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JA1 stuff[message #349362] Tue, 28 March 2017 13:42 Go to next message
Jahh is currently offline Jahh

 
Messages:56
Registered:March 2017
Hello.
JA1 community (if its possible to call it such name overall) is in pretty non-existent state by now. Some info scattered some different places, and also quality of that info is often pretty incorrect and\or obsolete. I dropped initial idea of editing jawiki or write answers to posts scattered for example here, as it will require a really huge amount of typing (say jawiki info is often wrong beside some tables, so it would actually mean "write the whole wiki about ja1") with huge chance of it being in total vain, due to high probability of non-existence of ones who do read it anyway. So i decided to open that topic instead, so if anyone actually do have something to ask about that game, ill try to provide some info (in no way i can claim what i can answer everything, despite having some access to code, but after doing some google research i had to realize what in some slight case of somebody actually being interested in ja1, asking me about should be a most optimal way in a current sad state the Game's info is present online), so i will save time for myself answering stuff, that is not actual anymore for one, who initially asked about it, while still able to try to help somebody who still care with something actual for him/her.
Just to give some estimates about that game benchmarks good player should be aspiring to on impossible without any save/loads beside actual game sessions(or surpass them ideally): 1 day to simply win a game; 8 days to win it with all captured sectors (with using loading should be about 6 or even 5 i guess).

[Updated on: Tue, 13 February 2018 03:43] by Moderator

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Corporal
Re: JA1 stuff[message #349363 is a reply to message #349362] Tue, 28 March 2017 14:36 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
JA1 was an old game 17 years ago and a pretty niche game. I remember back then there were like only a couple of websites that had any decent info. Patusco I think had a guide, too.

I am currently remaking JA Galaxy into the info portal it used to be (considering there are hardly any JA news to report, JAG being a news portal is kinda useless). Original JAG had little to no JA1 info though so that section will need to be written from scratch. If you have any good articles or guides I would be happy to have them featured there.

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Captain
Re: JA1 stuff[message #349364 is a reply to message #349363] Tue, 28 March 2017 14:41 Go to previous messageGo to next message
Jahh is currently offline Jahh

 
Messages:56
Registered:March 2017
Shanga wrote on Tue, 28 March 2017 14:36
If you have any good articles or guides I would be happy to have them featured there.

Its hardly mid 90-s now, so sitting down and writing a 100+ pages guide to old niche game that nobody ever will read seems as a waste of time for me now. If it suddenly turned to be what ja1 info is still needed to somebody - we will see, sure, this topic mainly to see if anyone is do care still.

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Corporal
Re: JA1 stuff[message #349365 is a reply to message #349364] Tue, 28 March 2017 14:52 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
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I agree, nobody will read 100 pages guide on JA1 (or JA2 for that matter). But a few tips and tricks would go a long way.

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Captain
Re: JA1 stuff[message #352383 is a reply to message #349365] Mon, 12 February 2018 18:45 Go to previous messageGo to next message
Spamwebster is currently offline Spamwebster

 
Messages:8
Registered:February 2018
Hi again

Now that I am on your topic please could you explain what you know about, how skills increase in JA1/DG outside of directly training.
If you could also explain what contributes towards the experience class increasing, I would appreciate it.

P.S.
I had actually seen this page before but that was a few weeks back, so I just completely forgot about it. Makes me feel like Moses.

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Private
Re: JA1 stuff[message #352385 is a reply to message #352383] Mon, 12 February 2018 18:50 Go to previous messageGo to next message
Jahh is currently offline Jahh

 
Messages:56
Registered:March 2017
Experience stuff in JA1.

Exp in JA1 is generated when given conditions (see below) are met, enabling a rolls for it to happen. Every merc have an Evolution trait, with 3 possible values: Evolution Increase; Evolution Decrease; No Evolution. Mercs with "No Evolution" cannot gain exp at all, and cannot change their stats besides getting decreases due to critical hits. Mercs with evolution are collecting exp, resulting in increase or decrease of stat in charge after needed amount is acquired. (note: unlike JA2 stats with 0 increase just fine like any others; EXP "from fail" not treated some other way than regular too).

Roll chance structure:
Base chance (BCh) to success depends on a value already amassed in a given stat by that merc:
[BCh = STATmax - STATcurrent - STATEXP/100 (or /1000 for ExpLevel)].
So the more able in that stat merc are, the less chance is. For every stat beside ExpLevel STATmax = 100, for ExpLevel STATmax = 10 (game cannot properly operate levels above 10).

Later base chance is modified by Wisdom stat:
[WisBCh = BCh + BCh * (Wisdom 50 + WisdomEXP/100)/100].
(Note: what unlike usual way, amassed Wisdom-to-be is already applying here (not at end of day); but not in other Wisdom checks). (Note2: JA2 have a distinction for Wisdom un\affected stats, in JA1 Wisdom apply to every one, including physicals). So Wisdom above 50 increases a chance, while below decrease it.

Then WisBCh is compared with roll 100 (0-99), being capped at 99. If rolled value is below WisBCh, merc get 1 EXP point in a given stat. If given stat is not ExpLevel, and event is triggered not via Train, merc also get 1 EXP point in ExpLevel.

Example. Merc with Marksmanship 96, Wisdom 100 and Hopeless Shot trait (Marksmanship increase chance /5) trait fires a gun, so get a 3 rolls.
BCh = 100 - 96 = 4.
WisBCh = 4 + 4*(100 - 50)/100 = 6
Hopeless Shot applying = 6/5 = 1 (all calculations here is in whole numbers (note: with Marksmanship = 97 chance would been already 0)).
So 3 rolls with 1% chance each to collect MarksmanshipEXP.

EXP points are stored for every stat, and applying (turning into stat point) at end of day if needed amount is amassed: 100 for non ExpLevel stats, 1000*CurrentLevel for ExpLevel stat.

Example. Merc with ExpLevel 2 amassed 2100 ExpLevelEXP points.
2100/2*1000 = 2000 ExpLevelEXP points converted to 1 ExpLevel point, remaining 100 ExpLevelEXP points remains stored.

Example. Merc with Health 99 amassed 215 HealthEXP points.
215/100 = 2 Health points, but as HealthMAX is 100, only one can apply, setting it to 100

Example. Merc with Agility 2 and Evolution Decrease trait amassed 215 AgilityEXP points.
215/100 = -2 Agility points, but as PhysicalMIN is 1, only one can apply, setting it to 1 (note: its possible to drop non-physical non ExpLevel stats to 0 (but not below) this way).


Conditions for rolls.
Below are complete (assuming i didnt some mistake) list of exp-generating conditions in JA1 (not in later JAs). Due to some balance decision, all "real" (non-training) non-Health rolls are quanted by 3, Health rolls are quanted by one, meaning you cant have a real action enabling less that 3 rolls, say on Medicine, while can with Health.

Training rolls.
Physical: 4 * (Phys[i]STATmax - Phys[i]STATcurrent) rolls for every Phys stat (Health, Agility, Dexterity)
Others: 12 * (STATmax - STATcurrent) rolls} (Marksmanship do not care about having weapon in hand or not).
Succesful rolls do not increase ExpLevelEXP, unlike "real" rolls.

Its clearly seen what Training is very non-balanced, weak, and not needed for a real game, only for some "story-" or "fun-" like runs. Full price charged for a non-committing to day purpose merc, who also dont enjoy healing bonus of Rest, for a some increase in some certain stat. Surely near-zero in trained stat mercs will get points quite fast initially, but spending couple of days to rise from 1 Explosive stat (useless) to 20 Explosive stat (useless) is useless, despite technically increase is impressive. Probably it should be balanced with price decrease somehow.


"Real" rolls (all acquired non-ExpLevelEXP also added as same amount of ExpLevelEXP). Note: some event can trigger more than one type of stat rolls.

Health

At the end of day for On Duty job: {for On Duty job: [HealthSTATmax - HealthSTATcurrent] rolls}
On opening crate or force opening door: [(crate\door strength)/10] rolls (so actually only tight ones, and only very few rolls)

Agility

Move out of sight of enemy, seen by you: 3 rolls
Evade a knife hit: 3 rolls
Evade a bullet hit: 3 rolls
Killing a watersnake with a knife: 75 rolls
Killing a watersnake without knife: 30 rolls (yes, less than with knife, it's a "fail" here, you should do it with a knife)

Dexterity

Attack with a knife: 3 rolls
Succesfully hit with a knife: 3 rolls
Reload a weapon, while seeing enemy: 3 rolls (possibly remnant of idea of charging AP for reload, not present in actual game, exploitable, as totally free)
Killing a watersnake with a knife: 75 rolls
Killing a watersnake without knife: 30 rolls
Throw an item: 6 rolls:
Applying First Aid (in combat): [3 * (bandaged health for this certain action / 6)] rolls
Succesfully picking door lock: 3 rolls
Succesfully picking journal safe lock: 300 rolls

Wisdom

Notice an item ("I see something" message, or open a box containing it, or find a wall detonator etc): 3 rolls (actually due to bug, merely touching some non-floor object (box, wall, shrub etc) will trigger it){NOTE: starting 1.15l patch the roll apply only in case an unknown item is present there}
Triggering a "Wisdom Trap" ("This place looks suspicious" message without placing a blue flag): 30 or 15 rolls (depends on a given trap, not distinguishable inside game)
Combine 2 paper parts of Combination: 6 rolls
Killing a watersnake with a knife: 75 rolls
Killing a watersnake without knife: 30 rolls
Detect explosive trap: [3 * trap level] rolls
Starting a drowning ("I'm drowning" message): 15 rolls
Succesfully picking door lock: 6 rolls
Succesfully picking journal safe lock: 300 rolls
Open journal safe using combination: 150 rolls
ver. 1.15l+ only - Detect a non-wall detonator trap (like in sector 39): [3 * (trap level/2)] rolls

Medicine

Applying Doctor job (not First Aid in combat): [3 * (restored health for this certain action / 3)] rolls
Applying First Aid (in combat): [3 * (bandaged health for this certain action this turn/ 3)] rolls

Explosives

Damage somebody with explosive\gas: 3 rolls
Install explosive or mine: 15 rolls (not include any fail check, exploitable)
Detect explosive trap: [3 * trap level] rolls
Detect mine with metaldetector: 6 rolls
Successfully disarm explosive or mine: 30 rolls
Fail at disarm explosive or mine: 15 rolls
Combine 2 explosive items: 30 rolls (exploitable well with multi-stage merges, as the worst possible outcome (unlike an attach of ChunkofSteel) is creating a 10% quality item on a given action)
Throw an item: 6 rolls (rock too)
ver. 1.15l+ only - Detect a non-wall detonator trap (like in sector 39): [3 * (trap level/2)] rolls

Mechanical

Applying Repair job: [3 * repaired percentage] rolls
Unjam gun: 6 rolls
Successfully picking door lock: 6 rolls
Successfully picking journal safe lock: 300 rolls
Successfully combine 2 non-explosive items (attach ChunkofSteel or apply Compound17): 30 rolls
Fail at attaching of ChunkofSteel: 15 rolls (as its impossible to fail at applying of Compound17 its exploitable well, try to apply with ones, who are preferred to level up, the lower Mechanical skill is - the more effective the increase.)
Catch an enemy conversation about quest with wallprobe: 15 rolls
ver. 1.15l+ only - Detect explosive trap using wallprobe (see readme): 30 rolls

Marksmanship

Fire a weapon (no matter target, no matter if target is hit or not): 3 rolls
Hit a target: 3 rolls
Open a door with a shot: 6 rolls

ExperienceLevel

At the end of day: 75 rolls
For capture of a sector, for participants (On Duty job and alive and well): 30 rolls
For notice an enemy without being revealed ("I see enemy, he don't see me" message): 6 rolls
For notice an enemy's missed shot ("I'm being fired at" message): 3 rolls
For notice an enemy by means of getting hit from him/her : 3 rolls
For killing an enemy: [15 * enemy's ExpLevel] rolls
For receiving a damage: [3 * damage received] rolls

As clearly seen, killing a watersnakes is a pure EXP bounty. Problem is what it cannot be really exploited, as there is always 5% chance to lose a merc to snake, no matter merc stats\knife wielding are.


And last, but not least (technically its more like first), mercs are arrive not empty-exped. When player successfully hire a mercenary, rolls 100 are made for every non-ExpLevel stat with a chance to evolve (so for Evolving mercs, and for non-100 valued stat for Increasing and for non-0 valued stats for Decreasing) providing EXP for a given stat for a rolled amount and for ExpLevel for a same amount (as with "real" rolls) (note: in result, mercs with some stat value at 100, say Hurl, on average will have less initial ExpLevelEXP, as no EXP will be amassed from it). So on average new merc will already have about 400 ExpLevelEXP, making first ExpLevel increase slightly easier than others (of course same is true for all other stats, some of them could even have 99 points, so its possible to level stats with values of 99 to 100 sometimes).


Now we need somebody with JADG deep knowledge to tell differences. Personally i never played any JA game beside JA1, but EXP code changed noticeably between JA1 and JA2, and likely JADG already have some changes included, possibly explaining differences you noticed. But, even in JA2 EXP routine is pretty similar in base to JA1, despite triggers themselves can differs much. I'd suppose JADG is even closer.

Spamwebster wrote on Mon, 12 February 2018 18:49
Considering I spent the last few days madly filling mercenaries pages with every quote I could muster(Despite how much of a mess it could make the pages look) under this username.

Considering this, please, don't post it there. Link is ok, but not text itself.

[Updated on: Sun, 13 January 2019 13:14]

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Corporal
Re: JA1 stuff[message #352390 is a reply to message #352385] Tue, 13 February 2018 00:58 Go to previous messageGo to next message
Spamwebster is currently offline Spamwebster

 
Messages:8
Registered:February 2018
I the furthest I'd go is posting a link if asked. Considering how much work this must've taken, I'll let you decide where you want this information distributed. It helps that I have no idea what page it would go on. This is a bit more advanced than revealing that Bud was married all along.

Thank you for doing all this.

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Private
Re: JA1 stuff[message #353000 is a reply to message #352390] Sat, 07 April 2018 13:23 Go to previous messageGo to next message
norill is currently offline norill
Messages:2
Registered:April 2018
hi, how do i read signposts?

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Civilian
Re: JA1 stuff[message #353670 is a reply to message #353000] Sun, 03 June 2018 16:17 Go to previous messageGo to next message
pattoze is currently offline pattoze

 
Messages:40
Registered:April 2016
Right click when the hand icon is over it. Same way you magnify items to see what they are happy

[Updated on: Sun, 03 June 2018 16:18]

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Corporal
Re: JA1 stuff[message #353671 is a reply to message #353670] Sun, 03 June 2018 18:57 Go to previous messageGo to next message
Jahh is currently offline Jahh

 
Messages:56
Registered:March 2017
pattoze wrote on Sun, 03 June 2018 16:17
.

Plz, avoid to respond to spammers here, you will just only encourage them that way (unless its your actual goal sure). Thx n advnc.

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Corporal
Re: JA1 stuff[message #355481 is a reply to message #352385] Sat, 27 October 2018 22:48 Go to previous messageGo to next message
rumkacik is currently offline rumkacik

 
Messages:6
Registered:October 2018
Thank you. After long years I play ja1 again and explanation how stats are increasing help me a lot.
Do you now how sap price evolves? When it drops to 400$ and when it decreases/increases by 20$ after that?

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Re: JA1 stuff[message #355490 is a reply to message #355481] Sun, 28 October 2018 17:12 Go to previous messageGo to next message
Jahh is currently offline Jahh

 
Messages:56
Registered:March 2017
Sure.
First stage of Tree Price quest is occurs when player have more than 32 trees total or harvested sap from more than 16 trees previous day: player get initial message about sap price from Jack.

Second stage occurs when player have more than 40 trees total or harvested sap from more than 20 trees previous day and first stage was happened already: next message about sap price Jack come, and roll for 1-3 days delay done. From now every next day till third stage will start delay counter will decrease and third stage will start when it will be zeroed (so minimum delay of 1 will mean third stage happens next day after second stage).

Third stage will bring third Jack message and drop of Tree price by 100$. Fourth stage will happen next day after.

Fourth (and final) stage is about adjusting Tree price according to amount of harvested trees of player and its relation to "target" price, that "should be reached" at a given amount vs actual current price. Every next start of day the harvested trees amount from previous day is compared to a "target" amount, that is [300+(harvested_trees_amount/10)*20] (note the calculation is in whole numbers, so, say, 50 or 59 harvested trees will yield same result), and if "target" price is above actual, it mean current price have to be adjusted up, and player acquire a "move price point" (starting with zero of them). In case "target" price is lower, current price have to go down, and player acquire a negative "move price point"; if prices are equal no action occurs. The "move price points" value adjusted above then compared to "required move price points amount", and if they are enough of them, the +-20$ Tree price change is occurs, with a message from Jack, and "move price point" value is zeroed again. "Required move price points amount" is a difficulty-tied and is 4 on Easy, 3 on Normal, and 2 on Hard (so possible price fall occurs slower on Easy, but price rise is slower too). When Tree price is reach 500$, the quest is ends, with a last message from Jack regarding it.

As last stage could be confusing, there is example (for Hard difficulty):

Day X, when player reach a fourth stage of quest, after tree price dropped to 400$ at the day X-1. At the day X-1 player harvested 58 trees, so actual price is 400$ per tree and target price is 300+(58/10)*20=400$. As they are equal, "move price points" player possess is 0+0=0.

Day X+1. At the day X player added some tappers to a new trees player captured during day X-1 and harvested 61 trees, so actual price is still 400$ per tree and target price is 300+(61/10)*20=420$. As target price is more than current, player gain a "move price point", so now player possess 0+1=1, and need to collect one more to actually rise a price.

Day X+2. At the day X+1 player lost ability to harvest some trees due to enemy actions\tree virus etc., and harvested only 50 trees, so actual price is still 400$ per tree and target price is 300+(50/10)*20=400$. As they are equal, no "move price points" change happens, so now player possess 1+0=1, and need to collect one more to actually rise a price.

Day X+3. At the day X+2 player again lost ability to harvest some trees due to enemy actions\tree virus etc., and harvested only 49 trees, so actual price is still 400$ per tree and target price is 300+(49/10)*20=380$. As target price is less than current, player lose a "move price point", so now player possess 1-1=0, and need to collect two more to actually rise a price, or lose two more to actually drop a price.

Day X+4. At the day X+3 player realized that he have a 35 trees in possession, that he totally forgot about, and not set tappers to them, so after he did set them, and also added some trees regained from enemy at day X+3 he harvested 94 trees, so actual price is still 400$ per tree and target price is 300+(94/10)*20=480$. As target price is more than current, player gain a "move price point", so now player possess 0+1=1, and need to collect one more to actually rise a price.

Day X+5. At the day X+4 player added some tappers to a new trees player captured during day X+4 and harvested 107 trees, so actual price is still 400$ per tree and target price is 300+(107/10)*20=500$. As target price is more than current, player gain a "move price point", so now player possess 1+1=2, and actually change a price from 400$ to 420$ (despite "target" price now is full 500$), "move price points" amount become 0.

Day X+6 & Day X+7. Player harvest same 107 trees. Target price is 500$ and actual price is 420$, so player collect a point at day X+6, then collect another one on day X+7, and rise a price to 440$

Day X+8 & Day X+9. Player harvest same 107 trees. Tree price rise to 460$.

Day X+10 & Day X+11. Player add 2 more trees and now harvest 109 trees, but it doesn't change anything about this quest. Tree price rise to 480$.

Day X+12 & Day X+13. Player harvest same 109 trees. At day X+13 tree price rise to 500$ and quest ends.

[Updated on: Sun, 28 October 2018 17:20]

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Corporal
Re: JA1 stuff[message #355493 is a reply to message #355490] Sun, 28 October 2018 19:02 Go to previous messageGo to next message
rumkacik is currently offline rumkacik

 
Messages:6
Registered:October 2018
Thank you for extremly fast and informative answer. Awesome.

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Re: JA1 stuff[message #356575 is a reply to message #355493] Fri, 25 January 2019 21:06 Go to previous messageGo to next message
Jahh is currently offline Jahh

 
Messages:56
Registered:March 2017
Stuff about doors and some mechanics involving them in JA1. Below is a descriptions of methods to affect a doors, followed by a full (unless i missed something) list of locked (requiring something beside a touch to be opened; or initially set in opened state) doors and keys in game.

Doors in JA1 can have a state - opened or closed; a lock value set to them, value above zero require some additional means to be applied to door, instead of simple interference (touching) with it; a type - regular or padlock, modifying the opening process; and a material - wooden or metal, modifying an explosive effect on it.

From possible interactions with doors for player usually is most important ones, that leads to change a door state to open, or to destroying of door. Possible ways to achieve it are:

1. Simple opening a door (without any item, using a Hand cursor on it): change a closed state to opened, work only on a doors with lock value 0. Door's material is not matter, but not locked padlock doors is not possible in game.

2. Using a key: change a closed state to opened, key's type (regular or padlock) should match a door's type, and key's condition should exactly match (unlike further methods, where doors with value below will be affected too) door's value. Could be achieved by directly using a Key on door, or by using a Hand cursor on it. In latter case if merc have a Key, matching a door's value, in inventory, this key will be used automatically. Door's material is not matter. Key's condition cannot be modified by in-game means. See below the table about values of doors and keys per each sector.

3. Using an explosives: open a door OR possibly destroy a door entirely, so it cannot be closed back after ("change a state" later). Door's value or type is not matter. Door's material modify effect as described:
Wooden door. Will change a state if: i) Grenade/Molotov will explode on door's square; ii) Plastic/Live Explosive/EagleFearball will explode on door's square or any adjacent to it square.
Metal door. Will change a state only if Plastic/Live Explosive/EagleFearball will explode on door's square or adjacent to it wall square.

4. Using a crowbar: change a closed state to opened, applying the same [Strength] formula as for crates opening, but require a Crowbar non-optional way, and compare if result is at least meet twice a door's lock value. Door's type modify it by adding 100 points to lock value for padlock doors, making opening of them using this method impossible. Door's material is not matter.
[BaseStrength = (Health + BandagedHealth/2)/2*Breath/100],
further modified by
[CrowbarBonus = BaseStrength/2],
resulting in
[Strength = BaseStrength+CrowbarBonus].
Maximal in-game achievable Strengh is 75 {100/2 + 50/2}(with Health 100 and full Breath), it will open a regular type door with lock value up to 37 (possible max for this method) if applied to it.

5. Using a Locksmith Kit: change a closed state to opened, applying the [Picklock] formula, and compare if result is at least meet a door's lock value. Door's type or material is not matter.
[Picklock = (Dexterity*(Wisdom*Mechanical/100)/100 + 5*ExpLevel)*LocksmithKitCondition/100]
Maximal in-game achievable Picklock is 150 {(100*(100*100/100)/100 + 5*10)*100/100} (with Dexterity, Wisdom,
Mechanical at 100, ExpLevel at 10 and Kit in perfect condition), it will open any door if applied to. Mike already can open any door in game (even with Kit not in perfect condition), as no lock value above 100 is used.
Note: picklocking a Journal Safe use a slightly more friendly to player rounded way formula, that could result a some more point yield, and compared to a difficulty level adjusted value of: {80; 90; 100} for {easy; normal; hard} respectively.

6. Using a gun: change a closed state to opened, compare bullet damage to exceed door's lock value. Door's type modify it by adding 30 points to lock value for padlock doors, making opening of them using this method harder. Door's material is not matter. Moreother, if damage is enough versus lock value (even if value is 0), additional roll of 3 is also required to be "won", so only 1/3 of hits that meets the requirements, will actually open a door (thus being the only random-affected method, and making player's in-game ability to get if gun is powerful enough to have a chance to open a door vague, as a door not opened after a try not yet means on its own that it will not open on a next try, unlike other methods).
Maximal in-game achievable bullet damage in theory is 69 (for Modified M16 pointblank perfectly aimed shot, with less than 1/5000 probability, and also not achievable from firing from East due to isometric (68 damage is achievable from all sides already and about 4 times more probable)), so it will open a regular type door with lock value up to 68 or padlock door with lock value up to 38 (possible max for this method) if applied to it and further roll of 3 is passed.

7. Special ways: by triggering a special item - all doors in sector with value exactly matching the item-trigger will (depends on a trigger's type) change a state to opened or closed (see sectors 28 and 38, respectively). This is the only way player can close a door in game, but AI mercs are able to both open and close a doors. Door's type or material is not matter.

=====================================================================================================

The values given according to version 1.13+, its possible that some early version have different setting.

Sector      Building:[door(s)]                                                   Keys 
(M=metal)   (NSEW=door facing;  nsewc=approx location relative building)         (P=padlock)
              
60          sw: [En=24; Es=20]                                                   [20] 
59          ------------------------------------------------------------         --------------------------
58          ------------------------------------------------------------         --------------------------
57          e: [W=96; E=68] | w: [W=98; E=28]                                    [68]
56          n: [E=82; S=58] |  s: [S=P89]                                        [58; 82; 84] 
55          -------------------------------------------------------------        --------------------------
54          c: [Snw=P59; Snw=64; Ew=46; Sw=52; Ee=34; Ss=P57]                    [46; 52; 64; P59] 
53          nw: [S=02] | sw: [Nne=48; Sse=50; Sws=P65]                           [48]
52          c: [S=70; E=82]                                                      [70; P65] 
51          ------------------------------------------------------------         --------------------------
50          ------------------------------------------------------------         --------------------------
49          ------------------------------------------------------------         --------------------------
48          e: [S=P57]                                                           [54; P57] 
47          c: [N=66]                                                            [66]
46 (M)      c: [S=98]                                                            --------------------------
45          n: [Sn=42; Ss=26; W=36] | s: [Ww=98; We=84; Se=P67; Nw=P71]          [42; 84; P71]  
44          c: [Ss=50; Sn=P67; E=42]                                             [50]
43          ------------------------------------------------------------         [P49]
42          w: [E=P47] | e: [Ss=P53; Sn=60]                                      [48; P47; P53]
41          ------------------------------------------------------------         --------------------------
40          c: [S=P55; E=28; W=28]                                               [P55]
39          c: [S=26]                                                            --------------------------
38          c: [S=88]                                                            [70; 88; 88]
37 (M)      n: [S=28; W=44]                                                      [44]
36 (M)      se: [Ee=38; Ew=46]                                                   [36; 38; 46; P33]  
35          -----------------------------------------------------------          [56]
34          -----------------------------------------------------------          [P63]
33          w: [Swn=P73; Nws=P49] | e: [Nw=72; Sse=48; Sne=51]                   [72; P73] 
32 (M)      -----------------------------------------------------------          [40; 62] 
31          ws: [E=76] | wn: [E=76] | e: [Ew=78; We=80; Nc=02; Sc=02]            [76; 76; 80; 84]
30          c: [S=46; W=42]                                                      --------------------------
29          -----------------------------------------------------------          [48] 
28 (M)      e: [S=P97; N=70; W=66]                                               [66; 70]
27          w: [Ss=68; Nn=68]  | s: [W=22] | en : [S=P77]                        [68; P77] 
26          c: [S=38; E=P33]                                                     --------------------------
25          ------------------------------------------------------------         --------------------------
24          n: [S=74] | s: [Ww=58; Wc=P61; Ec=P75; Ee=38]                        --------------------------
23 (M)      sw: [E=82]  |  se: [W=68]                                            [82] 
22 (M)      s: [Ee=40;  Ew=62] | nc: [S=40] | ne: [S=40]                         --------------------------
21 (M)      ------------------------------------------------------------         -------------------------- 
20          -----------------------------------------------------------          [P53]
19          sw: [N=48] | nw: [S=26]                                              -------------------------- 
18          ------------------------------------------------------------         -------------------------- 
17          w: [Ns=68; Ee=40; Wne=38]  | e: [Ss=P97; We=P85; Sn=38; Ne=60]       [P85] 
16          -----------------------------------------------------------          [60; 68] 
15          w: [En=56; Snw=36; Ewc=P55; Ews=32; Wec=28; Ee=86; Ss=P41] | 
            ne: [S=28; E=P81] | se: [W=36]                                       [38; 86; P55; P75; P81] 
14          -----------------------------------------------------------          [74]
13 (M)      c: [Wssw=92; Essc=90; Nssw=90; Sswc=90; Nswc=90; Ecc=02; Snwc=96; 
            Snnw=66; Enc=98; Snec=90; Snne=91]                                   [66; 90; 90; 90; P91] 
12 (M)      w: [Ee=04; Wc=04; Nsw=64; Nse=04; Esc=68; Enc=82; Enn=98; Snw=04; 
            Sne=04; Nne=48]  | e: [S=02]                                         [68; 82] 
11          ------------------------------------------------------------         -------------------------- 
10          w: [E=P53]  |  e: [N=P69]                                            [P69] 
09          ------------------------------------------------------------         -------------------------- 
08          ------------------------------------------------------------         -------------------------- 
07          ------------------------------------------------------------         -------------------------- 
06          ------------------------------------------------------------         -------------------------- 
05          c: [Ss=34; Sn=50]                                                    --------------------------
04          ------------------------------------------------------------         -------------------------- 
03 (M)      c: [Sss=P97; Nss=P69; Nsc=68; Ws=46; Ee=62; Ne=72; Nnc=46; Snn=P51]  [62; 68; 72; P69] 
02 (M)      wall: [Ww=44; Ew=48; Nn=96; Sc=96] | w: [E=46] | s: [Ws=90; Wn=98]|  
            e: [Ee=96; Nn=92; Ws=48; Enc=94; Ew=P95]                             [02; 88: 90; 94; P95] 
01 (M)      c: [Wn=98; Ese=50; Esw=92; Nc=30; Sc=70]                             [92] 
 

======================================================================================================

As it seen from data above, there are some oddities due to design changes during a development process or possibly due to mistakes, for example: some placements look erroneous (say key94 in S2, located in red-yellow clothes on a wall in southern building in "bathroom area", requiring an explosion to become reachable); some door/key type seems to be misplaced (say in S13); some non-locked doors have a lock value applied to adjacent squares (say doors of two northern buildings in S23); S38 even clearly had another building(s) in it during some early design. Additionally noteworthy is S1 oddity - the "final" building with "game boss" is not even really locked; together with fact the "boss" doesnt pose actual danger or even have to be killed, and the game is won merely by arriving in some room - it enabling a winning a game in one very first game day in a pacifist run.

[Updated on: Wed, 27 February 2019 15:14]

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Re: JA1 stuff[message #356828 is a reply to message #356575] Wed, 27 February 2019 10:17 Go to previous messageGo to next message
Jeneral28 is currently offline Jeneral28

 
Messages:33
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@Jahh, I still don't et your table. What does Ee, Wn mean? Some AI-Red-shirts drop keys, how does your table identify them?

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Re: JA1 stuff[message #356830 is a reply to message #356828] Wed, 27 February 2019 10:52 Go to previous messageGo to next message
Jahh is currently offline Jahh

 
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Jeneral28 wrote on Wed, 27 February 2019 10:17
@Jahh, I still don't et your table. What does Ee, Wn mean?


{NSEW=door facing; nsewc=approx location relative building}
Go to some map with doors and train. Say Ee means "door of East facing located in eastern part of some building (impossible to tell which one from your example); Wn means "door of West facing located in northern part of some building (impossible to tell which one from your example).

Jeneral28 wrote on Wed, 27 February 2019 10:17
@Jahh, I still don't et your table. Some AI-Red-shirts drop keys, how does your table identify them?


It list them in keys column for a given sector. For purposes of the table it doesnt matter if key is dropped or pre-placed, as its not random process.

[Updated on: Wed, 27 February 2019 10:56]

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Re: JA1 stuff[message #356831 is a reply to message #356830] Wed, 27 February 2019 10:57 Go to previous messageGo to next message
Jeneral28 is currently offline Jeneral28

 
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Just to confirm, [ ] is the strength of the door/padlock?

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Re: JA1 stuff[message #356832 is a reply to message #356831] Wed, 27 February 2019 11:07 Go to previous messageGo to next message
Jahh is currently offline Jahh

 
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Can you please kindly tell what else it could be assuming you did read accompanying text? (I managed to imagine some square number they are located at, or some possible inner game ID for them, but thats all, and both looks utterly wrong, so i really wonder)

Ok, really, ill even quote myself, why not
Jahh wrote on Fri, 25 January 2019 21:06
See below the table about values of doors and keys per each sector.

[Updated on: Wed, 27 February 2019 11:10]

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Re: JA1 stuff[message #356833 is a reply to message #356832] Wed, 27 February 2019 11:13 Go to previous messageGo to next message
Jeneral28 is currently offline Jeneral28

 
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It's really confusing. Yes I did read the text but still don't get which building is what and where.

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Re: JA1 stuff[message #356834 is a reply to message #356833] Wed, 27 February 2019 11:19 Go to previous messageGo to next message
Jahh is currently offline Jahh

 
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Building:[door(s)]
NSEW=door facing; nsewc=approx location relative building) Keys

60 sw: [En=24; Es=20] [20]

Launch the game, go to starting sector and try to operate the data provided. If you will be unable to, likely you just better use some other source of info, say this forum have a old post about it, it have less info, but it mostly right, so usable.

[Updated on: Wed, 27 February 2019 11:25]

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Re: JA1 stuff[message #357020 is a reply to message #356575] Wed, 20 March 2019 16:08 Go to previous messageGo to next message
rumkacik is currently offline rumkacik

 
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Thank you for sharing information.
Can you write about 'virus quest'? (When and where it begins, how many days needs Brenda to prepare antidote from promila flowers with/without her journal, where santio hide his antidote...)

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Re: JA1 stuff[message #357021 is a reply to message #349362] Wed, 20 March 2019 20:38 Go to previous messageGo to next message
Jahh is currently offline Jahh

 
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Virus quest have pretty simple requirements to start on its own, but had 2 bugs, possibly ruining it: one is addressed in official patch 1.13b, other in unofficial 1.15, get at least 1.13b to get intended behavior.

The only 2 requirements to start it is: player control 30 or more sectors, and, as for all item placing quests, some pre-defined sectors should have a needed ownership status; here one of them should be owned by player (a place to start virus), other not owned by player (a place to hide antidote). Check on trigger to start is done every day, till quest is successfully started. If both requirements are met - the quest starts (note: for bug, possibly preventing the start see patch 1.15, where it fixed) (technically, a test on actual presence of Fallow Tree in starting sector is also performed, while normally there should be one, player, who like to use explosives on healthy Fallows, could manipulate outcome still).

To end it player should find and bring "to a base" an item Antidote, or let Brenda create antidote from Flowers. When player will have Flowers at end of day (note: Sir-Tech did a undocumented bugfix over the course of their versions regarding it: in older versions Flowers, already present "on a base", didnt checked, and player had actually bring some of them by some merc, in later versions its work correct way), it will take a three days for her to finish work, or one day in case player also have a Journal (the only use for Journal beside affecting score). Alternatively, player could simply "cease to have" an infected tree(s) in sectors under own control, and it will successfully end the quest intended by game designers way. Thats it, blowing a tree with explosive its not a hack, but planned way (because enemies will never attack a sector with a sick tree, so player cant lose them the other way (and yes, it could be exploited)).

Solving that quest is not required on its own (as any quest in game, actually), but: finish a game with quest in progress will hurt a score (oddly enough no bonus is provided for fulfilling it), and also it possibly could lead to one of only 3 ways to actually lose a game: to not have any tree in sectors under player control.

The exact placement of Antidote on a map will come as a bonus to planning to come on about next week update to patch 1.15, addressing rather critical bug (JA1 players fate all that time was pretty similar to early X-COM1 players, who actually played on most easy difficulty, while supposedly had a hardest one being set, but this fix is sorta 20 years later only (and as in X-COM its also actually armor-related)).

Pairs of sectors, required to have a matching ownership are shown in table. Order to check is not random, but sequential.

                             ------------->>------------->>------------->>------------->>------------->>
Sector to start virus    	55 25 19 42 40 55 25 19 42 40 55 25 19 42 40 55 25 19 42 40 55 25 19 40
(have to be owned by player)       
Sector to hide antidote         07 42 56 05 52 05 52 42 07 56 42 05 52 56 07 56 07 05 52 42 52 56 07 05 
(have not to be owned by player)   

Note: some pre-1.13b versions, include 1.13, version actually sold by distributors non-patched, have a buggy virus quest due to malformed table above, issue addressed by game developers in hotfix, 1.13b. In buggy version that quest could start only in sectors 53 and 55, with required antidote sector have to be one of adjacent to it (including diagonally); beside it, placing of actual antidote item is somewhat buggy too. Please, update to fixed version, if you use 1.13.

[Updated on: Fri, 22 March 2019 17:06]

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Re: JA1 stuff[message #357025 is a reply to message #357021] Fri, 22 March 2019 09:26 Go to previous messageGo to next message
rumkacik is currently offline rumkacik

 
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I have upgraded to version 1.13b yesterday. Thank you for help.

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Re: JA1 stuff[message #357032 is a reply to message #357025] Fri, 22 March 2019 22:24 Go to previous messageGo to next message
Jahh is currently offline Jahh

 
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rumkacik wrote on Fri, 22 March 2019 09:26
I have upgraded to version 1.13b yesterday. Thank you for help.
Actually thats kinda weird. Regarding date of creating of the login, and activity exposed on it, supposedly you did that at least about 3 months ago. Out of curiosity - any explanation of that anomaly maybe?

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Re: JA1 stuff[message #357046 is a reply to message #357032] Sun, 24 March 2019 19:13 Go to previous messageGo to next message
rumkacik is currently offline rumkacik

 
Messages:6
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You are right. I downloaded patch 1.13b few months ago, but did not apply it that time. I was afraid it will not be compatible with my saves.

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Re: JA1 stuff[message #357071 is a reply to message #357046] Thu, 28 March 2019 02:25 Go to previous messageGo to next message
Jahh is currently offline Jahh

 
Messages:56
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"Sorry, we're closed".
For a mentioned above upcoming release refer: https://www.gog.com/forum/jagged_alliance_series/ja1_unofficial_115_patch

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Re: JA1 stuff[message #357167 is a reply to message #349362] Wed, 10 April 2019 20:47 Go to previous message
rumkacik is currently offline rumkacik

 
Messages:6
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Do you know formula, how many natives is available in the morning?

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