Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » A few questions about 1.13 gameplay
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Re: A few questions about 1.13 gameplay[message #354838 is a reply to message #354836]
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Wed, 12 September 2018 20:17
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Gopan |
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Messages:378
Registered:June 2016 Location: Norway |
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Bobby Ray's, a website in your laptop sells almost everything. To access that site, go to AIM and then look at the bottom of the page for some tabs, One of them says : Links. click and open Bobby Ray's. It's closed until you have liberated the airport in Drassen. Bribe Pablo but it's safer to turn off shipment loss or stealing from shipments at the INI.Editor. That way Pablo can't steal. If you kill him, his replacement, Santiago, is even worst, i don't know if he steals, he seems to be rather inexperienced on managing shipments.
Cold ammo is light red color when you load it in a gun. Bobby Ray's explains a lot of things about whatever they are selling. When mousing over weapons, it shows all kinds of attachments that every gun can accept secifically. If the attachemnets don't show, enable it from the INI.Editor.
Nipson anomimata mi monan opsinReport message to a moderator
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Master Sergeant
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Re: A few questions about 1.13 gameplay[message #354843 is a reply to message #354842]
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Thu, 13 September 2018 04:53
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Talion |
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Messages:18
Registered:June 2018 |
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The Leadership skill increases the amount of militias created in each round of training. I think the maximum is ten per round. Also additional to leadership it is helpful to have the teaching trait as it further increases the speed at which militia is trained. I'd just create another IMP or two specialized for this purpose. They can still have another useful trait depending on what else is needed.
There are patrols that just stay put and won't join attacks. They also will only attack if a sector is poorly defended.
Dom't know about Ira spotting, never had that problem.
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Private
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Re: A few questions about 1.13 gameplay[message #354853 is a reply to message #354848]
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Thu, 13 September 2018 16:29
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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One attack a day is not that much even for 1.13 vanilla, in AV on insane 4/day was avg for Drassen at some point,
similar for Grumm and Alma, and it could easily peak to 6/day in a town.
Hire Leon and/or the Reverend to train militia fast for reasonable price, but they cant fill Drassen with blue ones in 24h.
I also dont like to fight with militia on my side for various reasons:
The delay of the turns is already reason enough!
Additionally I play extremely cautious (and time consuming, battles may last realtime hours)
so to see how militia runs into their doom is terrible, it also causes big financial and strategic loss,
as the 750$ for militia are only a fraction of what they really cost, trainer & possible downtime for other mercs...
The delay from training gives existing patrols the time to attack and the queen can mobilize more forces.
I try to have no militia present at all when defending a sector with mercs.
Therefore i usually take all except one sectors of a town,
that also triggers less enemy attacks since the town is not considered "taken", (exploit alarm!)
fill these sectors with blue militia and take the last one.
If for some reason i cant move militia out, its has proven best for me to move them all into a building
(done with a chain of place swapping mercs before militia commands of today existed at all)
and block all exits except one with fortification or blue flags (in & outside so neither enemy nor militia can access the door)
while the worst fighter blocks the remaining (closed) door from inside and issues an "all get down" command to the militia at the end of every turn.
If things go bad, the merc can step away from the entrance and let militia pour out.
p.s. *blue flags
Skitz's voiceset alone is worth his price, so you literally get the tripwires for free.
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Master Sergeant
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Re: A few questions about 1.13 gameplay[message #354855 is a reply to message #354851]
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Thu, 13 September 2018 18:28
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gougluinn |
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Messages:383
Registered:September 2018 |
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Gopas wrote on Thu, 13 September 2018 16:25There were settings in the INI.Editor, about how many hours grace period between attacks. They are in the DifficultySettings.xml. You can edit the values. If you don't want to get attacked daily, make the grace period 48 hours or 72 ( 2 or 3 days between attacks). Of course it might be a bit boring but you can train militia in peace.
thanks for ini settings but i already started a new campaign 2 times and did exact same things so i dont wanna start another one. wish this ini settings could be save game compatible.
Gopas wrote on Thu, 13 September 2018 16:25
After 4 attacks in 4 days, your mercs are still using pistols ? Nothing better dropped ????? That's surprising.
yes and no.
- i liked to kill enemies with throwing and normal knives. created one IMP for this. and using her in night operations. i took all drassen with killing enemies using knives
- m16 and ak47 dropped but i only have 2x and 4x scopes (since laser scopes or reflex sights are far more important for close combat head shots as far as i understand from here) and i cant disable m16's or that 50 rounded baretta's scope with "." so it is kinda useless for me because of high AP costs and i cant fight at open field because if i shoot fire then all enemies in sector come around me so how can i defeat them with 1 or 2 mercs? in classic game there were enemy types like patrolling or just standing around/waiting and even in expert difficulty not all of them were running towards to you after first shoot they heard in the sector after you arrived!
- since i can't fight against these hordes with new cth system because they can't shoot enemies head even in close range especially with these new weird door/windows visibility. i mean in old game enemies can't see if you are 2 tile away from the window but this one they can see you even if you are 4-5 tiles away from the window. it is like a joke. neither me nor them can hit each other though. -4 at most damage given/taken until this time from these weird positions. so my point is i am not playing "head shoot simulator" but "house trap simulator" and pistols which cost lowest APs best for me for shooting enemy's head from 4-5 tiles.
- last thing about pistols, yes tons of guns are cool feature but there are more than 5 pistols (maybe more) have exact same stats. so after a few minutes for checking pistols on bobby's rays i stopped looking decided to use 6-7 acc 25-26 dmg type pistols.
townltu wrote on Thu, 13 September 2018 16:29Skitz's voiceset alone is worth his price, so you literally get the tripwires for free.
i didn't use any tripwires so far, is that worth so much?
silversurfer wrote on Thu, 13 September 2018 17:13Gopas wrote on Thu, 13 September 2018 15:29 If you made an IMP with the engineer/technician trait, how come he steals items ??. The backgrounds are there to enhance a merc's traits. If he is a mechanic he shouldn't steal, still glacer ammo is useful.
"Con Artist" background:
Toggle Spoiler[code]
<BACKGROUND>
<uiIndex>318</uiIndex>
<szName>Con Artist</szName>
<szShortName>Con Artist</szShortName>
<szDescription>You have no moral compass and will cheat everyone out of
everything they have while blaming them for their misfortune.</szDescription>
<ap_fortify>10</ap_fortify>
<ap_artillery>10</ap_artillery>
<ap_airdrop>-5</ap_airdrop>
<ap_assault>-5</ap_assault>
<resistance_fear>-10</resistance_fear>
<resistance_suppression>-10</resistance_suppression>
<resistance_physical>-10</resistance_physical>
<interrogation>10</interrogation>
<betterprices_guns>10</betterprices_guns>
<betterprices>20</betterprices>
<approach_friendly>20</approach_friendly>
<approach_direct>10</approach_direct>
<approach_threaten>5</approach_threaten>
<approach_recruit>20</approach_recruit>
<capitulation>15</capitulation>
<dislikebackground>2</dislikebackground>
<scrounging>1</scrounging>
</BACKGROUND>
[/pre]
Notice the <scrounging> tag at the bottom.
he has stolen a wallet this time LMAO
[Updated on: Thu, 13 September 2018 18:30] Report message to a moderator
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Master Sergeant
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Re: A few questions about 1.13 gameplay[message #354856 is a reply to message #354855]
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Thu, 13 September 2018 18:54
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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1.13, and especially some other mods like AV, have become all out war. You need to use everything at your disposal. That means snipers, auto weapons, grenades, mines, whatever it takes. Diedreanna's forces are not push overs any more, and the game escalates quickly. If you really want to go through with only a couple IMPs with pistols you will have to go through the ini files and change things to your liking.
At it's heart JA2 was never about a crack team of professional mercenaries taking over a country without losses. Almost all the mercs have a down side to them - and part of the game is minimizing their weaknesses while maximizing their strengths. It is not an easy task.
This being war, you also have to expect being defeated in battles. Winning every battle is not realistic, and for me is not fun. Sometimes plans have to be changed. Sometimes you cannot take the objective you wanted to take. Sometimes you have to develop entirely new strategies. Sometimes . . . your people die, and stay dead.
I'm in a campaign right now where my first team on the ground got captured. That means Enrico's letter is in Deidreanna's possession. I can't contact the rebels. I brought another team in, and they got killed. I then hired some of the best mercs (Gus, Len, Danny, Leon, Scope, and Bull) - and now I have another problem -- how to make enough money to pay them long enough to rescue my first team and get that letter back. This is not the game I envisioned when I started - but that, for me, is part of the fun and replayability of this game.
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Re: A few questions about 1.13 gameplay[message #354878 is a reply to message #354874]
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Fri, 14 September 2018 19:32
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Gopan |
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Messages:378
Registered:June 2016 Location: Norway |
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Slow down , too many questions......
1. NV goggles, if you have sunglasses, wear them and attach NV goggles to helmet. Shift+N switches them but only at the right time, day or night. If you Shift+N during day while wearing sunglasses, it will do nothing. If you are wearing NV's during the day and Shift+N, it will switch them. There is also the option to switch on all mercs in the same sector, according to what they are wearing at that very moment. If some are wearing NV's and some are wearing sunglasses and it's daytime, Shift+N will make all mercs wear their sunglasses and put the NV's on the helmet. For this to work effectively, you need sunglasses and NV's on every merc , otherwise you'll have to put on NV's manually during the night.
2. Comparing items. Must compare similar items. For example. right click on a FN-SCAR in your inventory, then move the cursor on an HK-417 on sector inventory and hold CTRL while looking at the FN-Scar in inventory, you'll see it
displays differences.
3. You apply the camo kit on the soldier figure in inventory, same as when you drink from a canteen, Not on the armor.
4. You can set Bobby Ray's delivery to arrive next day if you want. Did you check the crate in the small enclosure ? If it's empty then the shipments are lost or you forget to press the button at BR's to accept the delivery. It shows a sign that says " Okie-Dokie, we'll get right on it" or something like that. Also you may want to disable shipment loss and stealing from shipments. Towards the bottom of the list at INI.Editor, in the Data 1.13/JA2 Ini options.
5. You can place the gun on rocks or crates or on the ground, It needs to have a bipod for best results.
6. Tims backpack goes with Tims combat packs. There are very few such combinations, you'll have to experiment with gear pieces and see what fits with what.
7. Dirt feature is in the INI.Editor options, you may have to enable it and set variants as to how effective(annoying) you want it to be.
8. Intel. Aside from hacking terminals and looking in cabinets or containers, you can just send a spy (Mouse, Elroy or an IMP with the spy trait), in a hostile sector, in any town, and give them the Get Intel assignment.
9. Field of view. At night the field of view is much smaller than it is during the day. Have you also enabled Tunnel Vision from the options at the INI.Editor ?
[Updated on: Fri, 14 September 2018 20:32]
Nipson anomimata mi monan opsinReport message to a moderator
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Master Sergeant
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Re: A few questions about 1.13 gameplay[message #354883 is a reply to message #354878]
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Fri, 14 September 2018 20:30
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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2 cents on Shift+N function:
The game does not take the lighting of a sector into acccount,
underground sectors appear to be considered "dark as the night" 24/7,
even if all tiles have 100% brightness from artificial ligtht sources.
In partially bright and dark areas hit Shift+V and then swap the nvg for the difference of vision zones.
[Updated on: Fri, 14 September 2018 20:31] Report message to a moderator
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Master Sergeant
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Re: A few questions about 1.13 gameplay[message #354902 is a reply to message #354878]
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Sat, 15 September 2018 20:00
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gougluinn |
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Messages:383
Registered:September 2018 |
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Gopas wrote on Fri, 14 September 2018 19:32Slow down , too many questions......
Toggle Spoiler
1. NV goggles, if you have sunglasses, wear them and attach NV goggles to helmet. Shift+N switches them but only at the right time, day or night. If you Shift+N during day while wearing sunglasses, it will do nothing. If you are wearing NV's during the day and Shift+N, it will switch them. There is also the option to switch on all mercs in the same sector, according to what they are wearing at that very moment. If some are wearing NV's and some are wearing sunglasses and it's daytime, Shift+N will make all mercs wear their sunglasses and put the NV's on the helmet. For this to work effectively, you need sunglasses and NV's on every merc , otherwise you'll have to put on NV's manually during the night.
2. Comparing items. Must compare similar items. For example. right click on a FN-SCAR in your inventory, then move the cursor on an HK-417 on sector inventory and hold CTRL while looking at the FN-Scar in inventory, you'll see it
displays differences.
3. You apply the camo kit on the soldier figure in inventory, same as when you drink from a canteen, Not on the armor.
4. You can set Bobby Ray's delivery to arrive next day if you want. Did you check the crate in the small enclosure ? If it's empty then the shipments are lost or you forget to press the button at BR's to accept the delivery. It shows a sign that says " Okie-Dokie, we'll get right on it" or something like that. Also you may want to disable shipment loss and stealing from shipments. Towards the bottom of the list at INI.Editor, in the Data 1.13/JA2 Ini options.
5. You can place the gun on rocks or crates or on the ground, It needs to have a bipod for best results.
6. Tims backpack goes with Tims combat packs. There are very few such combinations, you'll have to experiment with gear pieces and see what fits with what.
7. Dirt feature is in the INI.Editor options, you may have to enable it and set variants as to how effective(annoying) you want it to be.
8. Intel. Aside from hacking terminals and looking in cabinets or containers, you can just send a spy (Mouse, Elroy or an IMP with the spy trait), in a hostile sector, in any town, and give them the Get Intel assignment.
9. Field of view. At night the field of view is much smaller than it is during the day. Have you also enabled Tunnel Vision from the options at the INI.Editor ?
hehe
1. so is there any piece of armor we can attach gas masks like we do nvg on helmets? i am asking because when i hover cursor on gas mask it indicates directly zylon combat pants but i can't attach gas mask on pants.
3. interesting i thought we do apply camo on armors in the vanilla but after you said yeah we were doing on body. remembered that now. maybe it was different in some other mods like wildfire or urban chaos not sure.
4. i think items get lost after enemy captures the airport. they did a few times after i ordered stuff. anyway i ordered a few new ones and got all of this.
btw game always say "you may wanna check nvgs" when i entered a new sector with wrong gear. it is really cool.
[Updated on: Sat, 15 September 2018 22:00] Report message to a moderator
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Master Sergeant
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Re: A few questions about 1.13 gameplay[message #354915 is a reply to message #354911]
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Sun, 16 September 2018 04:09
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Gopan |
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Messages:378
Registered:June 2016 Location: Norway |
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Mobile militia is gone. You can order militia to go somewhere, Omerta, for example. Train Militia in Drassen and while the mercs are still in the same sector with the Militia, switch to Militia view and send them to Drassen.
If you right click on Zylon pants, they have a slot that you can attach a knife, don't know about gas mask, haven't tried it. I attach gas mask to a carabiner.
Yeah, if enemies retake a sector that you've left gear in, you lose it. So, always train militia in every city sector that you liberate and always keep a squad in a city while other squads go out to war.
The beauty of 1.13 is that it makes the game a lot more challenging in every way possible. Take your time and you'll discover a million little things .
[Updated on: Mon, 17 September 2018 23:38]
Nipson anomimata mi monan opsinReport message to a moderator
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Master Sergeant
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