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AIMNAS Feedback[message #341432] Mon, 15 June 2015 12:52 Go to next message
Ablomis

 
Messages:32
Registered:July 2014
Just wanted to provide some feedback on the mod happy

The biggest mod advantage:
- it is the only mod that plays like a real battle: due to long engagement range the game is not about doorway/corner shooting (like vanilla 1.13), the tactics is much more balanced: you use MGs to cover sectors and pin enemies down, sniper picks them off, and the assault guys play their own role. The fighting is really fun now.

The biggest disadvantage for me is the vanilla-type strategic play:
- you have up to a 100 enemies constantly assaulting your cities which leaves you with limited options (push militia strength to the sky, or give up on cities)
- if you give up the cities - you will have problems with cash
- overall this makes gameplay boring on the strategic level

I would think about making AIMNAS focused around battles (because you can do everything):
- probably even UB style mercenaries contracts (non-expiring). Don't through sticks and stones at me)
- balance the game so that the number of overall battles is less, but the battles are tough (this is probably on the AI side though)

Small stuff:
- I think the number of weapon mods can be cut down a bit (there are like 3 reflex sights for NATO rifles, i can't say it adds a lot of value)
Re: AIMNAS Feedback[message #342042 is a reply to message #341432] Tue, 11 August 2015 02:02 Go to previous messageGo to next message
NewAgeOfPower

 
Messages:107
Registered:June 2010
The signal shell bug has made dealing with tanks early game a nightmare- like, most of my guys have frakkin SMGs!

Until I get enough cash (and Bobby Ray's progression) to afford decent AT weaponry, I literally have no good solution to tanks. I once tried running Sidney up with a handful of AT grenades I found Devin had (miraculously), but the tank fired at him with it's main cannon... wasn't pretty.

The militia in tactical turn based (at least early game) NEVER have AT weaponry. I've had to resort to simply killing all of (as many as I can get) the enemy infantry, then abandoning the mine, then reorganizing massive waves of militia to attack it, then attack/retreat and hope the tank dies in autoresolve.

Once, an enemy tank singlehandedly killed 32 militia in autoresolve!
Re: AIMNAS Feedback[message #342296 is a reply to message #341432] Wed, 02 September 2015 09:12 Go to previous messageGo to next message
Agrippa911

 
Messages:17
Registered:November 2011
Location: Canada
The trick is to not let them fight in the city but to hit them as they approach it, thus sparing your militia until they're fully trained up to veteran at which point you can leave them alone to defend themselves (and send someone over to train up replacements after they get battered). Certain cities like Drassen have a great chokepoint just to the south where there's a bridge over a river and if you setup 2 MG's covering that you can stop a full assault cold (it's pretty brutal).
Re: AIMNAS Feedback[message #342299 is a reply to message #342296] Wed, 02 September 2015 17:49 Go to previous messageGo to next message
NewAgeOfPower

 
Messages:107
Registered:June 2010
I still have no good AT weapons early on, though. Or are you suggesting I wipe out the infantry in these ambushes then allow the tanks to fight militia in autoresolve?
Re: AIMNAS Feedback[message #342481 is a reply to message #342299] Fri, 18 September 2015 00:18 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
You could scavenge some AT weaponry with some special ops. Sneak in deep, find a launcher or two and then get the hell back out. Bring suppressors.



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

Re: AIMNAS Feedback[message #342510 is a reply to message #342481] Mon, 21 September 2015 09:57 Go to previous messageGo to next message
wolf00

 
Messages:1135
Registered:September 2006
Location: Czech Republic

i using against tanks a tnt[no detonator on it] in combination with mark2 pinaple



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
Re: AIMNAS Feedback[message #344325 is a reply to message #342510] Wed, 02 March 2016 18:18 Go to previous messageGo to next message
RunAwayScientist

 
Messages:73
Registered:September 2001

Separate thread created for improving modern AIMNAS compatability:

http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22956&goto=344324&#msg_344324

Re: AIMNAS Feedback[message #349513 is a reply to message #344325] Wed, 12 April 2017 23:07 Go to previous messageGo to next message
P.Val

 
Messages:80
Registered:May 2010
After a relatively long period of lurking, I decided to try out this mod. Congratulations, it looks very promising!

However, I have some dilemmas for setting up my game (I like to play on an easy difficulty setting but without savescumming). The starting cash is more than 3 times larger than usual, and the mine income is also 50% larger. Is that only for testing purposes, or is it because of the larger map size and larger enemy group size I will really need much more troops of my own? (And resetting it to the 1.13 defaults in the ini file will make it almost unwinnable)

Another question: should I stay away from unfinished sectors, or can I expect that they work as vanilla sectors without significant issues?

What I also didn't find in the FAQ: how do I get more fuel? The southern part of the map is unfinished, and there is no loot in the maps. (in vanilla maps there was always a can of gas or two in tool sheds)
Re: AIMNAS Feedback[message #349514 is a reply to message #349513] Wed, 12 April 2017 23:11 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3789
Registered:July 2009
Get work gloves, use them to collect the exploding barrels (only the standing ones and only those that are either a clean reddish-brown or grey with reddish brown smudges, the pure grey ones are empty), convert barrels to jerry cans. Cleaning out all of Chitzena should net something like 20 to 30 cans though most cities give you at least a dozen or so.



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Re: AIMNAS Feedback[message #349523 is a reply to message #349513] Thu, 13 April 2017 16:14 Go to previous messageGo to next message
Xafloz

 
Messages:76
Registered:December 2016
Quote:
should I stay away from unfinished sectors, or can I expect that they work as vanilla sectors without significant issues?


The question also bothers me. I would be more than happy to see precise answer.
Re: AIMNAS Feedback[message #349524 is a reply to message #349513] Thu, 13 April 2017 16:35 Go to previous messageGo to next message
P.Val

 
Messages:80
Registered:May 2010
P.Val wrote on Wed, 12 April 2017 23:07
The starting cash is more than 3 times larger than usual, and the mine income is also 50% larger.

And also, in the default settings, no mine will run out.

After studying the settings in more depth, I guess the enhanced income is intentional, due to a much more aggressive strategical enemy behavior and significantly increased enemy numbers.

Did anyone try it how well the abundance of money compensates this?
Re: AIMNAS Feedback[message #349528 is a reply to message #349523] Thu, 13 April 2017 20:02 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3789
Registered:July 2009
Xafloz wrote on Thu, 13 April 2017 15:14
Quote:
should I stay away from unfinished sectors, or can I expect that they work as vanilla sectors without significant issues?


The question also bothers me. I would be more than happy to see precise answer.

Expect varying levels of weirdness depending on how different the old tileset was ... forests of clothes hangers and stuff like that are definite possibilities.
P.Val wrote on Thu, 13 April 2017 15:35
P.Val wrote on Wed, 12 April 2017 23:07
The starting cash is more than 3 times larger than usual, and the mine income is also 50% larger.

And also, in the default settings, no mine will run out.

After studying the settings in more depth, I guess the enhanced income is intentional, due to a much more aggressive strategical enemy behavior and significantly increased enemy numbers.

Did anyone try it how well the abundance of money compensates this?

You'll also have to do some shopping at Devin's if you want to hit targets like the D2 SAM site early on.



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Re: AIMNAS Feedback[message #349537 is a reply to message #349528] Fri, 14 April 2017 16:35 Go to previous messageGo to next message
P.Val

 
Messages:80
Registered:May 2010
Another issue I couldn't find in the FAQ: when assaulting a new sector, I have to let all my troops to be spread out, as there are no legal placement positions. I tried pixel-hunting, but there was not even a single row of accepted pixels to deploy my troops on. Not that bad, as due to the bigger maps I rarely contact enemies in the first round, but still is annoying when I do happen upon them so far near the edge.

[Updated on: Fri, 14 April 2017 16:43]

Re: AIMNAS Feedback[message #349538 is a reply to message #349537] Fri, 14 April 2017 17:07 Go to previous messageGo to next message
Radar

 
Messages:6
Registered:August 2016
Location: Czech Republic
You have to move the map around with arrow keys as it is too large to fit the screen.
Re: AIMNAS Feedback[message #349540 is a reply to message #349538] Fri, 14 April 2017 17:24 Go to previous message
P.Val

 
Messages:80
Registered:May 2010
Radar wrote on Fri, 14 April 2017 17:07
You have to move the map around with arrow keys as it is too large to fit the screen.


Now I feel stupid ... shy
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