Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » A few questions about 1.13 gameplay  () 1 Vote
A few questions about 1.13 gameplay[message #354712] Thu, 06 September 2018 20:05 Go to next message
gougluinn is currently offline gougluinn

 
Messages:383
Registered:September 2018
hi, i chose expert difficulty because i am experienced ja2 player since 2000 i guess big grin but new in 1.13

the question is if any enemy see me then whole of them instantly come over my exact place. isn't that a bit hard?

https://i.imgur.com/fiNARwn.jpg

it is just in dressen after a day from starting. how am i supposed to win against this horde?

also i took both sniper major skills and my markmanship is 80 but my IMP still cant hit enemy's head from 3 meters? is that a joke or what? she even have sniper scope in his gun. this is so ridiculous.

here she can't shoot this guy's head from there.

https://i.imgur.com/Z0Neloj.jpg

last thing is a question. everyone talks about cth (chance to hit i guess) but i can't see how much percent of my chance to hit enemy from his head? how can i learn this percentage? i thought it is written over cursor when you hover on enemy.

[Updated on: Thu, 06 September 2018 23:23]

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354713 is a reply to message #354712] Thu, 06 September 2018 20:41 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
Messages:383
Registered:September 2018
also whoever did this update broke the gameplay too much. the situation below is another joke. i am snipering behind a tree in prone position. and cant even get an interrupt. complete joke. this 1.13 looks like not playable.

https://i.imgur.com/dEDM5gI.jpg

he wants me to surrender. ofc he wants that. because he is like a god, he has hawk eyes.

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354714 is a reply to message #354713] Thu, 06 September 2018 21:05 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
Messages:383
Registered:September 2018
wow i can see a guy -who was standing on my cursor- from this position.

is it a joke? trying to make game harder shouldn't supposed to mean making unrealistic things. there is almost no chance to see anyone from this position.... crying

https://i.imgur.com/OKczIsX.jpg

[Updated on: Thu, 06 September 2018 21:06]

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354715 is a reply to message #354714] Thu, 06 September 2018 21:17 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
Messages:383
Registered:September 2018
i am about to die from laughing. 80 markmanship, 2 major sniper skills, a weapon with scope. but still cant even shoot a guy 2 tiles away.

https://i.imgur.com/kJ9YFxl.jpg

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354717 is a reply to message #354713] Thu, 06 September 2018 21:55 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
At 30m even only a 2x times is ineffective irl, so you get a penalty in game for balancing reasons,
to which i agree as every mundane value multiplying item in a game should have backdraw,
else the sum of the bonus providing items will have be limited or they destroy balance.
(although i think the scope penalty kicks in much too early in 1.13)

Enemy automatically knowing how much of us they face is requirement for calculating
replies to surrender demands from either side, perhaps more stuff i'm not aware of,
so its fine for me as long as the ai does not use that knowledge for strategy/tactical decisions on the battlefield or on sector map.
What i find absolutely annoying is the fact that whenever enemies demand a surrender,
they will suppress any interrupt chance or automatically get an interrupt in our turn,
which did not happen if I triggered the demand for surender with a another merc&soldier far away from the test subjects.
(statistically veried, looong test;)


Other than that i cant see anything thats unfair,
a mp5 with 2x scope is not a sniper rifle, mrk 80 no warrant for reliable hits even if using one,
and i would consider starting a campaign with 1 merc still daunting if she has mrk90+ and a psg1,
overall available AP/turn is a major factor in JA2 battles, since the beginning.
Gus cant win a pvp vs a bunch of crappy mercs who toghether cost only half of his salary.


besides, drop your backpack in combat

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354718 is a reply to message #354715] Thu, 06 September 2018 22:14 Go to previous messageGo to next message
Deleted.

 
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@gougluinn switch to OCTH and original interrupt system. It will work much better for you.
If the game is too hard, disable reinforcements, disable Drassen counterattack and aggressive strategic AI.

[Updated on: Thu, 06 September 2018 22:15]




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Lieutenant

Re: A few questions about 1.13 gameplay[message #354719 is a reply to message #354715] Thu, 06 September 2018 22:16 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
Messages:378
Registered:June 2016
Location: Norway
Hi there Gouglouin

There are many variants to consider. Are you playing the version from 2014 ? If yes, it's a very good one for vanilla experts. If it's one of the latest versions, they are fine , only have more tricks. Are you playing OCTH and Instant Interrupts or NCTH and Improved Interrupts ? Have you fine tuned your game using the INI.Editor from within the game folder ? I'll try to help by pointing out a few things. Do not give up. The game is extremely playable, day or night.

To be effective with a sniper scope, you need a bipod and the MP5 doesn't take a bipod. As it is, don't try for headshots, better go for the torso (main mass, bigger target). Until you get better weapons at least. Personally even with the most powerful rifles, i still prefer torso shots. One way to do this is by using the cheats. While in game, if in a fight, wait for your turn, make a quicksave just in case and type gabbi while holding down the ctrl key. Once the cheats are active hold down the Alt key and press W repeatedly. To go back is Shift + W. One of the first sniper rifles that shows up is the M-24 with a 10x scope. A few clicks more and you see a russian machinegun with a bipod, take only the bipod. No need to overpower your team it will kill the fun. Just take a couple of essentials, such as a true sniper rifle, bipod and powerful scope,10x or 7x. It will make a huge difference.

OCTH and NCTH ( Old and New Chance To Hit)
OCTH is what we got used to in Vanilla and it works better with single shots. Sniper or Assault rifles with scopes and bipods
NCTH is what has been implemented to an extend in the newer versions pf 1.13 and it focuses more on weapons that can fire bursts or full auto. Probably the reason why the enemies are accurate and you are missing.

Instant Interrupts is what we used in vanilla. Improved Interrupts is what the enemies do, your mercs can do too, gets better with more experience levels but not all the mercs have a line of sight to the target. I prefer the classic interrupts from vanilla.

Melee and hand to hand combat has been improved and can be very lethal. Instant death lethal at times and that goes for both mercenaries and enemies. Don't let the enemies close in on you, Shoot for the legs if you can to slow them down or stop them completely. Try bursts from the MP5 and other small weapons if they get close.

Same as in vanilla, try to fight at night until you find a long range weapon, such as a Mini-14 or something similar. Best way to deal with the massive Drassen Counterattack is at the Mine sector, the bar on the north of the sector. It has no windows, line up your mercs, one behind the other along the south wall, all facing the door from the side, prone if possible or crouched. Shoot once and wait for the enemies to come investigate. The door is a bottleneck, they can walk in one at a time, you whole team can get interrupts. Sometimes a more experienced enemy can drop a grenade or fire a burst at your team. It's not a 100% foolproof plan but better than having to fight 60-70 enemies out in the open with meager gear and short range weapons.

When hiring your starting team, make MERC immidiately available from the INI.Editor . Hire Gaston from there, he comes with a sniper rifle and 7x scope, all he needs is a bipod. Shadow and Reaper from AIM also start with sniper rifles and 7x scopes, they need bipods also but you may be unable to afford them in the starting team.

Before starting a game, use the INI.Editor from the game folder, to change a lot of options to make the game more familiar. Whether you want OCTH or NCTH is up to you. You can also use the vanilla cursor for aiming and shooting, the new one is best for NCTH. The INI.Editor is a great help. Make a shortcut for it and use it to start the game.

That's all i can say for now, i hope it will be helpful. Don't give up on 1.13 it's an awesome mod, makes a great game even greater. Here's a link to the 2014 stable version, the page contains a lot of information,links to the downloads, the cheats, hotkeys and more. Take your time with it.

http://ja2v113.pbworks.com/w/page/4218339/FrontPage


In case the link doesn't work, type in google : Ja2 1.13 front page, it will get you there.
http://ja2v113.pbworks.com/w/page/4218339/FrontPage

[Updated on: Fri, 07 September 2018 00:03]




Nipson anomimata mi monan opsin

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354723 is a reply to message #354719] Thu, 06 September 2018 22:58 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
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Instead of real cheat could chose individual selection gear,
buy the Calico 900 with acog and 6 mags of match ammo on lowest item progress, go down to 2 mags on highest.
Add a 9x19 pistols with few AET mags, also could do without the backpack.
Weapon and sight range(Ira=scout) is your only advantage, so stay at high range as long as possible.

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354724 is a reply to message #354719] Thu, 06 September 2018 23:10 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
Messages:383
Registered:September 2018
thanks for the replies. i am a bit annoyed sorry if am so aggressive but this is my personal trait too i cant change happy

first of all i use new system new interrupt and ncth. i dont have any problem with interrupts my problem is how a soldier with 80 markmanship and mp5 with scope can't shoot a guy on the ground 2-3 meters away?

in this picture. i had never aimed an enemy in this scene in classic game but in 1.13 even with aiming (increasing ap cost) still cant hit this guy. this is not fair even if it is for creating more hard game.



i don't like cheating except save scumming big grin i think i can't play this game in ironman mode maybe i could play the classic one but not this. i think i created 7-8 different save files for just dressen airport.

also this is not counter attack. i just attacked dressen airport and there were more than 20 enemies with 5-6 experienced (the black ones) WOW!

anyway my question still on the table. how can i learn the percentage of chance of the hit? i was hoping it is like fallout 3's system hovering mouse over enemy body part and seeing the chance of hit but couldn't see yet.

i almost never used burst fire in the classic except my fav. weapon fn-fal's 3 shots on the torso. i really loved that sound, DARIRIRIT TAK TAK TAK big grin and also had used burst mode with minimi sometimes.

my other concern is about windows i mean the roof strategy was my one of the best ones but cant use this anymore and now with this new window sides? it is almost impossible to win against in daytime i guess.

but i won in dressen and spent 3 10mm magazines and not found any new one. bobby's rays just opened and there is no single one 10mm ammu. among billions of 9.19mm or sth...

can you belive it? i now try to knifing them in the night. it is kinda fun.

thanks for the backpack advice like i said it has been a few hours i started to play and like you see in the screenshots it is 1st day happy

i started with 2 IMP but sent one of them to kingpin mistakenly for stealing his money at the secret stash because i realized that i can't complete shady lady quest (brothel) after stealing money from him. so she is coming back to dressen for lockpicking things. (i was always creating kinda mechanical IMP before 1.13 and now created 2 IMP one for mechanical things and one for markmanship.) in the classic game i was either recruiting ivan dolvich or shadow but i think i don't need them anymore. after clearing dressen i am able to recruit dimitri carlos and miguel as far as i remember right?

also shadow doesnt have sniper rifle in my game. he has sth like mp5 like in classic game and his portrait got changed. i thought first they removed him from the game not sure

ive started with these options:



edit: btw i also don't know about scouting?

[Updated on: Tue, 11 September 2018 18:42]

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354727 is a reply to message #354724] Thu, 06 September 2018 23:36 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
7609 is quite old and iirc has no individial gear selection,
but scouting is already present, a trait of Ira and a few other merc,
she should come with binocs, hit shift+V and equip the binocs in main hand to see the difference,
also realize the longer but smaller vision also as potential danger to miss flanking enemies.
btw to see the combined vision field of all known enemies hit shift+C.
Green = unseen, yellow = unseen only when crouching, etc.
Note the vision overlays are not always 100% reliable.

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354730 is a reply to message #354727] Fri, 07 September 2018 01:52 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
Messages:383
Registered:September 2018
i see. then can i update the game after started campaign? and i attached knife on mini-14 but cant figure it out how to use bayonet?

[Updated on: Fri, 07 September 2018 01:56]

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354731 is a reply to message #354730] Fri, 07 September 2018 03:14 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
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It's best to go through the options in the INI.Editor, fine-tune the game to your liking and maybe start a new game. It is not recommended to change INI options mid-game. It will be some time until you balance your game the way you like it. we all had to go through it happy But it will be all the more enjoyable. We all got a little frustrated at the beginning, don't let it get to you. You didn't become an expert in vanilla in a day.


Nipson anomimata mi monan opsin

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354733 is a reply to message #354731] Fri, 07 September 2018 04:19 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
Messages:383
Registered:September 2018
so you dont know the answer of my question? 3rd time i am asking. where can i see chance to hit number? shouldnt be there some numbers like 80% chance of hit i have with some gun. and if i attach sniper scope on it, increases cth like to 90%? if it is not in the game then whats the point of those questions we answered when we were creating IMP merc? (there were questions i specially chose those answers which claims increase cth by ~5%)

[Updated on: Fri, 07 September 2018 04:20]

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354734 is a reply to message #354733] Fri, 07 September 2018 09:53 Go to previous messageGo to next message
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gougluinn wrote on Fri, 07 September 2018 06:19
so you dont know the answer of my question? 3rd time i am asking. where can i see chance to hit number? shouldnt be there some numbers like 80% chance of hit i have with some gun. and if i attach sniper scope on it, increases cth like to 90%? if it is not in the game then whats the point of those questions we answered when we were creating IMP merc? (there were questions i specially chose those answers which claims increase cth by ~5%)

There is no chance to hit in NCTH system, it's all about max shot aperture.
If you want to see exact chance, play with OCTH, enable CTH indicator, disable inaccurate CTH in options. Also you can press F to see CTH.



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Lieutenant

Re: A few questions about 1.13 gameplay[message #354735 is a reply to message #354733] Fri, 07 September 2018 09:55 Go to previous messageGo to next message
silversurfer

 
Messages:2793
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With NCTH system you don't see your hit chance in numbers at all. The inner circle of the targeting reticule represents your chance to hit. The larger it is, the more its color goes to red instead of green and the larger the area covered by the circle border is compared to the targeted body part, the lower is your chance to hit. Basically the inner circle should be as small as the body part or even smaller because the bullet will travel to some place inside the inner circle.
At close range never use scopes. You get a bigger penalty the closer the target is. All scopes have a minimum range. I just recently explained that here.

The basics of the NCTH system are covered here. There have been modifications and enhancements to the system but this thread is something that any player should read to understand the system better.



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

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Lieutenant
Re: A few questions about 1.13 gameplay[message #354740 is a reply to message #354734] Fri, 07 September 2018 12:58 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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sevenfm wrote on Fri, 07 September 2018 09:53
gougluinn wrote on Fri, 07 September 2018 06:19
so you dont know the answer of my question? 3rd time i am asking. where can i see chance to hit number? shouldnt be there some numbers like 80% chance of hit i have with some gun. and if i attach sniper scope on it, increases cth like to 90%? if it is not in the game then whats the point of those questions we answered when we were creating IMP merc? (there were questions i specially chose those answers which claims increase cth by ~5%)

There is no chance to hit in NCTH system, it's all about max shot aperture.
If you want to see exact chance, play with OCTH, enable CTH indicator, disable inaccurate CTH in options. Also you can press F to see CTH.


wait a minute, in old system how exactly do you see the exact chance to hit? i've never seen that percentage on target cursor before?

also how can i use bayonets?

thanks for the articles btw. it is good to read.

[Updated on: Fri, 07 September 2018 15:29]

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354743 is a reply to message #354740] Fri, 07 September 2018 15:50 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
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Quote:
wait a minute, in old system how exactly do you see the exact chance to hit? i've never seen that percentage on target cursor before?


At the INI.Editor Options -> Tactical Interface Settings -> INACCURATE_CTH_READOUT : Set it to FALSE. The INI.Editor options should be done before starting a new game,it's the first step.
When starting a new game you can set wether to use OCTH or NCTH. Choose OCTH.
In the game options there is an option "Show chance to hit bar", click to highlight the square. In game you will see the vanilla aiming circles one of them shrinks as you add aiming clicks and above it will be a bar that fills up as you add clicks.


I have never used bayonets so i will not comment on it. Maybe someone else can answer this.

[Updated on: Fri, 07 September 2018 16:03]




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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354744 is a reply to message #354743] Fri, 07 September 2018 16:56 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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i think best strategy for me is using machete for one shot silent kill. silencers bring enemies around so i cant use them too. also there is weird thing in the game. they follow me without seen me. i mean wherever i go in the map they come. how do they know my place? i am in stealth mode and i pass the whole map and they still come after me. just because of this i can't use your bar tactic in drassen mine @gopas. also outside of this building have lights with no source like someone seen that trick and added secret lights around that bar. big grin

anyway i didn't mean to change INI file in middle of game i meant installing new patch (like updating from 7609 to 80...). is this brakes game? also can someone give me last stabile version's link?

[Updated on: Fri, 07 September 2018 16:57]

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354745 is a reply to message #354744] Fri, 07 September 2018 17:21 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
Messages:383
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btw why can't i throw grenades away? looks like their maximum throw distance got nerfed a lot.....

wish me luck. i am trying to be masochist here big grin

https://i.imgur.com/zmx3FkL.jpg

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354746 is a reply to message #354712] Fri, 07 September 2018 19:53 Go to previous messageGo to next message
ratpaz is currently offline ratpaz

 
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Well, the gameplay is a lot different from vanilla
i can understand why you don't like some 1.13 gameplay changes, i played a lot of vanilla games before my first 1.13 experience back in 2006, a lot of things changes since then, 1.13 was a lot like vanilla game, it just added few features like resolution change, better AI, and a lot of new objects, there was not even suppression yet
I'm sure as soon you will be used to the new features you will love them.
But if you don't like some 1.13 features you can change/disable almost anything by just editing .inis and .xmls files with a text editor like notepad+

Vanilla Ja2 is way too easy, you can clear maps with just 1 merc using a fn-fal at night, at close or long distances...
now you will need much more strategy (and mercs), some weapons are more lethal at distance while others are much more effective at close range
that's why using a 2x scope and trying to hit a moving head few tiles away is not easy like it will be in reality.
you can change the scope mode "on fly" by pressing ".", but don't expect to always hit moving targets at very close range if you don't use a close range weapon with a laser dot installed.

[Updated on: Fri, 07 September 2018 19:56]

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Sergeant
Re: A few questions about 1.13 gameplay[message #354747 is a reply to message #354746] Fri, 07 September 2018 20:50 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
Messages:383
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well, i think i'll like it because i am bored from classic like you said it was too easy.

changing weapon mode by pressing dot? dude this is kinda one of the most important feature and doesnt have a button menu? i didnt know that just learned from you. are there any more "deadly important features" that didn't represented well? how am i supposed to learn these features?

that scope mode has only 3 choices, hip fire (looks like eye i guess), target icon (for scope i guess) and muzzle sight (looks like crown.) anyway there is no icon for bayonet. and bayonet is attached to gun.

also those iconds are disappearing time to time or turn to turn don't have an idea.

is there any guide that explaning all of these new feautures with images?

i have one more question. what do you mean with reinforcements? is that a thing in the classic game or new thing? do you mean there are newcomers while i am fighting against enemies in the map? because the day is 3, and it is probably drassen counter attack but i have killed more than 50-60 soldiers and couldnt finished yet!

* * * * * * ****** * * * * * *

@gopass, i think i've killed more than 30 mercs on exact same tile with your tactic big grin
i am scaring from possible crashes if i get those items from battle screen instead, map screen happy

https://i.imgur.com/rxejJQL.jpg

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354749 is a reply to message #354747] Fri, 07 September 2018 21:32 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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this is saved after killed more than ~50 soldiers, does anyone know how many soldiers come to drassen with counter attack? and is there any way to learn how many enemies i killed here?

not sure if it is 1.13 or ja2 zombie attack! zombie hordessss. i kill! they keep coming backkkk, forever! deathhh!

https://i.imgur.com/ZfdbSaw.jpg

[Updated on: Fri, 07 September 2018 21:44]

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Master Sergeant
Re: A few questions about 1.13 gameplay[message #354751 is a reply to message #354740] Fri, 07 September 2018 22:15 Go to previous messageGo to next message
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gougluinn wrote on Fri, 07 September 2018 14:58
also how can i use bayonets?

New (mini)-feature: Bayonets
Use [B] to switch weapon mode: single/burst/auto/GL/bayonet



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Re: A few questions about 1.13 gameplay[message #354752 is a reply to message #354749] Fri, 07 September 2018 22:30 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
BASIC GIST ON REINFORCEMENTS:

By having Reinforcements on, both you and the enemy are able to call in adjacent reinforcements. This is much more powerful for the enemy, so it ups the difficulty to some degree, especially in the early going.

What happens is that any enemies in adjacent sectors to the targeted sector of combat, may add into the fight. If they can't fit currently in the fight (as only 20 or 30 max can be in a sector at one time, I believe) then the reinforcements will add in as the current fighters are killed (or maybe if they also retreat/leave the sector). So, let's say that you are in S Drassen, and surrounded by 20 enemies to the West, East, and South. Well, all of those have a potential to add into the fight, over time as reinforcements. Not all of them will. Sometimes it seems that they trickle in as a later fight, not certain on that anymore. Well, at least that is how it seems. Any enemies in town sectors can add in for certain. (I'll allow others who are more certain on the exact rules for Reinforcements, correct it as necessary, my post just provides a mindset you need to have)

Now, Towns are special in that all the militia in town or enemies in town can also reinforce.

For your militia, I don't think they usually will reinforce in the latest SCIs if in an adjacent sector, only reinforce if in an adjacent town. However, if they are already moving to that sector where the combat is, maybe they do. Someone else will have to confirm/deny that.

You can also use a new Strategic Movement to move militia on the Strategic Map, which is enhanced if you have skills like Radio Operator. You can find descriptions of all this on the Bearpit if you look for Flugente's Magical Lab thread, where he describes all the new features (usually the first post is completely updated with any changes/improvements retroactively, so that's the key post to read for each feature).

KEYBINDINGS AND COMMANDS KNOWLEDGE -- DOCS FOLDER:

In your JA2 v1.13 installation, there is a subfolder called DOCS. In there there is a .pdf file that details all the keybinding available. It's worth a read. It will those useful commands you may like to know.

Some ones I usually read about before a game:

. = changes scope mode, which you have already described. There is also a toggle-able feature related to this, which relates to raised weapons and the different weapons for hip fire?!

B = SevenFM already mentioned the B burst button command that selects the type of fire you do. Single-fire, Burst Fire, Autofire, Bayonet -- pretty cool stuff right there.

CTRL + . = this brings up a sort of special task menu -- like filling canteens. Do escape without doing anything, just click on one of the empty task buttons.

ALT-LMB = this sells an item to the "locals" You can set the sell price percentage of list price you get in the .ini . You actually control the divisor to price.

SHIFT-J = jump thru a window, even thru the glass if there is room behind the window to land.

SHIFT 4 (or $ basically) or you can use ALT + RMB = Open skills menu -- for things like Radio Operator (can command militia movement around on the map), Spotter (someone can spot for your snipers), and other stuff you never knew was there. Many of these are new expanded features added by Flugente over the years.

Those alone are incredible. There is also a command to drop and pick up your backpacks (you can't climb up to the roof with a backpack equipped, although combat packs don't matter -- took me a while to find those commands).

Like I said worth reviewing.

WHERE TO FIND INI AND XML FILES TO CUSTOMIZE YOUR GAME -- DIG INTO THE SUB-FOLDERS:

You know you can customize the ja2options.ini

Well there are many XML files as well. First make sure you are in the right "section" for the version of the game you are playing. From the Installation folder, there are subfolders for each of the game versions:

Data-1.13 is for the v1.13 Mod options, DATA is for the Vanilla game Options, Data-UB is for Unfinished Business, and so on.

Once in the correct folder for the version of the game you are playing, such as Data-1.13, you will find some more INI files. Other than the JA2options.INI usually you are not going to edit these at all UNLESS you have a SPECIFIC desire to do so -- you will know when that is.

For the XML files, you will want to look for the TableData sub-folder under it. Here you will find a lot of key XML files for some more frequent customization, once you have the knowledge and need. Examples of often modified ones are:

DifficultySettings.XML -- this file allows you to customize each of the difficulty settings and other special difficulty settings (that are not anymore in the JA2options.INI).

MercProfiles.XML -- Here you can customize stats and other things for each of the mercs in the game, like the ones at A.I.M. and M.E.R.C.

Backgrounds.XML -- want to add or change some background bonuses, traits, and maluses that some of your favorite mercs have? Here is where you can add the Squirrel Background you always wanted, or add to Flo's Accountant skill that she swims better (since a MERC swimsuit model) and gets extra cover protection when behind sandbags etc (since she is used to having to hide from fawning M.E.R.C. weirdos, who want to stalk here since she's on their watch and also enjoys the occasional extended coffee break, not like the boss has to know)

There are lots of other things one can do, but I am no expert on that. Always back-up any file before changing it, keeping the original handy.

Hope that answers some of your questions and how to learn some more on your own.

[Updated on: Fri, 07 September 2018 22:39]

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Re: A few questions about 1.13 gameplay[message #354753 is a reply to message #354751] Fri, 07 September 2018 22:45 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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huge thanks. i'll read it.

sevenfm wrote on Fri, 07 September 2018 22:15
gougluinn wrote on Fri, 07 September 2018 14:58
also how can i use bayonets?

New (mini)-feature: Bayonets
Use [B] to switch weapon mode: single/burst/auto/GL/bayonet


doesnt work because burst button is not active (clickable).



also guns gets jammed all the time despite their condition. a gun with 80% condition gets jammed around the battle more than 20 times......

is there a way (skill) to know exact numbers of enemies in sectors?

[Updated on: Fri, 07 September 2018 22:49]

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Re: A few questions about 1.13 gameplay[message #354754 is a reply to message #354753] Fri, 07 September 2018 22:52 Go to previous messageGo to next message
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You can only use bayonet when standing.
80% condition is low, you need to repair this gun.
Merc with scout trait can tell you exact number of opponents in adjacent sector. Not sure if it works for garrisons in towns.



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Re: A few questions about 1.13 gameplay[message #354755 is a reply to message #354751] Fri, 07 September 2018 23:01 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
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You've killed more than 30 mercs or enemies ? The counterattack happens when you liberate all 3 Drassen sectors and usually at the mine sector. If you remember in the vanilla game, when Elliot tells Deidranna that the rebels/mercs have taken Drassen, she orders him to send her best troops to Drassen but in the vanilla game the soldiers never arrive and the attack doesn't happen. The modders at the Bear's Pit made it reality, as it should have been happy
How many soldiers take part in the counterattack ? It depends on your INI settings concerning how many enemies/militia, civlians/ creatures you want. The default number has gone up from 20 to 32. You can make them 40 or more. However the counterattack is a special event, they are around 80 soldiers total but there can only be only 32 on the map or according to whatever setting you have. So once a few of them get killed, more are pouring in and the fight goes on. A lot of loot and a lot of fun. Using that ambush inside the bar makes killing 80 enemies a breeze. You can also plant explosives at the edges of the map, if you have them or spread your mercs laying prone between rocks waiting for targets and trying to save your militia if possible.

As for zombies, there are settings in the INI options, you can also enable or disable zombies from the in-game options. I believe though, based on the sector that this is the counterattack. Also zombies do not carry guns.

Yes, the thing that the soldiers can sense you or hear you from far away and close in on your position is kind of annoying, it happens while you're trying to set up your soldiers so they can cover every approach.

1.13 has a steep learning curve but it's tons of fun once you find your way around big grin

[Updated on: Fri, 07 September 2018 23:04]




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Re: A few questions about 1.13 gameplay[message #354756 is a reply to message #354755] Fri, 07 September 2018 23:27 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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i meant enemies btw but like half of them were elites. the zombie thing was a joke because like i said i've killed at least 100 guys i believe. maybe more. wish i can learn how many enemies get killed in just this sector... wait a minute in wildfire inventory you could see how many enemies your merc killed right? lets see... yeah i've killed more than 100 enemies in just one sector i am sure.

anyway finally i've killed all of them. here the results.....

https://i.imgur.com/InHGE1K.jpg https://i.imgur.com/D7VZcqA.jpg

https://i.imgur.com/kCCTwqo.jpg https://i.imgur.com/ECytrON.jpg

https://i.imgur.com/NObodSQ.jpg

sevenfm wrote on Fri, 07 September 2018 22:52
You can only use bayonet when standing.
80% condition is low, you need to repair this gun.
Merc with scout trait can tell you exact number of opponents in adjacent sector. Not sure if it works for garrisons in towns.


is there a online list that tells NPCs and MERCS' traits? i dont know ivan's traits or carlos'. i know ira is scout for example....

[Updated on: Sun, 09 September 2018 00:10]

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Re: A few questions about 1.13 gameplay[message #354757 is a reply to message #354756] Sat, 08 September 2018 01:42 Go to previous messageGo to next message
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INI.Editor-> Recruitement Settings->SHOW_SKILLS_IN_HIRING_PAGE.


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Re: A few questions about 1.13 gameplay[message #354760 is a reply to message #354755] Sat, 08 September 2018 09:24 Go to previous messageGo to next message
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Gopas wrote on Fri, 07 September 2018 23:01
If you remember in the vanilla game, when Elliot tells Deidranna that the rebels/mercs have taken Drassen, she orders him to send her best troops to Drassen but in the vanilla game the soldiers never arrive and the attack doesn't happen. The modders at the Bear's Pit made it reality, as it should have been happy

Yes I remember that and what was the developers' answer for this situation? WAD or BUG?

Gopas wrote on Thu, 06 September 2018 22:16
When hiring your starting team, make MERC immidiately available from the INI.Editor . Hire Gaston from there, he comes with a sniper rifle and 7x scope, all he needs is a bipod. Shadow and Reaper from AIM also start with sniper rifles and 7x scopes, they need bipods also but you may be unable to afford them in the starting team.

Actually my starting IMP came with bipod. 😃

[Updated on: Sun, 09 September 2018 00:09]

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Re: A few questions about 1.13 gameplay[message #354765 is a reply to message #354712] Sat, 08 September 2018 16:50 Go to previous messageGo to next message
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Yep, IMP can come with bipod if they have the sniper trait. They also come with an MP5. However the bipod is useless on the MP5.


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Re: A few questions about 1.13 gameplay[message #354768 is a reply to message #354765] Sat, 08 September 2018 17:48 Go to previous messageGo to next message
silversurfer

 
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Gopas wrote on Sat, 08 September 2018 15:50
Yep, IMP can come with bipod if they have the sniper trait. They also come with an MP5. However the bipod is useless on the MP5.

That applies only to old builds or vanilla. In newer dev builds the weapons for IMPs depend on weapon traits not marksmanship like it was before. Every IMP gets a sidearm however in order not to come "naked".



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

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Re: A few questions about 1.13 gameplay[message #354770 is a reply to message #354768] Sat, 08 September 2018 20:06 Go to previous messageGo to next message
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Silverdurfer, regarding my optimism, as you put it, at an earlier post in this thread, one of you modders/coders mentioned a new stable version, not my words happy,. It sounded like a whole new stable version such as the 2014 one.

Now that this is out of the way, would you teach me how to do this ? : (Name) wrote on (date) and the copy/paste of their message, pretty please !



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Re: A few questions about 1.13 gameplay[message #354771 is a reply to message #354770] Sat, 08 September 2018 20:51 Go to previous messageGo to next message
silversurfer

 
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There is a "Quote" button at the bottom right corner of each post.

Regarding the "stable" version - the most current dev build is probably the most stable version you can get. Of course this doesn't take the desire of modders into account who would like to have a version that doesn't change much, which is their definition of "stable". ;-)



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

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Re: A few questions about 1.13 gameplay[message #354774 is a reply to message #354771] Sun, 09 September 2018 00:07 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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so which version you suggest me if i want to restart again?
and link please happy

[Updated on: Sun, 09 September 2018 00:08]

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Re: A few questions about 1.13 gameplay[message #354775 is a reply to message #354774] Sun, 09 September 2018 01:06 Go to previous messageGo to next message
silversurfer

 
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If you want to play basic JA2 1.13 or (map) mods that are compatible with it then the current SCI is the best choice. If you'd like to play a mod that relies on revision 7609 then the best choice is one of Sevenfm's experimental builds. The links to that are in his signature.


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

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Re: A few questions about 1.13 gameplay[message #354779 is a reply to message #354771] Sun, 09 September 2018 03:42 Go to previous messageGo to next message
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silversurfer wrote on Sat, 08 September 2018 19:51
There is a "Quote" button at the bottom right corner of each post.

Regarding the "stable" version - the most current dev build is probably the most stable version you can get. Of course this doesn't take the desire of modders into account who would like to have a version that doesn't change much, which is their definition of "stable". ;-)


Thank you so much Silver happy By the way, i've managed to get the latest incarnation, 8609 i believe it is. I wish it would accept AR 1.04. Maybe needs some tinkering.

[Updated on: Sun, 09 September 2018 03:44]




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Re: A few questions about 1.13 gameplay[message #354784 is a reply to message #354775] Sun, 09 September 2018 14:23 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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thanks guys.

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Re: A few questions about 1.13 gameplay[message #354793 is a reply to message #354784] Mon, 10 September 2018 02:02 Go to previous messageGo to next message
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Since we are talking about 1.13 gameplay, how do i go removing Buns's and Mouses's refusal to join because of their dislikes? I looked in the merc profiles xml in 1.13 data and i believe that 255 means neutral or blank. What about the hates or hated times, is that 0 or -1 or some other number? A little advice please and thank you in advance !


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Re: A few questions about 1.13 gameplay[message #354817 is a reply to message #354775] Tue, 11 September 2018 03:16 Go to previous messageGo to previous message
gougluinn is currently offline gougluinn

 
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why i have -25 accuracy penalty? tooltip says it is about attachment bonusses but taking off bayonet and scope doesnt change this value.



sevenfm wrote on Fri, 07 September 2018 22:52
You can only use bayonet when standing.
80% condition is low, you need to repair this gun.
Merc with scout trait can tell you exact number of opponents in adjacent sector. Not sure if it works for garrisons in towns.

it is still unclickable. i cant use bayonets.



also i play the game full screen at 1024x768 resolution because only this one fits 1920x1080 monitor at fullscreen but everytime i press alt-tab desktop resolution also changes to 1024x768 so i cant use my pc while running ja2.

this also happens on most games but in those games, whenever you open your desktop your desktop resolotion -1920x1080- applies. (it takes a second) so is there a fix for this problem? also which res. do you play mostly?

[Updated on: Tue, 11 September 2018 03:19]

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