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Militia Factions Mod[message #63658] Wed, 06 September 2006 23:03 Go to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
Much work still to be done on it but soon I'll have two weeks at home post-op to get some of it out of the way at least. only for those who actually like joining in with Militia battles btw!

Re: Militia Factions Mod[message #63659] Thu, 07 September 2006 03:31 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
Hmm. Guess I should have kind of said what it actually is.

MFM.

An odd mod for JA2 1.07

52 altered maps; which may well be all brand new by the time I

Re: Militia Factions Mod[message #63660] Thu, 07 September 2006 23:01 Go to previous messageGo to next message
WillyWonka

 
Messages:123
Registered:February 2006
Location: Sweden/Sverige
Sounds great!

I like the "regular warfare" kind of game style, with standardized weaponry, big squads, lots of mortar grenades and of course, realtistic gun sounds. I hope this mod is something like that.
Re: Militia Factions Mod[message #63661] Sat, 09 September 2006 06:27 Go to previous messageGo to next message
dzeller

 
Messages:91
Registered:February 2003
Location: USA
Looks good!
Re: Militia Factions Mod[message #63662] Tue, 12 September 2006 23:25 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Glad to hear it. Looking at SOG'69 for research reasons (plus it's a genius work of art) and have found several of the weapons images & stats I need provided Becoming-X doesn't mind. This will save some time as it takes ages to get them looking right. Can concentrate on doing justice to the South American stuff (Imbel. Molina. Bersa. Famae. Zamorana. etc) and revisiting each map for an even heavier edit.

Re: Militia Factions Mod[message #63663] Tue, 10 October 2006 23:27 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
All weapons done inc some kick-ass gunshot wavs. @Willywoka; you're going to love my Blight 50! All factions done. Curious rewrite of the palette done (this will be explained in the read-me). Final SM-Edit done. Final Pro-Edit done. Just the 52 maps left to do plus their radarmaps. Incidentally I can't get the radarmap dos utility to work and have been making them the slow way. Anybody got any tips?

Re: Militia Factions Mod[message #63664] Tue, 17 October 2006 03:39 Go to previous messageGo to next message
WillyWonka

 
Messages:123
Registered:February 2006
Location: Sweden/Sverige
Good to hear about the progress! But I wonder what a Blight 50 is? I just find pics of leaves and potatoes when googling.

I hope you also introduce a proper flame thrower, the one item most people want to see in the game!

Cheers
Re: Militia Factions Mod[message #63665] Tue, 17 October 2006 23:03 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
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A fictional H&K uber 12.7mm Sniper Rifle. Blight 50 comes from the real Barrett Light 50; and happens to be a good word for cursed etc. Flame thrower gave me gyp. Discarded for now unless anybody out there has worked out a way of running the damn thing.

Re: Militia Factions Mod[message #63666] Thu, 09 November 2006 22:47 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
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Not being the type to give up I now have a fully functioning evil Flame Thrower with only the actual flame animations left to do on it. An extra 4omm nade has also been added; let's just say it gives a little more bang for your bucks.

Re: Militia Factions Mod[message #63667] Fri, 10 November 2006 00:13 Go to previous messageGo to next message
profound

 
Messages:66
Registered:October 2004
Location: Lithuania
I'm looking forward to your mod. Keep going!
Re: Militia Factions Mod[message #63668] Tue, 14 November 2006 00:56 Go to previous messageGo to next message
WillyWonka

 
Messages:123
Registered:February 2006
Location: Sweden/Sverige
Quote:
Originally posted by Will Gates:
Not being the type to give up I now have a fully functioning evil Flame Thrower with only the actual flame animations left to do on it. An extra 4omm nade has also been added; let's just say it gives a little more bang for your bucks.
Glad to hear that! I tried the flamethrower in the weaponmod chenxy posted. The animations wasn
Re: Militia Factions Mod[message #63669] Tue, 14 November 2006 22:49 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
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@ WillyWonka. Made my own in the end. Still need to get the offset right but almost there. The flames on the ground continue to burn for a short while (not as long as gas say) and continue to cause loss of both health & breath. Can't work out how to drop a screenie in here. Ping us your e-ddress & I'll send you some food for thought.

Re: Militia Factions Mod[message #63670] Tue, 14 November 2006 22:59 Go to previous messageGo to next message
Will Gates

 
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@ WillyWonka again. Actually you've suggested a very useable idea which I'll try out tonight; only problem I can forsee it that LAW can only be fired from standing; it might make the FT fired from crouch look a little odd; I'll let you know how it goes. Thank you.

Re: Militia Factions Mod[message #63673] Tue, 02 January 2007 23:06 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
Right kids it's in a state where it's worth testing. I'll keep going on the artwork & tileset set type stuff that doesn't effect gameplay. I'll need e-mail addresses and approx gate size so I know how small to chop it up.

Re: Militia Factions Mod[message #63674] Tue, 09 January 2007 23:35 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Report from my own play-test Expert Sci-fi TOG; plus some early feedback. This is a long game. Some of the battles are very long indeed; so much so that enemies can and do occasionally run out of ammo. As can you. Then you need to get physical to finish them off. Early reports indicate I will have to include detailed install instructions (sorry have been too close the work and it felt "automatic" to me) and resolve some scheduling issues to prevent accidental lock-outs to essential characters

Day 41: have just lost Chitzena North and am barely holding on to Cambria at all.
Team 1. Imp Alpha. Barry. Grunty. Dimitri. Fox. Ira. Have just taken Central SAM & are militia-ing repairing etc. They need to head back to Cambria asap to help team 2. Also they noticed Slay at the hospital but didn't have the diskette with them at the time.
Team 2. Spider. MD. Igor. Bull. Grizzly. Meltdown. In Cambria training militia as fast as they are able plus clearing out the odd sector that gets taken over. They can't keep pace with the onslaught and are in deep s**t until team 1 relieve them.
Team 3. Lynx. Reaper. Skully. Trying to take back Chitzena North but all three are in a bad way so I might have to med-evac despite the loss of medical deposits this is going to cost me.

On the bright side Drassen is now holding firm and so is the East Sam. Skyrider has told me where all the Sams are so they longer have the "blind" penalty attached to them.

Final analysis. I think I may have made it too tough; but some people might like it that way. It was made to challenge my ususal tactics and prevent me from solving situations the same old way and it does that at least by the bucket load.

Re: Militia Factions Mod[message #63675] Wed, 10 January 2007 02:05 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
will:

so i can post any reports on the mod here? i must admit i haven't yet installed it, just had a look at some of the files

i noted that the bigitem sti files use the default palett

i hope you have kept backup .BMP files because creating a matching palette makes better bigitem .sti files
sti edit has a feature, top left, where you can create a new .sti file
then you can specify your picture as the palette first, then load the picture (import it as bitmap)
you may then have to change the automatical backgroudn color to the one of your picture (sti-edit will usually get it right if you use white)

i'll reinstall ja2 and MFM as soon as i get a tad more time
Re: Militia Factions Mod[message #63676] Wed, 10 January 2007 20:45 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
Oh yes indeed back up of every damned thing! 2 doh! errors. The file mercedt has been miss-named mercedit. The anims file needs a subfolder called vehicles... but that still doesn't work the way I really intended... solution to come.

Re: Militia Factions Mod[message #63677] Wed, 10 January 2007 21:41 Go to previous messageGo to next message
Mauser

 
Messages:773
Registered:August 2006
Location: Bavaria - Germany
hmmm, sounds promising.

but this mod is not for 1.13 but JA2 classic instead right?

hmm, dunno if i can actually live wihout the new features. never wanna play in 640x480 again.

but would it be possible, to release a pure mapmod package alongside for use with 1.13?

☆★GL★☆
Re: Militia Factions Mod[message #63678] Wed, 10 January 2007 23:06 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
If you or somebody could explain what would be involved in turning this into 1.13 mod or at least compatible I'd be more than happy to try.

A seperate map package for use with 1.13 is certainly a good idea. It would require an enhanced Map.bin by all accounts. For it to make sense though you'd still need the items (which is in part attached to the exe), prof.dat, palette and so forth.

Hell of a bush-fire on off topic political! :bomb:

Re: Militia Factions Mod[message #63679] Sat, 13 January 2007 03:56 Go to previous messageGo to next message
WillyWonka

 
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Registered:February 2006
Location: Sweden/Sverige
After some playing, it
Re: Militia Factions Mod[message #63680] Sat, 13 January 2007 13:18 Go to previous messageGo to next message
Mauser

 
Messages:773
Registered:August 2006
Location: Bavaria - Germany
Quote:
If you or somebody could explain what would be involved in turning this into 1.13 mod or at least compatible I'd be more than happy to try.
sorry, i am the wrong to adress for that mate.
me no know anything concerning this matter.
Madd Mugsy or the Scorpion are the ones to ask that.

Quote:
Hell of a bush-fire on off topic political!
yeah, i kinda regret having answered to that topic. politics and history are nothing to discuss on a gamesforum really.
better keep my mouth shut. :rolleyes:

☆★GL★☆
Re: Militia Factions Mod[message #63681] Wed, 17 January 2007 00:03 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
Wonka: a small extra-terestial will be looking into porting the mod into 1.13 for which many thanks... but only once it has update from various feedback. Once upon a time there was a 600 x 800 patch stand alone... any idea where I can find as it might make it more acceptable to wider audience.

Mauser: Scorpion is already one of my main advisors but thank you anyway. As for free speech... it's price is that we all have to hear something we don't like sometimes no?

Re: Militia Factions Mod[message #129551] Tue, 13 February 2007 15:37 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
Two steps forward one step back. Factions now fixed so they appear when they should. Tileset stuff almost done. Last few item changes still to make. Final map edit reliant on feedback so not done yet. Last few character tweaks done. Had a look (maps only) in 800 x 600 and it looks so much better. Once I've finished my work I might hand it straight over to the 1.13 converters without low-res release at all.

Re: Militia Factions Mod[message #129941] Fri, 16 February 2007 15:24 Go to previous messageGo to next message
WillyWonka

 
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Registered:February 2006
Location: Sweden/Sverige
Alright, some pros and cons:

+

*The artillery attack in Omerta, gives a kicks start.

*Nice uniforms. No silly pink tanktops on tough mercs.

*The new maps and buildnings are really cool.

*The gun stats are ok now, after installing the feb 14 fix pack.

*The new guns, I like the Latin American line of guns.


-

*The militia crowds up, turning into a huge target.

*The militia at the Hicks are crowded inside the west buildning, door blocked by piles of hay.

*I also seem to have some problems with the installing, since there are no enemies in East Omerta (A10) at start. Thus I can

[Updated on: Fri, 16 February 2007 15:26] by Moderator

Re: Militia Factions Mod[message #129948] Fri, 16 February 2007 16:27 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Feedback... thanks. Glad you like the bits you like 1st off. The bits you didn't...
1. Yes the militia are dumb; hope to solve in this or at least by direct command once converted to 1.13.
2. They are meant to be POW, a puzzle how to get them out alive and non-hostile.
3. Your install doesn't sound at all right. More detail please.
4. Big Images? Again more detail please. What's up?
5. Interface. Yes sorry 1st attempt at that aspect.

Re: Militia Factions Mod[message #129982] Sat, 17 February 2007 00:32 Go to previous messageGo to next message
WillyWonka

 
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Registered:February 2006
Location: Sweden/Sverige
Big gun image: When i click on the gun pic in the merc
Re: Militia Factions Mod[message #130164] Mon, 19 February 2007 15:08 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
Thanks for screenies. Please see reply e-mail.

Please send screenie of offensive big items with comments. Can't really say much until I see what looks wrong to you.

Re: Militia Factions Mod[message #130328] Wed, 21 February 2007 06:09 Go to previous messageGo to next message
LCJr.

 
Messages:84
Registered:November 2001
Check your PM.
Re: Militia Factions Mod[message #130913] Mon, 26 February 2007 14:46 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
I did & thanks for the support.

MFM february update. Tilesets changes well underway. I can't post screenies from work I afraid. If somebody else could drop them into this thread it'd be great.

Also just getting into pukka stats & AP's so handguns (now AP=5) are actually worth using etc.

:evilkitty:

Re: Militia Factions Mod[message #132091] Fri, 09 March 2007 15:04 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
MFM March Update. Tileset work very much underway however it is now informing what I want or am able to do with the maps. It may take a little longer than I'd hoped. Interface version three in hand. Exit grids all working. AP's etc now much better. Vehicles done. Special tiles done. I could alter things forever but there's no real reason beyond a certain point. I set myself the deadline for release of 01-07-2007. I test thoroughly though so haven't forgotten how to play!

:evilkitty:

Re: Militia Factions Mod[message #132096] Fri, 09 March 2007 15:26 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Ah it did. This shows work in progress on the 45 degree tiles to give some buildings a deco style look about them. I already finished the refined version and will implement this weekend.

Re: Militia Factions Mod[message #132138] Sat, 10 March 2007 00:46 Go to previous messageGo to next message
WillyWonka

 
Messages:123
Registered:February 2006
Location: Sweden/Sverige
Nice house!

I
Re: Militia Factions Mod[message #132447] Mon, 12 March 2007 14:55 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Yes you can indeed. It took a special trick tile to act as trapdoor between ground & first floor. However the octagonal tileset is fierce hard to use so I'll be limiting it to 4 or 5 maps or it'll do my head in. Sweeping landcape changes have forced me to up the map count to 84, may increase further depending on current testing. Interface Mk2 well underway. No S&CB laptop background anymore; something from the gothess Nemi instead.

:evilkitty:

Re: Militia Factions Mod[message #132469] Mon, 12 March 2007 19:56 Go to previous messageGo to next message
WillyWonka

 
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Registered:February 2006
Location: Sweden/Sverige
This is looking VERY promising Mr Gates! Keep up the good work!
Re: Militia Factions Mod[message #132528] Tue, 13 March 2007 10:54 Go to previous messageGo to next message
Spinx

 
Messages:34
Registered:February 2007
Location: Washington state
Nice indeed im awaiting this my self(loves militia battles)
Re: Militia Factions Mod[message #132693] Wed, 14 March 2007 16:54 Go to previous messageGo to next message
jark

 
Messages:25
Registered:October 2005
Wow!!!!

The multistorey building is a great piece of artwork. I'm looking forward to getting inside.

Keep it up, Will.
Re: Militia Factions Mod[message #132702] Wed, 14 March 2007 19:13 Go to previous messageGo to next message
Khor1255

 
Messages:1828
Registered:August 2003
Location: Pleasantville, NJ
Those buildings do look very cool. Great work man!

I noticed the father has a strong body type. Is this so that he can use weapons and such? Regular civilian body types will cause a crash if you arm them and they go hostile but I'm wondering....


Anyway, that stuff looks really cool and I hope it gets added to John Wrights tileset collections so that maybe we'll see it available for general release.
Re: Militia Factions Mod[message #132793] Thu, 15 March 2007 10:58 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
Tiles generally available with release. An exception for Khorr who has made special request. Yes the father is beefed up. All named civs have been factionalised and armed. Don't worry though he's coded rebel. I've tried to keep it logical.

:evilkitty:

Re: Militia Factions Mod[message #133612] Sat, 24 March 2007 06:23 Go to previous messageGo to next message
dzeller

 
Messages:91
Registered:February 2003
Location: USA
Great work on the tilesets!
Re: Militia Factions Mod[message #133917] Mon, 26 March 2007 20:54 Go to previous messageGo to previous message
Nighthawk

 
Messages:48
Registered:February 2002
Location: Springfield, MO
Hey Will Gates:

Can you please send me your new tilesets so I can add them to my 1.13 extended tileset project? The screenshots so far have been mind-blowing! Sure adds more dimensions and ideas to mapmaking.

john_nighthawk@email.com


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