subject to occasional rearrangements that would require subsequent map cleanups.



Chat with us!
#bearpit on IRC
Discord
Get your latest 1.13 Builds
(Pls don't use my forum PMs for general game queries)

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Captain

Re: AIMNAS BigMaps Part 12[message #342213 is a reply to message #342061] Thu, 27 August 2015 06:18 Go to previous messageGo to next message
Franimus is currently offline Franimus

 
Messages:55
Registered:June 2015
Location: USA
Just discovered the ExtraItems.xml files, haven't tried them out yet, would those work? Much easier to maintain when items change, I'd imagine. And if you play with show all items after battle turned on anyways, you weren't about to start opening every crate to find stuff anyways.

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Corporal
Re: AIMNAS BigMaps Part 12[message #342958 is a reply to message #341947] Fri, 23 October 2015 00:47 Go to previous messageGo to next message
Inukshuk

 
Messages:85
Registered:September 2009
Location: Canada
Loving this new AIMNAS. Great work Smeagol and thanks for all the effort. I'm a convert to the BigMaps way.

Battles are real battles with range and different weapons and weapon skills meaning something. Took a bit of fiddling to get it working right, and to discover that the Github website is where the new version is, and how to get it all working on Windows 8, but it was worth it.

Word to others trying to find out how to install AIMNAS since these instructions aren't anywhere obvious even if you search the Pit:

go to https://github.com/aimnas/core

and download everything then overwrite in the usual way. Look in the Docs folder to find out how to get it to run in Win 8.


NCTH seems to work quite well in this implementation and game balance so far seems great. The new JA 1.13 features seem to work nicely with the mod too, though letting me choose a sniper rifle and scope right off the bat really boosted my odds against the pistol-toting bad guys. I don't feel so bad now that I ran into one who had the same Springfield. Omerta has become quite the battleground (great).

I don't know if these are standard issue problems but all I've seen in the way of problems are quite occasional CTD's with no clear pattern and:

The Strategic Map is a scrambled semi-readable mess of black and white. I don't know why, and have followed all the Win 8 tweaks. Seems rather JA 1.13 and related to OS interactions but I can't say since I went straight to installing this mod.

All the ammo vanished (no other items, just ammo)in an Omerta sector inventory, seemingly randomly. Also, after that, when I put 4X .44 revolver clips into the sector inventory then picked them up again and put the pile in an LBE slot that accepted only 1, the other three vanished. Again, this might be a JA 1.13 thing (I seem to recall it happening a year or two ago), but worth mentioning. Perhaps there's a better work around for this sort of thing but I just put all the ammo in vehicular inventory or in LBE's on the ground. ```````````````````````````````````````````````````````````````````````````````````````````````````````````````````````` ````````````````````````````````````````````````

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Corporal 1st Class
Re: AIMNAS BigMaps Part 12[message #342966 is a reply to message #342958] Sat, 24 October 2015 03:49 Go to previous messageGo to next message
Bidius is currently offline Bidius

 
Messages:22
Registered:June 2013
Quote:
The Strategic Map is a scrambled semi-readable mess of black and white. I don't know why, and have followed all the Win 8 tweaks. Seems rather JA 1.13 and related to OS interactions but I can't say since I went straight to installing this mod.


There's an option (Alternate Map Colors) that you need to turn off.

Quote:
All the ammo vanished


Yeah, I've encountered this before, it's a pity this still hasn't been fixed. I wouldn't expect anything spectacular from 1.13 as it seems to have died down quite a bit. Basically live with it or fix it yourself, because there's nothing much else to be done as its been a reported bug for a while now. :/

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Private 1st Class
Re: AIMNAS BigMaps Part 12[message #342974 is a reply to message #342966] Sun, 25 October 2015 03:57 Go to previous messageGo to next message
Inukshuk

 
Messages:85
Registered:September 2009
Location: Canada
Thanks Bidius.

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Corporal 1st Class
Re: AIMNAS BigMaps Part 12[message #343429 is a reply to message #342974] Wed, 09 December 2015 20:24 Go to previous messageGo to next message
Inukshuk

 
Messages:85
Registered:September 2009
Location: Canada
Seems to be rather quiet around here...too quiet...;-)

Just wanted to say that now that I've started a new game with the adjusted disease .xml file linked in the disease thread that seems to be controlling Plagueworld,I'm loving this Bigmaps project. Great work Smeagol...and a lot of it. The urban sectors must be hugely tedious to design, but I really enjoy the creative touches you've brought to the table, in both rural and urban sectors. Makes the game very different and much more tactical. I hope the rest of the changes happen; both the rest of the maps and the quests (it's true, pretty much all of them don't seem to be complete yet (gotta chuckle when you see "Not Finished" hombre).

Great stuff and many thanks for the effort.

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Corporal 1st Class
Re: AIMNAS BigMaps Part 12[message #343508 is a reply to message #343429] Sat, 19 December 2015 12:21 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Inukshuk wrote on Wed, 09 December 2015 19:24
Seems to be rather quiet around here...too quiet...;-)

Just wanted to say that now that I've started a new game with the adjusted disease .xml file linked in the disease thread that seems to be controlling Plagueworld,I'm loving this Bigmaps project. Great work Smeagol...and a lot of it. The urban sectors must be hugely tedious to design, but I really enjoy the creative touches you've brought to the table, in both rural and urban sectors. Makes the game very different and much more tactical. I hope the rest of the changes happen; both the rest of the maps and the quests (it's true, pretty much all of them don't seem to be complete yet (gotta chuckle when you see "Not Finished" hombre).

Great stuff and many thanks for the effort.


Thanks for the feedback. Always welcome to get some positive comments.

At the moment real life keeps me rather busy (being a full-time teacher and my wife expecting twins and all...). I hope that it will eventually become a bit calmer again and I will have some more time to continue with this project.

I recently added a few more items (namely Aguila 12 gauge Mini Shells that will increase capacity of pump-action guns considerably in exchange for damage values), but didn't even find the time (or motivation) to do the item pics... Hope is still there, I will regain my motivation and will get more time eventually to continue, so don't worry.

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Lieutenant

Re: AIMNAS BigMaps Part 12[message #343513 is a reply to message #343508] Sun, 20 December 2015 02:44 Go to previous messageGo to previous message
Guess is currently offline Guess

 
Messages:15
Registered:November 2015
Location: 'Merika
Just want to add my thanks Smeagol. The work you are putting into this is outstanding. I haven't played the AIMNAS (don't want to be teased with only half the map;)) but ive been lurking for some time now and just wanted to let you know you are a god among men.

Also, good luck with the twins. One baby is hard enough, 2..... you, sir, have my sympathies. Just remember tho: you have this whole community supporting you and wishing you an easy time in your real life struggles.

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