Home » SIRTECH CLASSICS » Jagged Alliance 2 » JA2 Solutions. Tips. Spoilers! » 32 enemies per sector
32 enemies per sector[message #35624] Mon, 21 February 2005 14:39 Go to next message
vasilenko is currently offline vasilenko

 
Messages:18
Registered:February 2005
Location: Rus
What is that mod thingy that puts something like 8000 enemies in the game ? if anyone has it please e mail it to me or post the link.

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Private
Re: 32 enemies per sector[message #35625] Mon, 21 February 2005 16:21 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
google helps Very Happy
http://dl.fileplanet.com/dl/dl.asp?/strategyplanet/jaggedalliance/8000.zip
http://www.fileplanet.com/dl.aspx?/strategyplanet/jaggedalliance/8000hard.zip

Cheers Very Happy - hope you have fun playing them Smile - i sure am enjoying the 8000+ (not harder - just the 8000+) one - i started this game with JA2DL mod - and had to quit in the 2nd sector of drassen - had IMP (Night ops/teaching), Raven, Razor - and only Raven had Kelvar armor - and the rest were wearing flak jackets - Raven had UV Goggles Very Happy - IMP had NVG - out comes an elite with a railgun (no matter which side i enter the sector) - two shots - and IMP is dead - just couldn't figure it out Wink

imported this game to plain vanilla JA2 - and am having fun - captured drassen/chitzena - now on way to cambria Smile

do search the forum - there are some good descriptions of the game - which i enjoy reading a lot Smile

EDIT:
Check this page for more savegame downloads Smile
http://dynamic.gamespy.com/~ja-galaxy/downloads/ja2_savegames.shtml

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Sergeant
Re: 32 enemies per sector[message #35626] Mon, 21 February 2005 16:29 Go to previous messageGo to next message
vasilenko is currently offline vasilenko

 
Messages:18
Registered:February 2005
Location: Rus
Thank you very much

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Private
Re: 32 enemies per sector[message #35627] Tue, 22 February 2005 20:36 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
Played 3 sectors of this mod yesterday. one of them turned out to be exceptionally fun - having to reload 4-5 times at one point - to try other tactics to be able to survive an attack.

Was on the way to cambria from san mona. Sector immediate north west of Cambria. Arrive with a team of 6 mercs (IMP (no/teaching) level 7, 98 marksmanship/Raven at level 7, 100 Marksmanship/Thor (93 marksmanship), level 5/Igor 90 marskmanship, level 5/ razor 63 marskmanship, level 3/ira 63 marskmanship, level 2
Do some throw-knifing - get rid of 4 enemies - no more enemies in the vicinity of my entry point. Take Raven/zango (IMP) to south find 2 more enemies sitting ducks to throw-knives. rest of team is left behind. There is a house in the region. go to the wall and move toward the entrance(the rest are still standing way back - mistake).
Anyhow.. raven crosses a window - in prone position - so no problems. All of a sudden - an elite comes into view. Both Raven/zango have knives - but it will not be a one throw kill - as the elite has already seen us - will need atleast 3-4 throws.
zango aims - hits twice - elite is poor. raven gets order to hit with knife - she stands - and suddenly sees a huge army of elites standing on the other side - thru the window. woow.. there were atleast 6 elites visible. Time to rethink strategy - RELOAD
obviously cannot knife these people. - have to use firepower. zango has FN FAL - takes it out - pumps a burst round into elite - elite critical - one more bullet - elite is dead. Then - after one turn - due to noise - lot of the people rush to our hideout - initially Raven/Zango get interrupts - but soon run out of AP. Raven/Zango get slaughtered - RELOAD.
Raven has 4 energy boosters - gives 2 to zango, takes two herself. Elite is knocked off in earlier manner by zango. Raven/Zango wait for more enemies to arrive - which they do after one turn- even with energy boosters - they run out of APs and get slaughtered - for some reason - Raven does not interrupt as often as Zango - despite UVG Sad RELOAD.
Raven/Zango take Energy boosts. Zango finishes off elite - Rest of the team is asked to get out of stealth mode, stand up and rush towards this hiding spot. Zango moves back a step. Raven moves back one spot. End turn - next turn - Save game. From far, Razor/Igor drop stun grenads near the now visible(to Raven) enemies. Thor drops a hand grenade on this spot. Ira is not able to reach so far (due to low strength?? Sad ) - end turn - Raven/Zango do not use any APs - wait for interrupts. Surprisingly - some of the enemies who were knocked out due to 2 stun grenades get up - and fire - hit raven for few points.(Raven is well armored - Spectra armor + ceramic plates). zango gets 3 interrupts from elites on the other side of the building (behind) - finishes them off - due to low AP cost as effect of Energy boosts. However, a few more elites step into the ring from the front - fire at zango - finish him off - one yellow shirt (at this stage of the game there are still plenty of yellow shirts around) - steps in - runs to Raven - slashes her for high damage. some elites come and finish off this yellow shirt (aiming for Raven) - zango is dead - raven near death - RELOAD.

Try to escape with raven & zango - after finishing off elite (last save point). They are both seen by tons of enemies - and they drop a break light at this position - make them perfect sitting ducks - they get hit for high damage - do not die - but next turn they will die - so RELOAD.

was getting frustrated - what should i do now. So, decided - instead of stunners/use gas Wink Raven first picks up a break light - and tosses it into the front - lot of enemies become visible. Razor takes one stun grenade - pops it at the enemies. Igor/Thor take 1 cannister of mustard gas each - toss it at the 2 locations - where enemies are visible. Raven & zango assume that all the enemies will be taken care of - and leave them to themselves - wait for others to arriev to do the interrupt bit. however, one guy is sitting in the gas with a gas mask - he hits raven for small damage - another guy who is critical- hits zango for high damage. am really frustrated but decide to continue with this situation - as cant keep doing this process (reload) over and over - someone pops a break light toward my remaining crew - they are made sitting ducks - some people fire at them - but they escape unhurt - or very little damage). Few elites come from the front Raven/zango finish them off in interrupts. Raven is also losing energy as someone has popped tear gas into the house which is leaking into raven's lungs (dont know how - the window must not be air-tight). End enemy turn.
Take the crew out of sight (away from break lights) - but now there is no supporting fire. raven/zango are on their own once again. end turn soo that raven/zango may get interrupts. now - as there is mustard gas in the front - people stop appearing from that side - a couple of enemies do - and are finished off by raven - problem solved. A few elites step into view from behind - zango interrrupts - bursts kill - zango is running low on ammo (will have to reload weapon). end another enemy turn.

then i turn to long distance sniping mode - zango (with nvg) becomes the spotter - the rest of the team becomes long distance sniper. from then on - it is very easy. (raven takes -2 damage as she finally collapses - after effect of the Energy boosts) - but that turn - zango saves her as he hasn't yet collapsed from energy boosts he took. There after, only 5 enemies remain in sector. igor takes over from there - finishes off the rest with interrupts also coming from thor/razor.
Funny thing is - one of the civilians is recognized as enemy - at the end - and i have to finish her off - damn


i have the save game starting from the elite appearing before Raven/zango - so if anyone is interested - it is a fun game to play. Sorry for such a long post - decided i will try my hand at the "War Chronicles" bit Wink
Thanks for reading (if anyone bothered to read that is) Very Happy

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Sergeant
Re: 32 enemies per sector[message #35628] Thu, 24 February 2005 07:23 Go to previous messageGo to next message
grindedstone is currently offline grindedstone

 
Messages:88
Registered:August 2004
LAW
*pshhhhhhhhh BOOOOMMMMMM*
holy sh** JAHAHAHAHAHAHA

LAWWWWWW
*BOOOM*
The enemy breathes no more.

Smile

Firepower, the difference between life and death.

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Corporal 1st Class
Re: 32 enemies per sector[message #35629] Thu, 24 February 2005 15:37 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
if only i had one - my mules - gumpy & hamous - who were on foot to cambria - were in an earlier sector Smile - were carrying the LAWS - the sector was fun none-the-less Very Happy - even withtout the LAW Smile

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Sergeant
Re: 32 enemies per sector[message #35630] Thu, 24 February 2005 16:25 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
Yesterday - took over Cambria SAM (day before had taken over Cambria) Smile - unfortunately - as i was training militia in the SAM - the Chitzena SAM site got run over by a company of 12 elites. however, now i can shift my air-drop base to cambria - and ask more mercs to be flow in. Since cambria is like central location - that will be great. Also, have a lot of supplies stashed in cambria - so all new mercs can be dropped in Cambria. guess will have a merc also drop into omerta to recruit dimitri. maybe a merc guy. keep them there training marksmanship - till i have taken 5 cities and can recruit miguel/carlos.

Raven is now level 8 - and she charges 47 K per week Very Happy - thankfully i have another 2 weeks of contract remaining wtih her ... but that is 2 damn expensive - Gus asks for much less than her and he starts with level 8 Smile

it feels great to see the stats on my mercs - i should say - Razor is a fast learner - don't know how - despite his wisdom Smile but he is a very good sniper - very very good.

one more thing - i have added a utility from Dvornik which lets me gauge the chance to hit accurately - so now i do not waste my APs if i have a chance to hit of 99 without taking extra aim. have played my game with JA2 gold (v 1.12) - and since in this version - the enemy uses a lot of break-lights - it adds to the challenge Very Happy

haven't found skyrider yet - and am yet to take drassen SAM - will do that once i have taken alma.

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Sergeant
Re: 32 enemies per sector[message #35631] Thu, 24 February 2005 16:36 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
At the cambria SAM - getting into the building was tough - there were 2 elites waiting inside - one in south east end and one in south west end. as soon as a merc approached the door - they would be visible - a stun grenade would be tossed at them - and they would go down - then they would get shot at - a mustard grenade popped at them - and ultimately die Sad - ofcourse - could have a couple of mercs outside the building on either side doing a waltz to distract these enemies - but then decided to try with Igor & Thor - they both managed to get in on stealth - with no problem at all. I guess being stealthy helps Smile igor finished off the enemy in the east end with a burst from his FAL then thor moved in - both made their way from around the east end - thor went into the cabin inside the building. There was an elite hiding behind the door - carrying a ROCKET RIFLE!
Thor stole the ROCKET RIFLE Very Happy - then hit the elite on the head with a knock out punch. The elite got up - brought out a machete - attempted 2 swipes at thor - thor avoided them both times Very Happy Very Happy .
Then thor proceeded to mince(pummel) him to meat. Thor rocks Very Happy . He is now level 6 (I dont use him so often as i do raven/zango - both at level Cool. Igor is level 6. Razor/Ira are level 4. Gumpy/Hamous are level 2.

got another pair of UVGs at the sam site - so now even the IMP will tote UVGs Smile to go with his night ops speciality. The opposition does not stand a chance Smile

I have some amount of cash (48 K) - wondering if i should extend Raven another week - or risk her gaining levels and having to pay more - at the cost of hiring more AIM guys (can get Shadow/Ivan for a week - with that money now).

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Sergeant
Re: 32 enemies per sector[message #35632] Fri, 25 February 2005 15:29 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
Took the two sectors east of cambria (hillibillies + the sector below) - night ops tactics have become too easy now. Raven (level 8, mrk 100) / zango (level 8, mrk 100) are both equipped with UVGs.
Drassen mine has run out. Have income from Cambria mine - 12.8K + 2.8K from chitzena mine - and have some amount of cash stacked up. Have hired high wisdom mercs from AIM - Danny/MD/Stephen/Dr Q - and they are training Marksmanship (Zango has teaching speciality - he is giving training to all - and Ira/Gumpy/Razor as well). Have to recruit Dr Vince/Barry - and then i will have a team with uber wisdom Very Happy Then - will recruit Gus/Ivan/Shadow to complete my team Smile

Razor is a fast fast fast learner - don't know how. He is currently at 74 MRK.
Raven gained one level on returning to Cambria - as we encountered bloodcats (there were plenty and my mercs were worn out a bit with walking to hillibillies sector and were walking back). But we managed to run them down without casualties - without even getting a scratch. (there were atleast 15 bloodcats in the sector).
Back at Cambria - mercs were rested - trained/armor-weaponry repaired - some militia trained (Cambria sam was attacked - militia went down from 20 to 12 - sent ira to heal/train new militia - trained militia in cambria (had lost some militia in some attacks on cambria).
Drassen is running low on militia due to several attacks - will head there now with full team - clearing the sectors btwn cambria and there - and also locate skywalker/take drassen sam. dont know how useful the chopper will be except to fly to safe areas (since the map is full of enemies - cannot land outside a city which i wish to attack Very Happy ) . worth holding the chopper anyway.

It is a pleasure to look at the stats for my mercs now. zango has 414 kills+130 odd assists/raven has 350+ kills+ 180 odd assists. will post the complete stats tomorrow.

i think weapon X did a great job with this save game - thank you Smile

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Sergeant
Re: 32 enemies per sector[message #35633] Mon, 28 February 2005 15:50 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
night ops are getting tougher as the enemy is getting smarter Surprised - they keep tossing breaklights at you even if you use silenced arms/throwing knives to down their compatriots. then they fire at you from long range - and you have to flee to a safe spot. Also, the weapons that the elites now have has upgraded to rocket rifles (thor had managed to steal one from an elite in cambria sam - now i found another on a dead elite, south of cambria sam).

so, now i decided to do day ops - as my team has pretty high level mercs(igor/thor/stephen - lvl 7; zango/raven - lvl 9) and others can provide supporting fire.
captured tixa - liberated/recruited dynamo - team strength is 17 Sad wish i could recruit more Sad
money is a growing concern - with a daily income of 16000, and Raven has 13 days of contract remaining.
3 sam sites are liberated. Found skyrider - used him to fly to/from chitzena sam site / cambria sam site - after mercs recaptured chitzena and staved off an attack at cambria sam site. (26 enemy soldiers against 18 veteran militia + 7 topline mercs). Will have to make money from san mona - as have a huge huge huge stockpile of weapons in cambria. Also sell of all the junk armor to keith - but that is limited income (1500 per day)

team has:
Raven - lvl 9(+7), mrk 100(+6), 13 days remaining
zango - lvl 9(+8), mrk 100(+20)
thor - lvl 7(+4), mrk 96 (+22), Mech 81 Smile , 13 days remaining
igor - lvl 7(+5??), mrk 96, mech 61 Smile , 20 days remaining
razor - lvl 5(+4??), Mrk 80
ira - lvl 3(+2), mrk 75
gumpy - lvl 3(+2), mrk 74
Hamous - lvl 2, mrk 82 (+4)
Dimitri - Lvl 2
stephen - lvl 7 (+1), mrk 88,
Dr Q - lvl 4, mrk 80
Danny - lvl 4, mrk 74
MD - lvl 3, mrk 72
Scope - fresh hire - trained militia at drassen sam site - leadership +1. Training strength.
Lynx - fresh hire - trained militia at drassen sam site - leadership +1. Training agility.
Wolf - fresh hire - training strength to scope
Dynamo - fresh hire - recuperating under watchful eyes of Danny/MD/Dr Q at tixa prison.


Dont have exact stats for all the mercs - as that info is on my laptop at home.

Found carmen - gave him a head (tiffany) - will get the cash at drassen bar soon.

cleaned up a lot of area outside cambria/cambria sam - they were witnessing huge attacks (as i said above - attack by 26 elites at cambria sam site) - due to all the surrounding sectors full of huge number of enemies. now hopefully the militia will be able to take care of itself.

am on my way to liberate alma - there will get rid of dynamo to make space in my merc squad for some higher level mercs (need them for day ops).

Sorry about my writing style - am using this thread to chronicle my records - kind of like a diary (no storyline - you see Very Happy ) - good if someone is reading it though Smile

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Sergeant
Re: 32 enemies per sector[message #35634] Tue, 01 March 2005 19:43 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
yesterday, cleared estoni. Brought wolf/scope/lynx who were camping in Drassen, to san mona to sell items at tony's. he was "away for a bit" so left the guns/ammo on the rooftop and then took them to cambria. Joined larger platoon in Cambria (rest of the team (13 mercs) were camping in Cambria, 2 mercs (Gumpy/Shank) at cambria sam)). So, took a team of night ops specialists (zango/raven/scope/lynx/stephen/Dr Q) to Estoni - (dropped them off by the chopper at sector east of estoni) - chopper returned to take more equipment from cambria to san mona (6 mercs as "mules" to san mona - in the chopper) - ira was parked in san mona with the equipment - brought the remaining team back to cambria. In the meantime - the night ops team made their way to estoni. Entered sector from east end - covered by the fence to jake's junkyard. Was carrying silenced Mac10's with each merc except Dr Q (had ordered loads of .45 grade AP ammo from bobby ray's). thought of moving forward towards the gas pump. enemy was spotted by Raven/Stephen (UVGs) - Lynx was also in the front but he was not wearing UVGs - had NVGs on - so he couldn't spot the enemy. Raven/Stephen finished off this enemy with their silenced weapons - but apparently this attack was detected - end of turn did not switch to real time mode but moved to opponent's turn. Soon a few opponents came into view. They did not fire however - just came within firing range of my UVG spotters.
Deciding that my attack had been detected, I decided to move back. I knew a breaklight would be tossed sooner or later to make my mercs sitting ducks. But I was not going to let these enemies off without finishing them off first - decide to switch off of the silenced weapons and move to the more trustworth FAL
Also, with JA2 gold, there is this pecular feature that if you use your snipers (at the back of the squad) to shoot at invisible enemy (enemy spotted by the spotters), the enemy usually interrupts and shoots back .... i did that - forgetfully - and had to reload - no - i do not like using breaklights - tossing them is a waste of AP - and more often than not - the enemies which are camoflaged and are lying prone still stay invisible until they get a pot shot.
so - raven fires off a shot at the enemy. Stephen takes a shot at the other enemy. Doing this prevents interrupts from enemy when the remaining squad then picks on them. then - the rest of the squad takes a shot each at the invisible enemy - finishing them off. The entire squad is then made to run back. End turn.
The opponent's turn was quite uneventful - i decided to move around the north east corner and make my way around the junkyard - to try to gain access to the roof of the gas pump. however, around the corner were two yellow shirts - finished them off with bursts from my silenced macs. then moved back to the previous location - fearing some undetected enemy would suddenly appear on the other open side. End turn.
However, this turn - the enemy tosses breaklight in my group's direction - making them visible. Thankfully - i am still near the corner - and the enemy's turn is almost over. there are a few shots fired at my mercs - raven takes a hit for very small (-2) damage, Dr Q takes a hit for very small damage (bless those Compound 18 coated spectra vests/spectra armor). End opponent's turn.
Quickly run around corner - no enemies seem to be on this side of the fence (north-north east). however to be sure, just make all the mercs run out of effective range of the breaklight.

Then, it became very boring. - just sit there - out of the light - enemies would make their way around the corner - get interrupts from the team - choose which merc i wish to get the kill for - finish the enemy with burst fire from the FAL.

managed to bring down enemy forces from 28 to 11 using this. Then, the enemy became smart and stopped coming. So, took Raven/Stephen around north-northwest corner of junkyard - spotted 2 enemies - finished them off with bursts from the silenced Mac10s. enemy count down to 9. moved in front of the gate of junkyard - took cover beside the bin(??) - Raven spotted enemies - finished them off using bursts from FAL (the enemy was quite far for accurate targetting using Mac10) .. she had sufficient APs for waiting there to get more interrupts. 2 camoflauged elites arrive, raven interrupts, hits a full burst on one to make her critical... end interrupt turn. Immediately, gets her turn back. Finishes off this critical enemy with another burst - runs back to take cover. A smoke grenade gets lobbed at team - Raven takes advantage of the smoke - moves into the smoke. soon enemies start coming into smoke, and are finished off with bursts from mac10 from stephen/Raven who get interrupts - continued to work from here until the enemy count was down to 4. Raven moved out of cover, found 2 enemies out in the open - finished them off using her FAL. Decided to make use of scope a little - so brought her in from the east side (the side lit by breaklights). however, she was not interrupted inspite of being in full light (only 2 enemies remain) - so she manages to move forward - spots an enemy with his back to her, finishes him off, wait for real time mode again. move forward, spot another enemy - burst FAL into his back "it is most fortunate - area is clear of enemy presence".

Had to bring the chopper back from Drassen (he had returned "can't wait any longer, cap" - so brought him from Drassen to cambria sam, gumpy/shank were picked up (Shank gained 6 points of strength when walking overloaded from Tixa to Cambria sam site - too bad i was going to get rid of him after the gas deal )

So, breeham druz arrives in estoni, makes deal with jake, and is shown the door, along with gumpy (dont know why i hired him in the first place - thought his high intelligence would be useful - he is a pain though - good for nothing but training). hardly used him.
so now, estoni can be camping area for the chopper - great

so that made space for 2 mercs in my squad - recruited maddog picked up as much equipment as i could - took 5 mercs from estoni (from current 7) to san mona - dropped off all useless arms/ammo and took team back to cambria.
Followed up with one days rest for the squad.

Following day, picked up the two mercs in estoni (Lynx/zango) - brought them to cambria - put them in icecream truck along with thor/scope/raven/stephen. Alma, here i come!

cleared area on route to alma - pretty easy day ops (as opposed to night ops where the use of break lights by the enemies is driving me nuts). entered alma from north west sector - finished off the guards guarding the rocket rifle, by using silenced Mac10s (very very useful), let seargent off to get the rocket rifle (now have 3 rocket rifles - just storing them for God knows what) hired conrad - cleared the area.

moved to next sector (east) - used RDX to blow open a hole in the northern building - entered the building for some intense gun battle - this sector was easy.

Went on to alma mine - gained roof top access - repeated interrupts on part of my team managed to finish off the enemies in the quadrant with practically no injuries

Found terry/slay in the area - Conrad threatened him - then punched him - and slay offered his services. However, team is currently full - plan to let dynamo off once he is reuinited with his family - then recruit slay for the 7 free days.

got alma mine. flew dynamo along with razor/igor/dr Q/danny/Wolf. dynamo was reunited - loyalty went up to 67%. Start traiining militia in the 3 alma sectors - razor went into mine ot fetch any silver that may exist. Ira met tony - sold goods worth 15K. Razor got the goodies from the mine - only to find that alma loyalty has gone down to 59% - i wonder why? is it like stealing from the mine?

well - dynamo is fixing stuff at the moment - once all repair work is complete - dynamo leaves team - slay is hired - go complete bloodcat quest - and then clear alma 4th sector and as much as possible of sectors surrounding alma.

current daily earnings of 20K, ira is parked in front of tony, hamous will sell to keith in cambria. plan to do mostly day ops - tho night ops will also be done - with the huge team of night ops specialists that i have at my disposal. Now i have 5 UVGs cool yea!

will update today's progress tomorrow

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Sergeant
Re: 32 enemies per sector[message #35635] Tue, 01 March 2005 20:51 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
Cool!
WeaponX has used 1.03 to create this save.You have the version in which Foxy is not dead,and you play it with 1.12 version?Damn,light sticks thrown in the dark,always hiting the mercs and doing -1 damage(one wound on record) do not bother you?Silencers on all weapons,or do you shoot and run like hell from the position?
I'll have to try this again!Keep us updated,please.

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First Sergeant
Re: 32 enemies per sector[message #35636] Tue, 01 March 2005 22:11 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
i prefer using all APs during each turn to take max aim and shoot Smile this way, all the visible enemies die instant deaths - and the ones which come fresh to the scene will be seen by my mercs first (night ops + UVG) - so if anyone has any APs remaining - will either interrupt - and fire or run.
however, with breaklights coming into play - i have started firing one shot from each merc - (try to keep it silenced as long as possible with silenced weapons or throwing knives) - then run coz a breaklight is surely coming my way.
occasionaly i do get the -1 + wounded statistic - but never gave it much thought - infact - i even let my really healthy mercs (from AIM - danny/stephen) take a lot of hits (during day battles - they are my usually my spotters due to good health). Also, since i have 3 good doctors on the team (Dr Q/MD - he is always on a high Smile and his dialogue is too good - and danny himself (thor is there but he is used solely for repair work - never used him for medical till date) - they heal soon - and i am up and running.

i exported a DL game (v1.06) into JA2 Gold after capturing 1 sector in Drassen - so - Foxy was already dead Sad too bad
but i used your strategy to keep all AIM mercs alive - reload - and leave them msgs on their answering machines - that's simply great

the interrupts you get if you use a person who cannot see the enemy to shoot at him during night and the breaklights coupled with the huge number of enemies per sector - really made it difficult for me. try it out - it is great fun

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Sergeant
Re: 32 enemies per sector[message #35637] Wed, 02 March 2005 18:37 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
today (yesterday's game) update:

completed alma (southwest sector completed y'day) - finished trianing militia in alma - extended scope/lynx/danny/Dr Q by 2 weeks (120 K cash in hand) - ira sold some more guns at tony's - bought 4.7 mm ammo (875 per round Surprised ) released dynamo - hired slay for 7 days - he is going to die - poor him. went on bloodcat quest - moving east from alma - finished off enemies in 3 adjoining sectors - then finished bloodcats - lynx gained one level, danny gained one level. Both are at level 5.

dont know why my team does not get many interrupts during day fights - igor(lvl 7)/conrad are bullet magnets Smile - they constantly get hit and then doctored back to health - dont mind it as my day encounters consist of huge teams (12+ members) - so if 2/3 take a beating - the rest manage to clear the remaining enemies in the mean time. still easier than the night ops (those fcuking breaklights).

Raven has 3 days of contract remaining - and charges 90k for 2 weeks - next 3 days will try to accumulate funds to keep her (alma mine is 10K, cambria is 13K, chitzena is 3K) + income from selling arms to tony/junk to jake (he gives more money for bloody knives than for clean knives - bloody knives around 40 bucks, clean ones for around 7 bucks Smile / keith.

time to take balime now - let clearing up sectors beside alma as i go.

(in all sectors, enemies regenerate in huge numbers).

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Sergeant
Re: 32 enemies per sector[message #35638] Thu, 03 March 2005 21:33 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
okay - to continue (one sector description in the thread called "1.10 enemies cheat")

Came back to alma (after bloodcat quest) - cleared a sector between the bloodcat lair and alma on way back (this sector had a river flowing through it - waded into water - crossed to the other bank - saw enemy - thought will be able to take him out silently - fired with silenced mac10 - the enemy did not die despite 4 headshots Sad - so took the mercs who were on this side of bank - to run them back to the other side. the enemies started crowding up on the other bank - my mercs retreated to the east bank - the enemies are on the west bank - toss a break light in their direction - and then pick on the enemies at will - all enemies dead - without a scratch to my mercs in this sector)

back in alma - visited auntie - alma loyalty shot up to 100 % yay!

finished repairing items/resting mercs (had loaded scope/zango/dr q/danny/raven upto 150% and had to walk from sector east of alma mine back to alma - to gain strength. Noone gained any points of strength yet.

After resting took a night ops squad out of alma towards balime in the icecream truck - took three sectors - all with 32 enemies - suffering small injuries (due to break lights being tossed - with some amount of shooting once in the light) However, the last sector (sector south of south west alma) was the most fun - where i hit 10 enemies with a law Very Happy that was too much fun Smile

it is close to day break - i think i will take mercs back to alma - drop off all junk stuff picked up on the way there, and then start afresh in the night to balime. wait for tomorrow's update Smile

PS: Tony has disappeared again Sad

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Sergeant
Re: 32 enemies per sector[message #35639] Fri, 04 March 2005 18:57 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
Nice reading you everyday.Yeah,waiting for tomorrow's update.

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First Sergeant
Re: 32 enemies per sector[message #35640] Fri, 04 March 2005 20:03 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
glad to see that you read my posts AZ

update for today (y'day's game)

Was considering what to do next - 1/3rd team parked in cambria, ira in san mona, another 3rd in alma, and these 6 mercs on the road to balime.
Decided to clean up sectors outside Alma - so that there will not be too much attacking from Queen's army on Alma. parked Dr Q to sector south of southwest alma (where we had travelled to by truck). He was below 94 EP - and would have to walk around alma to do the cleaning. Took team of 5 mercs (raven/zango/stephen/lynx/scope) to walk to the sector just south of south west alma sector (north of current sector). as day was breaking - this fight would be a day-operation. cant say i felt easy about it - as my mercs would be visible to enemy all the time (unless there is smoke/gas).
however, decided to try it anyways.

Walked to this sector - landed mercs in a small spot, somewhat seperated from each other. Found that i had landed right in front of 4 enemy soldiers. two were looking me right in the face, two others were facing away.
Finished the two looking in my direction with bursts from raven's and scope's silenced mac10s. zango then took a throwing knife and finished off one enemy soldier with one throw. Took another throwing knife, finished off the other soldier in another throw. pretty cool, huh? to kill enemies with throwing blades in the daylight Very Happy - the game switched back to real time mode - indicating i was not detected.
4 enemies gone - 28 more to go.
took team to the front - saw a few soldiers around. had zango run up to a tree in front - more enemy soldiers were detected. zango took cover behind the tree.. the remaining team took cue from zango's sight - and some long distance sniping finished off the enemies sighted - quite loudly. end turn.

The enemy was alerted - enemy strength down to 24. more enemies came into view (5 enemies came and stood in a close clustered group, at some distance
from zango) and a sixth and seventh some way off of this group. had each of my mercs fire some shots at this group - since there were trees around - not all my shots connected. Stephen was carryin a granade launcher - which he promptly used to shoot a 40mm grenade at the group standing close together - then, had zango take one shot at one of the poor enemies to make him critical - and run back to join the group. (so now, tho none of the new group of enemies died, there were some nicely wounded enemies).
next turn - the enemy started moving in. one enemy soldier tossed a smoke grenade at the team - which landed some way off - and blocked view for my team from some enemies. some enmies got quite close but there were no shots fired at my team, yet.
next turn, make each merc fire at the soldiers in view. then make team run back further still. the enemy is taking a beating but still has a large number (around 18-19). i am taking cover behind a sole tree, AND there is nowhere, repeat, NOWHERE i can run, except out of the sector. have reached the border now. so i decide to sit and play the game from this edge - i may take some hits but compound 18 coated spectra vests + spectra headgear/shorts should be able to save some hide.

the enemy tosses smoke grenades - which land mid way between me and the enemy. blocks some more enemies from view. a few enemies approach from north (the earlier attacks were from the east, i am at the south west end of the sector). there are interrupts from my team - at the enemy approaching from north, and headshots at the enemy to put them down. as i run out of APs, more enemies come into view - and a smoke and tear gas grenade is launched at me. except scope (who has sunglasses), everyone else has gas masks, so they do not lose EP due to tear gas, scope loses some HP - but that's alright. one enemy soldier fires a shot and hits raven for -15 damage. end of enemy turn. from here, since i am also partially covered in smoke, not all mercs can take shots at enemy they see, due to smoke. i have them come out of smoke, take their shot - then move back into smoke/tear gas cloud. keep scope out of the cloud as she doesn't have a gas mask. manage to bring down the enemy strength to 14. end turn.
the enemy can see me - but cannot hit. the smoke is a great help. several shots are fired - but i escape unhurt. an enemy soldier brings out a law, and misses. next turn, i bring down a few more enemies (including the soldier who fired the law). enemies are really really down now. they stop coming to me - so i decide to go hunt them, and hunt i do - the enemy is finished in next couple of turns - and my mercs, are almost at full health, except raven for the -15 damage - which is fine).

so, i decide to rest for a while, and then move to sector west of here. That sector seems to have huge number of enemies (a patrol of 17 soldiers moved into that sector in addition to 32 already present there). forgetfully, i had loaded scope over 100%, and the team took more than the regular time(1hr 44mins i think - they took 2hrs 8 mins) to reach the sector. landed entire team behind a cluster of trees. damn lucky
this sector has a house the enemy soldiers appear to be guarding. from here, i can see a few enemy soldiers in another clump of trees - but they are out in the open, not behind the trees. i decide to go the firepower way (cannot do any stealth ofcourse)
so - all my mercs take shots at the enemy - i have to expose myself a little (all shots seemed to be blocked by the trees in front). i manage to put down 3 enemy soldiers immediately). then i end turn and wait.
more enemies come into view - some shots are fired - but all miss. next turn - i finish the ones who came out in the open, using mercs who are not able to see enemy (lynx/stephen are in the front, doing the spotting, zango/scope are just behind - taking pot shots at locations indicated by lynx/stephen, raven is still further behind (kept her behind as she was already damaged a little), doing the same). so - finish off these enemies - and stephen/lynx still have all APs. newer enemies arrive, stephen/lynx get interrupts - and finish off the bad guys. same sequence is repeated for two turns. manage to do away with a lot of enemies. then, one turn- stephen doesn't take the interrupt - the soldier - in camo, takes full aim at stephen - and hits him for some -12 damage - i think - this is alright - stephen can live - what with his high high health - next turn we again finish off enemies - and bring the enemies to less than 30 strength - wow Smile
then i move stephen up in front of another tree - further ahead. he spots more enemies - has enough AP to take one full aimed shot at one enemy - it is a head shot to put the enemy into critical state (from excellent). end turn.

enemies keep coming in the open - but not firing - as they took their APs to run upto the spot, i guess - good for me. stephen does the spotting, others finish the enemies off. stephen keeps his APs to get interrupts at the end of our turn. and after what seemed a while - finally, the enemy stopped coming. but their strength seriously low (well 17 can't really be called low, but ina sector of 49 enemies, if 32 are gone - then whta can i say)
move mercs out of cover - move upto the house in teh center. spotted enemies - finished them off as soon as they were spotted. however, stephen - being spotter - was then shot at from behind some cover - took some more damage (down to 60 health - if i remember correctly). since enemy was still invisible, had lynx take out a grenade launchr and fire at the invisible enemy - and viola - the enemy was thrown out of his cover for everyone to see - he was gunned down.
patched stephen up - he moved up beyond the enemies erstwhile cover - and did some more spotting. mercs finished off these enemies (yeah it got boring now - spot/shoot/wait but wht the hell.. fun to do the killing - oops
well - slowly and steadily - moved into the enemy quarters - taking small damage for lynx/scope also - but managed to finish off almost all the enemy. all but one. could not find this one enemy all over the map. so decided he must be hiding in the building. entered the building - there was a locked door - and i had no lockpic in my team - no explosives either - and there were no explosives dropped by the enemy in the fight either. DAMN DAMN DAMN.
however, i decided to try my luck - i asked zango to burst fire aiming at a location on the other side of the door. he did - and emptied the clip.
also, there was a grunt from the other side of the door and the game entred turn-based mode - YAY.
I saved the game at this point Smile and ended turn.
the enemy soldier then opened the door - zango got an interrupt - and yet - the enemy soldier moved out of his the door to close the door behind him Sad - a weapon stockpile?
zango then beat him to pulp - and then finished him off in another turn.

so enemies were cleared(i got lucky with that burst fire) - but i was not satisfied - wanted to see what the enemies had hidden behind the door). so i reloaded - and this time, after my turn, as soon as the enemy opened the door and i got the interrupt, zango ran upto the enemy (so that he wont be able to move out and close the door, despite the interrupt). then zango took out his combat knife and proceeded to do some slicing and dicing Smile

found 2 spectra vests, 2 spectra helmets, a kevlar vest of the kind that the general in alma wears - what is it called -dont remmember it right now... the one which shows slits - a camo kit, and two bottles of compound 18. however, all the armor is useless as all my mercs are dressed in spectra armor already - the compound 18 should come useful however.

now, this team is guarding the wealth of stuff - had team sitting in alma strip down and walk to all sectors i had conquered (outside alma). - pick up all equipment available from sector south of southwest alma sector (wish i could mention just sector locations now i dont seem to remember them tho) - and then move further south to where Dr Q was camped - pick up all available useful equipment - then take the truck back to alma.

that's where i stopped playing for the day.
i have to decide what i do next - clean up some more outside alma - or run to other towns - can actually fly to chitzena sam site - and then walk to grumm - but would like to get hummer from outside balime first. let us see how it goes.

will keep you all updated. cya all after the weekend.

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Sergeant
Re: 32 enemies per sector[message #35641] Fri, 04 March 2005 20:44 Go to previous messageGo to next message
bula is currently offline bula

 
Messages:7
Registered:January 2004
Location: Slovenija
Here is my contribution for 8000
I tried 8000.zip (save file) with my JA2. Save worked good (IMP,AIM) until I started time, then game crashed to windows desktop. Tried many times - the same result.
After a while I put 8000.zip (save9) to URBAN CHAOS.And yes, IT IS WORKING, but dont ask about the number of enemies (32+police). It is really hard to win any sector. At the beginning the biggest problem is amunition - all time shortage.
Yust interested if anybody tried 8000+UC before?

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Private
Re: 32 enemies per sector[message #35642] Fri, 04 March 2005 22:05 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
Quote:
Originally posted by bula:
Here is my contribution for 8000
I tried 8000.zip (save file) with my JA2. Save worked good (IMP,AIM) until I started time, then game crashed to windows desktop. Tried many times - the same result.
What is your JA2 version? Try changing versions (JA2 1.06/1.07 are available thru JA-galaxy. JA2 1.12 (gold) is available from dvornik's site.

Quote:
Originally posted by bula:

After a while I put 8000.zip (save9) to URBAN CHAOS.And yes, IT IS WORKING, but dont ask about the number of enemies (32+police). It is really hard to win any sector. At the beginning the biggest problem is amunition - all time shortage.
Yust interested if anybody tried 8000+UC before?
haven't played ja2-uc yet (yea i am one of those few around Smile ) plan to do it soon - but not before i finish this (hopefully) 8000+ game.

Cheers

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Sergeant
Re: 32 enemies per sector[message #35643] Fri, 04 March 2005 22:55 Go to previous messageGo to next message
bula is currently offline bula

 
Messages:7
Registered:January 2004
Location: Slovenija
I have JA2 GOLD, not shure about version, but 8000 refuses to work. I really dont know why, but who cares, UC is working and I think I will have a looooong time fun and rivers of blood.

PS: only players from exotic countries??????

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Private
Re: 32 enemies per sector[message #35644] Fri, 04 March 2005 23:13 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
Quote:
Originally posted by bula:
I have JA2 GOLD, not shure about version, but 8000 refuses to work. I really dont know why, but who cares, UC is working and I think I will have a looooong time fun and rivers of blood.

PS: only players from exotic countries??????
i am not sure which countries count as exotic Wink but there are also lot of people from USofA/Canada/ozzie land/NZ (sure they are exotic too - ofcourse - :devilaugh: what was i thinking)

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Sergeant
Re: 32 enemies per sector[message #35645] Sat, 05 March 2005 01:14 Go to previous messageGo to next message
enemy is currently offline enemy

 
Messages:46
Registered:October 2004
UC with 8000+ mod/save... hmm, sounds suicidal. Love it Very Happy !! Could work if you hire like 15+ mercs for 24hrs in the beginning... no wait... none of 'em had any weapons, did they? Is there like 32 enemies right in the first sector (the airport)? The militia will surely be slaughtered if there is Very Happy .

Edit: Or what if all mercs bunch up together and each fires with the Makarov a shot or two and then passes the pistol & ammo on to next merc and so on...

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Corporal
Re: 32 enemies per sector[message #35646] Sat, 05 March 2005 08:48 Go to previous messageGo to next message
Phantom is currently offline Phantom

 
Messages:66
Registered:November 2001
Location: behind you ...
in 8000+, the starting sector is relatively tame. Possibly underground, too, so there should be a few safe havens in UC.
Also, merc stats & equipment are the same as they would be in original JA2 (equipment converted to UC equivalents).

NightOps (the mod) with 8000+: if that runs it will be a slaughterhouse!

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Corporal
Re: 32 enemies per sector[message #35647] Sat, 05 March 2005 20:10 Go to previous messageGo to next message
enemy is currently offline enemy

 
Messages:46
Registered:October 2004
Oh crap...

Installed UC over (patched) JA2Gold and then copied the 8000+ save. Arrived to Calisto mining sector just to find out that the head miner is not there :wb: . Anyone know any solution? Or am I the only one with this problem..? Or do any of you other UC & 8000+ -save combo players cheat your money? Ain't so cool to have $200 cash and 4 mercs... (hired initially 8-10 mercs for 24hrs, they're long gone now...)

Incredibly frustrating to play this, haven't seen this many miracle shots by enemies since... well... have NEVER seen this much. Once Grunty took three consecutive headshots from Makarov or Scorpio over 20 tiles away (single shots). Grunty was crouched at the time. Also never have I cursed out loud this much. Not a very healthy game to play like this, makes you old in no time (I'm constantly craving for whiskey, too).

Game also crashes pretty often, but I think it's because of Buns, or should I say Jubilee or Angelina (has Angelina's face, name's 'Buns' and voice of fem IMP).

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Corporal
Re: 32 enemies per sector[message #35648] Mon, 07 March 2005 18:52 Go to previous messageGo to next message
bula is currently offline bula

 
Messages:7
Registered:January 2004
Location: Slovenija
UC+8000
There are no miners and mines are not working - that means a solo mission (only IMP + one AIM - so much money you can find).
First sector is without enemies, after that is firepower rock n roll - can be done with 2 soldiers. Stats and levels are going up VERY FAST. And yes, enemies are ALL sharpshooters even with pistols and very often have interrupts. Small advice: if you shoot enemy, dont shoot at him twice from same position - you will be interrupteh and hit.
If you play this you will find out what mens word HARD.
Game crashes: never happend to me. Maybe Angelina is a reason for crashes, I only have my IMP + Shadow.
Hope that helps a little your frustrations and drinking whiskey dont help to have a clear mind and make right decisions.

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Private
Re: 32 enemies per sector[message #35649] Mon, 07 March 2005 21:20 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
great weekend.

played quite a lot during the weekend. here is how it went

rested mercs for a while - recovering from injuries taken during battles outside alma (stephen, if you rememeber - was down to slightly less than 2/3rds of his HP. scope/zango were bruised a little here and there.

since truck was back in alma, after some rest, the attack squad (raven/zango/scope/lynx/stephen) back to alma - where they were packed in the truck along with conrad - and then sent out towards balime (should have had a lockpick in the team - but thank my (lack of) foresight to not do this).

However, get to balime after having to clear one sector (all other sectors had been cleared earlier). - balime(east) was easy to take - it appeared there were not many enemies parked there. then I headed to balime west - where a nasty battle occurred. at one point - i had to reload - as one elite, even after going critical (hiding in the westernmost house) - gave a full blast to Raven and got her to "dying" Sad - could not afford that - then - had zango sneak up to the front door of the building (agi - 86, lvl 9) - he managed to interrupt the enemy soldier - and since he was at close range - gave him a full blast in the head to finish him off.
as i did not have a lockpick in the team - and there were 3 enemies hiding inside this house, had conrad toss a RDX pack at the door of this house - and blasted the front door by a grenade tossed on the RDX (am saving TNT+detonator to make the mercs gain wisdom Very Happy ) found the two enemies (one zango had finished off) - and finished them off to finish balime.

Balime loyalty was 20% Smile wow - first time it has happened - otherwise balime used to generally hang around 13% (or was it 18%) even after the city was conquered - and i would have to take adjacent sectors, before i could train militia. guess it might have to with my team composition or smth.
immediately put conrad+stephen/zango+scope to train militia - lynx went shopping in balime east - bought a toolkit and started repairing items - raven went to armand to collect 10000 booty - yay - i was 10000 richer.

now that 5 cities are conquered - miguel/carlos may be recruited - but there is no space in my team - may have to ask Raven to leave soon - she is so damn expensive anyways (slay will be going away too) - hamous is another option.

meanwhile - had the chopper travel over to alma - pick up razor/thor/slay/Wolf/Dr Q/Danny - leaving behind Igor (repair items) - and drop them in cambria. As tony was not available (stepped out for a bit) - my source of income were the mines - and whatever little i could salvage from selling junk to keith/jake.

while militia was being trained in balime - a team from cambria (razor/dimitri/hamous/slay/MD/Danny) ferry around in the chopper, collecting all the junk they could lay their hands upon - between cambria/balime/alma/estoni - and sell it to jake in estoni (does jake have a limit on the amount he can buy?)

one interesting thing to note - i wanted to get rid of a *huge* amountof ammo i had - but tony being away and keith offering dirt prices for ammo/arms - and also being a piddly buyer (limit of 1500 per day) - decided to sell stuff to jake. Even Jake buys the ammo for dirt cheap prices Sad - but - when you sell him 7.32 mm ammo, if it is a 30 round AP clip - he buys it for 24 - and if you sell a 10 round AP clip, he still buys it for 24 Very Happy - so - had all the mercs carry a druganov, and several 30 round AP clips - converted 30 round clips to 10 round ones and sold each at 24 a piece - some decent money (okay - had to ferry the guys around for some time - but each trip - i ended up paying Skyrider about half of the money i got from jake - but it was fun doing it), and cigars/canteens/wine/alcohol/beer whatever junk i could find (dont sell armor to him as he buys it for dirt prices again - spectra vests are best sold at sam's store in Balime (was it sam or someone else?) and all other armor to Keith in Cambria.

soon, there was a significant amount of militia in balime 40 regular (blue) militia - so - took this team of 6 mercs - by ice-cream truck - to Dave to get the hummer. It was morning 6:00 am when i left, so one night operation immediately out(north) of balime. After resting a bit - move westward - take some more army men (team of 32 in broad daylight - day ops are definitely easier than night ops now Smile ) the good thing about day ops is - just cloud yourself in smoke when the enemy finds out about you - then, wait for enemy to come out of their cover towards you. as you sit and wait for the cloud of smoke to clear, you will be surrounded by enemies - and then they will be within striking range for taking out with full bursts - each round - every merc can take two enemy soldiers - or atleast take one - and make another critical, poor at worst.

finished this sector, and then went to see Dave. There were fewer enemies(24) than the original 32 in this sector (i guess a patrol had just moved out of this sector to provide reinforcements to another sector). Thought this one will be a cakewalk. hehe - i was wrong - i managed to finish off 3 enemies right at the start - they were standing right next to each other - very close ot me - so silent bursts with mac10s+throwing knives accounted for them. then, i decided to do the fire at sight bit and involved audible firepower. i managed to get two more enemy soldiers - only to have stunners+smokers +tear gas tossed at me from unseen enemies - damn. so - my team lay on the floor - stunned - and enemy soldiers started taking shots at me - most of which missed me - due to the smoke cover. (one thing - as soon as the tear gas grenade was tossed - zango got an interrupt - and i went to the map to have everyone change from sun-glasses to gas masks).
made zango move away from the smoke - taking cover on one side from the smoke - stephen was gettin shot at and taking it bad. raven & scope were also hurt. i dont mind stephen bearing the brunt of the attack due to his excellent HP. zango moved south - and located some more enemies - one was a rocket rifle toting elite - he interrupted zango (zango is high agility+lvl 9) - fired a shot but missed - conrad interrupted - took a shot at the elite making him strong (from excellent)- and then tossed a smoke grenade in front of him. zango's view was clouded - but that was alright - as he saw another enemy approach - and finished him off first. Then - waited for the smoke to clear everywhere (enemy strength was considerably reduced by now - some more must have been killed - dont remember who took them out - now).
So, slowly - took out the remaining enemies - and then spoke to dave - gave him the 10000 for the hummer. (the other team was still ferrying items around the country - accumulating everything in cambria (cleaned up alma of all its inventory except the bloodcat items)) - tony was back - so sold stuff at tony's. extended Dr Q & Danny by two weeks each. DrQ/Danny/MD have 33 days of contract remaining.

Another patrol attacked Dave's sector - i was caught unaware - Raven+zango were inside Dave's house (at his dealing desk) - and the enemy was just outside the window - raven would first crouch (from prone position) - and give 2 bursts to the enemies - and then zango would crouch (from prone) - 2 bursts - then both would go prone again. it was somewhat tough - as both were overwhelmed in terms of numbers - but stephen/lynx/conrad happened to be lurking around (outside the house, somewhat further away)- and they came into the firing line (yet again) - meanwhile - zango/raven took out the enemies - slowly but surely.

Found Iggy in San Mona bar(on a trip to move inventory items from cambria now to san mona) - fired Hamous, hired iggy. Took this team in chopper - dropped Thor/Slay/Wolf/DrQ/Danny with the team situated at Dave's sector. Took Razor back to alma - where i picked up Igor - and took him back to cambria - with whatevr they could carry. then took the entire team on scavenging the country again. the chopper is a blessing (to enjoy planning managing your finance/inventory).

then - alma was attacked (south west)- 20 blue militia vs 27 soldiers - 8 elites+19 strong guys. it was over run. loyalty dropped to 85% - mine income dropped to 65% - damn. i decided it was time to attack and reclaim the sector - but first - clean up outskirts of balime some more. So, i took my mercs first west (sector above M9) - cleaned it up sustaining some injury - then brought them back to dave's sector - the hummer
was ready - took both vehicles - and headed for alma. On way to Alma, Balime was attacked by the queens soldiers - it was again a 20 vs 27 attack - surprisingly, my militia were able to stave off the attack - wow.
went to alma, cleaned up the occupied sector - then took team to clean up northern outskirts of alma - cleaned 4 sectors north of alma - one sector - there was some very very intense fighting - wolf took a mortar right in the face - and his armor went down to 80% (compound 18 spectra vest/spectra helmet/spectra shorts) - and yet - he did not die - he only lost half his HPs - wow) - team took some injuries - it is evening on day 49 +/- a day or two - returned to alma - and was in the process of repairs/healing - when another attack on the sector where i am currently at. Just before i stopped playing - there was an attack on this sector - 27 enemy soldiers (what is it with that number) vs militia + 12 mercs - i was tired - so decided to play it later - however, decided to check out the scenario - my squad was standing in a bunch in the sector - and there were atleast 12 enemy soldiers standing right opposite me - in a tight bunch - "what a shame - it is time to do some killing" - will play this sector tomorrow(today).

wish a great week to you all.

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Sergeant
Re: 32 enemies per sector[message #35650] Mon, 07 March 2005 23:44 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
will lynx be able to construct the x-ray device, ever?

He is currently at mech 36 - and also has electronics skill - however, he ruins the x-ray device components whenever i ask him to attach them together - then it takes forever to repair it back again Sad - just learnt - there is a 50% penalty for mercs who attempt to fix electronic devices without having electronics speciality Sad (( damn - i asked wolf to fix it - could have given it to lynx instead Sad ( damn damn damn

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Sergeant
Re: 32 enemies per sector[message #35651] Tue, 15 March 2005 02:29 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
Way to go,zango.Lynx did it for me once,but he was level 9 and damn,I can't remember what the mechanical stat was,but I'm pretty sure he was repairing 18/18 out of the 25 possible on this task.Wisdom was raised too...

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First Sergeant
Re: 32 enemies per sector[message #35652] Tue, 15 March 2005 02:34 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
ah

sorry for not updating this thread - been busy with EOTB's request - btw - i am nearing Diedranna's throat - have captured meduna (4 sectors) - had a helluva time trying to defend with crappy greens against 17 odd elites (three times) - just had a team of 2 mercs each in these sectors - it was fun.
i will test my changed savegames (the ones where foxy should be back alive) - tonight (if i can connect to the net from home) - else will continue playing - intend to finish this game - and take a sojourn away from JA2 (let us see if that happens)

Az - yu had said you needed a break - yet you are here - playing yet once more with WF? *wink* *wink* Very Happy

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Sergeant
Re: 32 enemies per sector[message #35653] Tue, 15 March 2005 03:11 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
The changes work - foxy is alive Very Happy

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Sergeant
Re: 32 enemies per sector[message #35654] Tue, 15 March 2005 19:41 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
this thread needs an update - but work has caught up with me - perhaps in a couple of days i will post my exploits on my way to grumm (after alma) - and from there to meduna (i skipped orta - dont need those frikin rocket rifles anyways).

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Re: 32 enemies per sector[message #35655] Thu, 17 March 2005 04:38 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
diedranna died at zango's hands a half hour ago! it was 2:54 am on Day 57. I saved the game before killing her so that every1 got a chance to kill her.

i will update journey details from alma to grumm to meduna later Smile

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Re: 32 enemies per sector[message #35656] Fri, 18 March 2005 16:41 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
okay guys - am taking a break from ja2 - will be visiting this forum - but for the time being - ja2 has been un-installed. Very Happy
let's see how long this haitus lasts

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Re: 32 enemies per sector[message #35657] Tue, 16 August 2005 23:59 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
i'm not enjoying night ops any more. playing exclusively with throwing knives. replaying 32 enemies per sector (courtesy weaponX). IMP is nightops+stealthy. Right now at level 9 with 100 marksmanship, 92 dex, 85 agility, 85 wisdom and pretty high on remaininng stats.
Rest of the team is Stephen(level 9) Grunty(7) lynx(5) Raven(4) Wolf(4). Started the game with Stephen, grunty, igor, razor, flo, and IMP.

hardest sector so far was drassen's second sector (where Father walker is to be found). But after this, I found a pair of UV goggles at Drassen mine (which was easy) and from there its been a cakewalk. (upto drassen - played with guns).
Now, each of my mercs is equipped with UV goggles.
Have conquered Drassen/cambria and the two northern SAM sites and the central Sam site. Also cleared Estoni and san mona - now headin towards Chitzena. Drassen mine has run out.

However, nightops is all hit a few shots - run away. come back - hit some more - and run back away. i'll probably switch to day ops. Should be more fun. As the mercs are pretty high in levels, interrupts should not be a problem. battles will be more fun - the night ops is really really boring right now Razz

all my mercs have long contracts - Raven 38 days, stephen 19 days remaining.

Other than this i also have Igor(4) Razor(3) Ira(3) Vince(2) Hamous(2) Shank(1) Dynamo(2) Maddog(2) Flo(1) who are currently sitting in Cambria doing nothing! Smile

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Re: 32 enemies per sector[message #35658] Wed, 17 August 2005 21:12 Go to previous message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
overran chitzena (night attacks) quite easily. Queen has intensified attacks on Sam sites/cities. I think I will have to clear some more area around the cities and sam sites so that the enemy troop numbers attacking my cities reduce. Right now, large portions of my cities are still surrounded by enemies and this means that troops of sizes 27 attack city sectors. My militia have been sufficiently trained (few veterans + all regulars in teams of 20) to defend! Smile

Now, I have my mercs flying between San Mona and Cambria (my weapons repository - where the mechanics are busy repairing the various items in inventory) - to drop items in san mona where shank has been placed (in front of Tony) to sell the ammunition. also, I have $100000+ in cash.

next I plan to do some clearing of sectors around the cities. I'll get my entire mercenary force involved in a day battle - i suppose Smile

forgot to mention yesterday that dimitri has also been recruited. team strength is 16. maybe i can now employ high ranking AIM mercs and go for an all out (mostly day) battle with Diedranna's troops Very Happy

Edit: Changed gun dealer's name - had forgotten it was tony and not tom Very Happy

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