Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » A few questions about 1.13 gameplay  () 1 Vote
Re: A few questions about 1.13 gameplay[message #355041 is a reply to message #355029] Sat, 22 September 2018 22:57 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
thanks for that. i wish we could have tooltips like in europa universalis iv or other paradox games. so we could see which modifier comes from where.

thank you for the answers.

btw i have to say i am a little bit annoyed for game being too easy. why did i say this because when i arrived to central sam site there were only 6 guys also in vanilla game you couldnt find best weapons from the start but i realised i found lots of *best* weapons and attachments in the game even before reaching cambria, in drassen. i remember in vanilla game i could only find SMGs in drassen and some rifles in cambria and always hoped to get best weapons in sam sites but in 1.13 i already found lots of better guns from elite enemies and sam sites or crates secret stashes are not fun anymore.

my concern is maybe you could do some settings for preventing enemies from dropping quality weapons in early game. i remember i was so happy when i found m-14 or steyr aug first time in vanilla but in 1.13 i dont use both of them because i found better ones in drassen counter attack i suppose. so facing elites in early game is not a good thing imo.

[Updated on: Sat, 22 September 2018 23:08]

Re: A few questions about 1.13 gameplay[message #355050 is a reply to message #355041] Sun, 23 September 2018 17:05 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
how can i decrease enemy item drop quality from ini settings?i also want to reduce number of weapons and how many weapons are added with tons of guns option? disabling it is enough or i would get lots of same pistols again? for example can i disable all new weapons made by community and only add weapons from UB?

[Updated on: Tue, 25 September 2018 23:24]

Re: A few questions about 1.13 gameplay[message #355052 is a reply to message #355050] Sun, 23 September 2018 18:27 Go to previous messageGo to next message
LatZee

 
Messages:93
Registered:December 2015
gougluinn wrote on Sun, 23 September 2018 16:05
how can i decrease enemy item drop quality from ini settings?i also want to reduce number of weapons and how many weapons are added with tons of guns option? disabling it is enough or i would get lots of same pistols again? for example can i disable all new weapons made my community and only add weapons from UB?


You can put enemy weapon progression to slow or very slow, that would slow down their progression, and play with reduced arsenal (both are options available when starting game, so not easily available for ongoing game). Those are only easy options, the hard option would be to go through Items.xml and edit it to stop whatever you dislike from appearing. I think putting item's coolness to 0 is enough to make it never appear unless it is preplaced on the map, so that might be the easiest way to remove weapons you don't like.
Re: A few questions about 1.13 gameplay[message #355055 is a reply to message #355052] Sun, 23 September 2018 19:35 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
thanks. like i said more enemies shouldnt mean best weapons in early game. i got best ones in drassen. i think i can go and invade meduna with just current weapons. no need to check chitzena grum balime and alma and surroindings. also mines give too much money if you ask me. i have controlled only drassen and cambria and have more than 200k dollars.

by any chance progression can be mean day number? i mean what you mean with weapon progression? time shouldnt be count when progression is calculated. ive spent more than a month for just making militias and repairing items.
Re: A few questions about 1.13 gameplay[message #355057 is a reply to message #355055] Sun, 23 September 2018 21:00 Go to previous messageGo to next message
LatZee

 
Messages:93
Registered:December 2015
Just to make sure we're talking about the same thing, when creating new game there is an option Progress speed of item choices, that goes from very slow to very fast. The higher it is, the sooner will enemies get higher coolness weapons. So lowering it will slow down the weapon progression. Also, in Ja2_Options.ini there is a modifier to quality of equipment carried by enemies.

;------------------------------------------------------------------------------------------------------------------------------
; Enemy item quality modifiers
; These settings modify coolness value for enemy item selection. Valid values are from -5 to 10
; Default is 0
;------------------------------------------------------------------------------------------------------------------------------
ADMIN_EQUIPMENT_QUALITY_MODIFIER = 0
REGULAR_EQUIPMENT_QUALITY_MODIFIER = 0
ELITE_EQUIPMENT_QUALITY_MODIFIER = 0


It could also be used to give enemies lower coolness equipment.

You are probably overvaluing some of weapons you got. Ruger Mini 14 is very mediocre, coolness 4 civilian hunting rifle that has always been available on day 1 with a bit of luck, as there is 50% chance for one to be in a locker in San Mona. It is pretty bad weapon in NCTH (SDO for example makes it coolness 1, so literally a starting level rifle). Steyr AUG-A2 is decent, coolness 5 assault rifle that was also always easily obtainable by beating Kingpin and his goons in San Mona. Of course, if you know what you're doing you can use them till the end of game (at least the Steyr, Mini 14 is pretty crap compared to any kind of decent sniper rifle). The same thing could be said about the real world, as the difference between oldish assault rifle like AUG-A2 and any super modern assault rifle is really pretty minimal.

Mine income is the same as it has always been, but you can lower it in options if you really want.
;------------------------------------------------------------------------------------------------------------------------------
; Increases or decreases (by percentage) the amount of cash that mines generate every day. 
;
; 100% = normal JA2 profits. 
; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game.
; This value goes all the way up to 65535%, but that's not recommended.
;------------------------------------------------------------------------------------------------------------------------------

MINE_INCOME_PERCENTAGE = 100


Passage of time is not a factor in raising progression in game. Depending oh how it is setup in options, killing enemies, controlling cities, controlling mines and exploring sectors are. Pressing V in game will vomit some info about the state of game, including current progression level (in form xy/100). It is very roughly correlated to coolness of weapons available both in shops and to enemies/militia. Subject to all the modifiers mentioned, of course. So very roughly, progress 25/100 means coolness 2 (Tony has plus 1 modifier always, so 3, Bobby Ray depending on the modifier used when creating the game). When it hits 30, everything increases to coolness 3 plus modifiers.

General speed of game was a bit higher in vanilla game, as Enrico would have kinda forced you to move faster by his whining, or you would suffer morale losses by everyone. It was removed in 1.13, so you can sit in Drassen for 25 years collecting money and training Flo into T-1000 Terminator, if that floats your boat cheeky
Re: A few questions about 1.13 gameplay[message #355060 is a reply to message #355057] Sun, 23 September 2018 22:14 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
i use mini-14 despite i have m16a, g3a3 or m14 because it has lowest attack ap cost, 25. and i dont use burst/auto with sniper.

also looks like my progress is finished happy 39/39



off-topic, when i click this thread on main mage (last 10 threads section) it shows first message of the thread. every time i have to click a few times to see last message, dont you think it is weird?

[Updated on: Sun, 23 September 2018 22:16]

Re: A few questions about 1.13 gameplay[message #355061 is a reply to message #355060] Sun, 23 September 2018 22:19 Go to previous messageGo to next message
LatZee

 
Messages:93
Registered:December 2015
Eh, my bad, progress is out of 100, but the display is current/max progress as in meaning current progress right now and max achieved progress (in case you lose a city or something, max can be higher than current). Max progress is counted for coolness, so if you for example unlock 40 and then lose Drassen and current falls down to 30 or something, the game will still use 40 for merchants and all that.
Re: A few questions about 1.13 gameplay[message #355063 is a reply to message #355061] Sun, 23 September 2018 22:31 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
btw i checked ap costs again and i think having two rifles, normal rifle and sniper rifle is useless. in vanilla my merc always had 2 guns one rifle and one sniper rifle because rifles always had low ap cost than sniper rifles but in 1.13 m-14, g3a3 and psg1 have smilar ap costs actually psg1 has lower ap cost to attack lower than g3a3 or m-14. so weird.

so only reason to use assault rifles over sniper rifles is burst/auto fire mode without that they are useless and since i dont like to use burst fire mode my sniper doesnt need to carry 1 normal rifle and 1 sniper rifle right? im thinking to change my primary weapon to psg1 and hope i can shoot target 2 times. if not than both sniper and assault rifles are pointless since i can shoot on head with mini-14 two times and shooting 2 times in the head mostly guarentees "kill"

[Updated on: Sun, 23 September 2018 22:37]

Re: A few questions about 1.13 gameplay[message #355064 is a reply to message #355063] Sun, 23 September 2018 23:05 Go to previous messageGo to next message
LatZee

 
Messages:93
Registered:December 2015
The point is, if that kind of gameplay is what you want, you should use OCTH. NCTH was designed with specific goal of removing that kind of gameplay and replacing it with something that is somewhat closer to real life. In real life, automatic weapons are undisputedly better than semiautomatic rifles. In real life, every military or law enforcment agency will train you to always shoot at center mass, not the head. And so on and on. NCTH reflects all that, and if you persist in using it the way OCTH works, you'll get at best mixed results. There is really no point in torturing yourself doing that and trying to twist NCTH into some weird OCTH-shaped mess. Why not just use OCTH? Or if you want to continue this game, why not give NCTH a honest try and see how it works when used properly instead of as a bad version of OCTH....
Re: A few questions about 1.13 gameplay[message #355071 is a reply to message #355064] Mon, 24 September 2018 11:04 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
changing cth system also changes ap costs? if so i can turn back to octh otherwise playing with octh in 1.13 is pointless since i dont have a problem with shooting in the head with ncth system. bipod-laser-sniper scope lets you shoot targets (even moving) in the head from 20-30 tiles.

killed most of them with head shots

Re: A few questions about 1.13 gameplay[message #355110 is a reply to message #355071] Wed, 26 September 2018 01:19 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
did leather shop/brothel quest's reward get changed? after taking maria back to his brother, he didnt give me deed, instead several mercs of mine have leveled up by 1 or 2.

[Updated on: Wed, 26 September 2018 11:21]

Re: A few questions about 1.13 gameplay[message #355119 is a reply to message #355110] Wed, 26 September 2018 10:18 Go to previous messageGo to next message
silversurfer

 
Messages:2407
Registered:May 2009
Completing quests grants experience. However, he should still give you the deed unless you are playing a mod that changed that.



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

Re: A few questions about 1.13 gameplay[message #355123 is a reply to message #355119] Wed, 26 September 2018 11:21 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
no mod, just 1.13 8609. they both left san mona without giving me deed can i get that via cheat?

i think he didnt give me deed because maria said kingpin's men can be looking for her. but i dont understand i did that in discreet. maybe it happened because i chose maria when i talking with leyla.

edit: yeap tried again without asking maria and this time worked. btw i saw in youtube madama leyla talks about punk girl in porn store when you approched her for the first time but she didnt say anything about her in my game, interesting...

[Updated on: Wed, 26 September 2018 11:54]

Re: A few questions about 1.13 gameplay[message #355133 is a reply to message #355123] Wed, 26 September 2018 19:44 Go to previous messageGo to next message
LatZee

 
Messages:93
Registered:December 2015
Yeah, you don't get the deed if you "failed" to smuggle Maria out unnoticed (or quest bugs out, which wasn't that rare in older versions but seems mostly fixed, haven't seen in it some time). Madame Leyla will tell you to get lost and go find Brenda if you talk to her with a female merc (we don't cater to your kind here and crap like that).
Re: A few questions about 1.13 gameplay[message #355135 is a reply to message #355133] Wed, 26 September 2018 20:31 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
well i loaded old save and played again, i think one of kingpin's men saw me from outside of backdoor of bar. it looks directly to brothel's backdoor big grin anyway did that with success.

also after doing that quest, kingpin asked me to find them and intels placed on my map about their places. i rode all of those marked farmlands but couldnt find them, i also saw lots of bounty hunters in those places. i wanna save them from bounty hunters but cant find them. how can i pass this situation, are they already left arulco? kingpin said ive only a week to find them.
** ** **
edit: btw after smuggling maria i entered brothel from backdoor several times and licked all girls for free. actually ive never paid money even for the first time do you know why? are these girls free for soldiers from all around the world big grin

[Updated on: Wed, 26 September 2018 23:25]

Re: A few questions about 1.13 gameplay[message #355139 is a reply to message #355135] Wed, 26 September 2018 22:35 Go to previous messageGo to next message
LatZee

 
Messages:93
Registered:December 2015
That's a new (ish at this point cheeky) quest added, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22721

You'll get a mail when the time is up, so unless Kingpin told you that it's been done, they should still be here somewhere.

As for brothel, it's been like this for quite some time now. Wildfire maps have that bit where you get the talk about the girls available and have to pay for entrance.
Re: A few questions about 1.13 gameplay[message #355143 is a reply to message #355139] Wed, 26 September 2018 23:24 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
wow so cryptic thread. someone asked angel&maria quest without saying a word about them, just WOW big grin

anyway i searched them in all possible sectors -double checked all of them- and couldnt find. then i killed all of bounty hunters for someone mentioned in another thread. i am waiting for time's up...

also big question. day is 69 found lots of things but not TIMS BACKPACK and only 3 of my IMP mercs have that. why is it so rare, how to find it?
Re: A few questions about 1.13 gameplay[message #355145 is a reply to message #355143] Thu, 27 September 2018 01:19 Go to previous messageGo to next message
LatZee

 
Messages:93
Registered:December 2015
Misc equipment like that relatively rarely drops from the enemies, so you either have to get lucky, or buy it. It's coolness 7 item, so depends on progress whether Bobby Ray's got it or no. Other option would be to buy it from Tina in Grumm, she probably has it a bit sooner. You can also increase the chance for enemies to drop misc items in TableData\Inventory\EnemyMiscDrops.xml
Re: A few questions about 1.13 gameplay[message #355156 is a reply to message #355145] Thu, 27 September 2018 19:05 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
is there a way to know "coolness"? values of weapons other than ini editor? actually tims backpack is not "sine qua non" my point you cant use two backpacks at the same time if you dont have that. i think ordinary backpacks shouldnt be considered as cool! big grin

[Updated on: Thu, 27 September 2018 19:06]

Re: A few questions about 1.13 gameplay[message #355157 is a reply to message #355156] Thu, 27 September 2018 19:15 Go to previous messageGo to next message
silversurfer

 
Messages:2407
Registered:May 2009
Coolness is just an internal property that allows progression of items. Otherwise you could get everything from the start which would be kinda boring, wouldn't it?
Because it's just an internal property it isn't displayed in the game but you can always check Items.xml if you want the details.



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

Re: A few questions about 1.13 gameplay[message #355160 is a reply to message #355157] Fri, 28 September 2018 00:09 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
WTF? weird shit happened when i was trying to stealth kill some of elite troop in chitzena after deidranna send his elites upon losing there. 45 enemies came and settled in mine sector and surroindings. alarming them causing other sectors to join the party and i already sent my sniper to drassen with heli. so i decided to attack them in night.

anyway there was a guy with question marks over his head but my penny hadn't dropped. i tried to stab him a few times but couldnt succeed with 4 stabs then left him alone. (loaded old save) continued to kill other troops then came across to him again but this time there was different merc. i tried to stab him a few times but couldnt succeed again. then penny dropped i clicked lips button and tried to talk with him and wowowowowow he was fuckin mike. i think only aim mercs know him because of that dialogue screen wasnt automatically opened when i first came across him. and i was trying to kill him with IMPs. i remember ivan's very surprised face and speech about him when he saw him for the first time.

after loading game 4-5 times finally able to kill him with stabbing 4-5 times in one turn. he couldnt get a chance to answer me. the funny thing, he fell on ground but not dead (dying) after i stabbed him 4-5 times and one turn later i stabbed him 2 times too to kill him completely. lmao.

never seen him patrolling before, 1.13 feature?. i think he was in grumm or alma in vanilla not sure.
https://i.imgur.com/avWyFw0.jpg

[Updated on: Thu, 11 October 2018 13:32]

Re: A few questions about 1.13 gameplay[message #355164 is a reply to message #355160] Fri, 28 September 2018 01:43 Go to previous messageGo to next message
isno
Messages:3
Registered:September 2018
Hi,im sorry My english is very Bad.can i Build anything with The Showel?
Re: A few questions about 1.13 gameplay[message #355171 is a reply to message #355164] Fri, 28 September 2018 11:12 Go to previous messageGo to next message
Hawkeye

 
Messages:1836
Registered:October 2005
Location: Australia
isno wrote on Fri, 28 September 2018 08:43
Hi,im sorry My english is very Bad.can i Build anything with The Showel?


You can build fortifications with the shovel. See this topic;

http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=19975&prevloaded=1&&start=0

Or more advanced fortifications here;

http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22142&prevloaded=1&&start=0

[Updated on: Fri, 28 September 2018 11:13]



Re: A few questions about 1.13 gameplay[message #355175 is a reply to message #355171] Fri, 28 September 2018 23:33 Go to previous messageGo to next message
isno
Messages:3
Registered:September 2018
Wow thx. amazing
Another question.last offizial Build was 7435 in German 2014
Any idea how a new *offizial* Update is coming?
Re: A few questions about 1.13 gameplay[message #355176 is a reply to message #355175] Sat, 29 September 2018 00:02 Go to previous messageGo to next message
silversurfer

 
Messages:2407
Registered:May 2009
Last official "stable build" was update 7609. There have been many more official builds since that release. They are considered development versions and can be used as well as long as you don't require version 7609 for a specific mod.

Just download the latest SCI if you want to try it.



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

Re: A few questions about 1.13 gameplay[message #355194 is a reply to message #355176] Mon, 01 October 2018 01:12 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
dont understand why assault rifles and sniper rifles have same ap to shoot? they are all 30 ap. i would expect 25+ ap for assault rifles and 30+ for sniper rifles. is there any assault rifle around 25 ap to shoot? if there is not then why would i use ARs over SRs can someone explain?
Re: A few questions about 1.13 gameplay[message #355200 is a reply to message #355194] Mon, 01 October 2018 10:37 Go to previous message
LatZee

 
Messages:93
Registered:December 2015
Err, they don't? Besides you're looking only at small part of the picture. AP to shoot is basically the cost to point the weapon in general direction of what you wan't to shoot and squeezing trigger. It is primarily tied to size of weapon, so if you're comparing smallish sniper rifles to bigger older battle rifles, they are kinda the same. Broadly, assault rifles go from cca 25-30, while sniper rifles go from 30 to 50 plus for huge anti materiel rifles.

Now if you want to actually aim fully, most assault rifles need only 4 aim levels to achieve that, while sniper rifles need 5 or more. That is even more exacerbated by bigger scopes adding more aim levels, so fully aiming with an assault rifle with 4x scope might take 5 aim levels, while sniper rifle with 10x scope might take 8 or 9. Meaning it is slower. And then, automatic weapons are able to fire multiple bullets with just paying that aiming cost once and score multiple hits, while sniper rifles need to pay it for every bullet.

So yes, it can be similar if you look at extremes (eg. G3A3 with 7x scope vs Dragunov with PSO-1), But that is far from typical, on average, sniper rifles are considerably slower than assault rifles.
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