Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Militia Factions Mod » Militia Factions Mod
Re: Militia Factions Mod[message #148722] Mon, 09 July 2007 15:50 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Don't want to write spoilers really however.

Tony will go hostile if you steal from him or his several friends... they have to see you do it of course. Other factions are different and have different "tolerances" some higher some lower.

Placed Militia. approx 4 maps they help you a bit. approx 4 maps you rescue them from being locked up. In San Mona for instance the enemy (you did have enemy troops in all of San Mona right?) will gas them upon being alarmed.

Start your war with Kingpin in the usual ways and they'll help but not much.

Re: Militia Factions Mod[message #148743] Mon, 09 July 2007 18:29 Go to previous messageGo to next message
Mauser

 
Messages:797
Registered:August 2006
Location: Bavaria - Germany
@Will gates: ah, understood. i can imagine, why they won

☆★GL★☆
Re: Militia Factions Mod[message #148746] Mon, 09 July 2007 18:59 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
1. Clip size bugs err.. bug me. Never got to bottom of it. Enjoy it when it's in your favour!
2. Editor refused to understand my new clip sizes. Gave up trying to solve in 1.07. Not a show stopper. May be ironed out in 1.13
3. Throw grenade at blue flag or don't place flag in first place.
4. They're only neutral right now...
5. They behave more realistic in 1.13 thank god. If 1.13 allows long term schedule I'll tweak that too so they don't show up til later on.
6. Thx; not noticed this before.
7. Lucky you! Not no intentional.

Re: Militia Factions Mod[message #148840] Tue, 10 July 2007 06:49 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Will, the 1.13 will sort the clip size (and incorrect type) bugs out neatly but you must delete all placed items on maps (especially guns because they are the most XML crosreferenced and thus the most screwed up by xml changes), even the items that are in the hands of enemies and such (RPCs, NPCs, and EPCs are all dependant on Proedit values so their inventories should never be changed in the map editor).

You then replace the items using your 1.13 Map editor (which draws from the correct XMLs for your project) and everything should be groovy.

If you need any help with this, these next two months are maybe the last time I'll really get to put out any serious effort. I would be more than happy to help but time is going by by for me in early September.
Re: Militia Factions Mod[message #148843] Tue, 10 July 2007 07:27 Go to previous messageGo to next message
Mauser

 
Messages:797
Registered:August 2006
Location: Bavaria - Germany
allright Will G. some more rambling from me

- throwing grenades at unremoveable blue flags works.

- you really love barbed wire and hate flat rooftops, dontcha?
sometimes you usage of barbed wire and impassable walls and hedges is quite excessive. the few flat rooftops that are there, you mostly cannot climb because they are completely surrounded by barbed wire. bad design choice. especially when there are enemys on a completely inaccessible roof.

- also, some maps are only accessible from certain sides through a small funnel, due to your excessive use of impassable hedges. don

☆★GL★☆
Re: Militia Factions Mod[message #148857] Tue, 10 July 2007 11:18 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Traps can also be disarmed... kept for later. [color:#FF0000]n.b. in 1.13 enemy & civs have equal chance of triggering these traps... but I am listening & will adjust the maps for 1.13 and a 1.07 update[/color]

Hedges can be "opened". There are also some gaps hidden from view.

Militia training in all towns only works on the 1.13 so far... if anybody knows how to make it happen on the 1.07 I'm all ears.

Clip bugs are map related yes. Buy the VS ammo from somewhere or someone and it arrives correctly.

Annoying neutrals have their place... besides you can always remove them... either in game with violence or in editor just delete... up to you. Likewise the traps, just open in editor and delete them if you don't like them.

Nobody has even noticed the slightly less annoying Ira...

[Updated on: Tue, 10 July 2007 12:53] by Moderator


Re: Militia Factions Mod[message #148878] Tue, 10 July 2007 14:04 Go to previous messageGo to next message
wolf00

 
Messages:1139
Registered:September 2006
Location: Czech Republic

hi will-mfm for ja2 1.07 is complete? if is your ansver yes please give me link to dowload ..
Re: Militia Factions Mod[message #148899] Tue, 10 July 2007 15:30 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
http://files.filefront.com/JA2+MFM+107+Releasezip/;7977330;;/fileinfo.html

1.13 version will be reasonabley soon (much better all round). I will also release second version of the 1.07 maps only, without the factions so much (but what would I call it then?).

1.13 SoG'69 Hybrid is what's eating my time right now; guess I'll park it for a few days.

Re: Militia Factions Mod[message #148903] Tue, 10 July 2007 15:47 Go to previous messageGo to next message
wolf00

 
Messages:1139
Registered:September 2006
Location: Czech Republic

thx i check this ver for ja2 clasic
Re: Militia Factions Mod[message #148970] Tue, 10 July 2007 22:01 Go to previous messageGo to next message
Mauser

 
Messages:797
Registered:August 2006
Location: Bavaria - Germany
@ Will Gates: impatiently waiting for your 1.13 version!

in the meantime, some more observations:

why do the armed civilians get hostile in the night, even if you were in the sector for the whole day and eliminated all enemys? and in other sectors, where you have full control and own militia, they don

☆★GL★☆
Re: Militia Factions Mod[message #149025] Wed, 11 July 2007 10:20 Go to previous messageGo to next message
Andris

 
Messages:86
Registered:October 2006
Location: Budapest, Hungary

Will you said you needed the feedback. Didnt have too much time with it though:(

1.Experienced a nasty tearing sound upon arrival( only heard it once but I thought my soundcard smoked away:))

2.The civiliand are ok, but tend to play "catch" with the bullets:)

3. 800x600 I cant wait for that

4. Are the South American guns gonna fit in the 1.13 chaos?

5. Lol Mauser, you are getting guns dropped? I have only seen ammo dropped in Omerta:), looks like the handtohand and steal comes into play yet once again:)

Great mod Will! Will this be compatible with dbb mod Im currently using with 1.13?
Re: Militia Factions Mod[message #149027] Wed, 11 July 2007 10:40 Go to previous messageGo to next message
wolf00

 
Messages:1139
Registered:September 2006
Location: Czech Republic

will: your mod is nice i see here some inspirations from deidriana lives,mod have one eror-short text in items+guns tag ...
Re: Militia Factions Mod[message #149044] Wed, 11 July 2007 14:04 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
@ Wolf00: Error? Please explain a little more fully, thanks. Like to make it as good as I can.

I'll make update of all maps this weekend. I have decided to put all factions in locked rooms etc so it's up to you to let them out or not; couldn't get rid of them entirely as they are half the point after all.

Re: Militia Factions Mod[message #149045] Wed, 11 July 2007 14:17 Go to previous messageGo to next message
wolf00

 
Messages:1139
Registered:September 2006
Location: Czech Republic

not a error, in short-weapon & items have too short descriptions ...
Re: Militia Factions Mod[message #149047] Wed, 11 July 2007 14:45 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Ah I see. Go shopping at B-Rays for extended descriptions...

Mauser: as Hans would say "always ze same story, nothing but komplaints". But seriously; Cows coz they ammuse me. I'd like a greater selection of creatures but my animation skills aren't good enough.

Apart from magnetic factions is it a thumbs up or a thumbs down?

Re: Militia Factions Mod[message #149071] Wed, 11 July 2007 18:30 Go to previous messageGo to next message
Mauser

 
Messages:797
Registered:August 2006
Location: Bavaria - Germany
Quote:
I'll make update of all maps this weekend. I have decided to put all factions in locked rooms etc so it's up to you to let them out or not; couldn't get rid of them entirely as they are half the point after all.


well, couldn

☆★GL★☆
Re: Militia Factions Mod[message #149098] Wed, 11 July 2007 21:50 Go to previous messageGo to next message
wolf00

 
Messages:1139
Registered:September 2006
Location: Czech Republic

something smell here :innocent: -im in alma military base-first sector,it is time after battle im walking around colecting weapons+items, & civilians suprise me,atacking on my squad ...
Re: Militia Factions Mod[message #149103] Wed, 11 July 2007 22:39 Go to previous messageGo to next message
Mauser

 
Messages:797
Registered:August 2006
Location: Bavaria - Germany
wolf00
something smell here :innocent: -im in alma military base-first sector,it is time after battle im walking around colecting weapons+items, & civilians suprise me,atacking on my squad ...


let me guess, it

☆★GL★☆
Re: Militia Factions Mod[message #149114] Wed, 11 July 2007 23:56 Go to previous messageGo to next message
wolf00

 
Messages:1139
Registered:September 2006
Location: Czech Republic

no this thing is hapen on daytime ...
Re: Militia Factions Mod[message #149134] Thu, 12 July 2007 02:04 Go to previous messageGo to next message
Mauser

 
Messages:797
Registered:August 2006
Location: Bavaria - Germany
wolf00
no this thing is hapen on daytime ...


huh, that

☆★GL★☆
Re: Militia Factions Mod[message #149149] Thu, 12 July 2007 05:39 Go to previous messageGo to next message
Olddog

 
Messages:22
Registered:May 2007
Location: Outback Australia
Hmmm - seems like I'm getting a different experience than Mauser - So far I have conquered Drassen, Chitzena, Grumm, half of Cambria and 3 sam sites (and one special cache). So far only Grumm mine has had repeated counterattacks - Drassen was only attacked once by 8 soldiers which the militia just handled with no losses - each sam site has also only been attacked once (I'm at day 49 - so I'm slow). Armed factions have mobbed around me, but apart from one group going hostile at night, none of the others shows any hostility at any time (unless I attack them of course). Am I missing something?

@Mauser
Are you getting major counterattacks and large scale conflicts?

[Updated on: Thu, 12 July 2007 05:40] by Moderator

Re: Militia Factions Mod[message #149150] Thu, 12 July 2007 05:51 Go to previous messageGo to next message
Mauser

 
Messages:797
Registered:August 2006
Location: Bavaria - Germany
@ Olddog: no, not really. was waiting for a couple of days at central SAM for enemy forces to attack, but all that happened, was that multiple patrols just stacked at the sector below and sat there for over a week. the sector is now populated by maximum number of enemys.

i am currently circling around them, trying to attack from below and removing this threat for good.

i had a couple of normal attacks on drassen mine and on chitzena, but noting the militia couldn

☆★GL★☆
Re: Militia Factions Mod[message #149153] Thu, 12 July 2007 06:07 Go to previous messageGo to next message
Olddog

 
Messages:22
Registered:May 2007
Location: Outback Australia
I had a strange experience in Grumm Mine - was training militia and moved a new merc into the sector. As soon as I went into the sector My training mercs were spotted and all the civilian including the mine manager attacked. After a reload I trained up my militia to help with the inevitable battle only to discover that only 2 civilians attacked, both dispatched by militia and now I can move about that sector night and day with no problems.
Re: Militia Factions Mod[message #149173] Thu, 12 July 2007 11:34 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Can't answer questions right now as have not slept for two days... the result is below... Njoi.

http://files.filefront.com/JA2+mfm+fixed+maps7z/;8030268;;/fileinfo.html

:blackcat:

Re: Militia Factions Mod[message #149177] Thu, 12 July 2007 12:01 Go to previous messageGo to next message
Scooly

 
Messages:60
Registered:June 2003
Location: Lublin - Poland

Nice Smile

Files list and installation instructions are already avaible on the website:
http://mfm.jaggedalliance.pl/en/download.php
Re: Militia Factions Mod[message #149193] Thu, 12 July 2007 15:39 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Mauser; if I recall rightly you started your game on Novice? I never tested on that setting. The mod is designed for experienced and expert in the 1.07. In the 1.13 Novice is great fun and everything happens as it should. Also as you started the game without my binary data you are missing a lot of the sense I tried to create in places and the confusion I deliberately sowed in others. You would need to start new game to see it all properly... to which scroll up a bit for link to fixed maps.

Factions are either stood stationary where appropriate, in a locked building or some other form of blocking device; or as far away from the likely action as possible. There are a few exceptions but for the most part they are out of your hair so to speak. Improves pace of combat some. Also removed are the flare mines at doors and a few other "doh" traps. Minor adjustments to this and that.

& in answer to an earlier question why is the enemy at A9 Omerta half asleep. It's a balance thing the game does all by itself and i'd rather it didn't but there you are. It feels 12 enemies is too much for the player so softens them up automatically... you can set their health but not their energy levels and that is the bit the game reduces typically. Again in 1.13 this is not so much a problem as the balance is higher anyway especially on Insane vs. Queens Pool of 4800 & upwards.

Basically in 1.07 a number of patrols are missing because there are 10 or so sectors which have a garrison which didn't before. You notice it more on the easier settings that's all. Not a problem in 1.13 for the obvious reasons.

[Updated on: Thu, 12 July 2007 17:32] by Moderator


Re: Militia Factions Mod[message #149362] Sat, 14 July 2007 00:13 Go to previous messageGo to next message
shed23

 
Messages:131
Registered:October 2004
Location: U.K.
Enjoying this, thanks Will.
Re: Militia Factions Mod[message #149393] Sat, 14 July 2007 13:57 Go to previous messageGo to next message
Marlboro Man

 
Messages:1265
Registered:October 2005
Location: USA
From what I reading here, your mod is very good. Hopefully I will get to play it this decade. Smile))) I haven't had any time to do anything lately. Sad


Re: Militia Factions Mod[message #149578] Mon, 16 July 2007 11:15 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Stand by for upgrade. I'm about to upload small 1.22mb Upgrade.
Features:
2 new Exe's (Queen's Offensive & Defensive Queen), both have counterattacks working properly!
3 new Map.Bin's (Novice, Normal, Expert)
4 better maps (I hope I have cured the sleepy guards of Omerta effect)

Probably best to keep a copy of original download exe & map.bin in a folder called "just in case" or something but I'm 96% sure the new stuff works fine.

Re: Militia Factions Mod[message #150431] Mon, 23 July 2007 17:29 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Downloads of MFM 1.07 just went to 100. Slightly less uptake of the fixed maps and upgrade. I'm also happy with general response so far. Keep playing JA-heads!

Re: Militia Factions Mod[message #153944] Tue, 21 August 2007 17:36 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Downloads just went over 200 which means approx 5% of target audience imho. Excellent Dudes!

[Updated on: Tue, 21 August 2007 17:37] by Moderator


Re: Militia Factions Mod[message #160156] Tue, 02 October 2007 18:52 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Now closer to 300. I am pleased. Been enjoying playing the damn thing at last too. 1.07 Expert; Queen's Offensive; & only just holding on. Playing Novice on 1.13 koz I'm still not used to the slightly smarter enemies. Both better than I'd hoped kids. But now is the time to say goodbye. I leave this job (& e-mail address) on friday & that will be that for a while. I've had a blast. Also time for credits whether you want them or not. The following people helped in no particular order and in varying degrees from in depth "how to" stuff and good advice all the way through to simple encouragement and enthusiasm (when it's all going wrong this is vital so don't knock it!).

Ramfall. Rudedog. The Scorpion. Khorr1966. Bearpit himself. T-Bird. MM. Scooly. Len552. Lalien. Lynx (RIP). Lockie. Willywonka. JJeffrey. An anonymous guy (his choice). Various others sorry if I've lost your tags. There's no such thing as a truely solo effort. Thank you all.

:cheers:

Re: Militia Factions Mod[message #160165] Tue, 02 October 2007 20:04 Go to previous messageGo to next message
lockie

 
Messages:3970
Registered:February 2006
Location: Scotland
you leavin the forum too ? and no more workin on mods ? this wont do at all , at all ! if so thanx for mod and comments on various topics , i for one enjoyed it , sad if your off bud , cheers and hope life gets better soon.


Re: Militia Factions Mod[message #160223] Wed, 03 October 2007 12:18 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
It's not totally permanent I hope. I'll be back. Just don't know when etc. As for real life stuff; it's all for the best reasons. I have a great new girl. Great new job starting soon. Moving back to my favourite town where many of my friends still live. It's all positive. The only negative is the ability to see my kids as ex-wife refuses to meet me half way to exchange them. Will mean a lot of driving for me but will be worth it. It's the begining of a new age. (well for me anyway)

:redracer:

Re: Militia Factions Mod[message #160242] Wed, 03 October 2007 14:49 Go to previous messageGo to next message
Kaerar

 
Messages:2088
Registered:January 2003
Location: Australia :D
Thanks for everything mate including the Off Topic discussions Very Happy
Haven't been able to speak to many people who can talk without getting angry cos you don't agree with them Wink

Hope you come back soon


Re: Militia Factions Mod[message #160245] Wed, 03 October 2007 15:07 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
It's an attitude I've arrived at best summed up by an old quote from somewhere and is at the crux of what real democracy & debate should be.

"I strongly disagree with everything you are saying; but I'd fight to the death for your right to say it."

Chillax and Njoi.

Re: Militia Factions Mod[message #160247] Wed, 03 October 2007 15:16 Go to previous messageGo to next message
Kaerar

 
Messages:2088
Registered:January 2003
Location: Australia :D
Damn right mate. Damn right Very Happy

No matter what your title is you are still a man or a woman just like everyone else!

[Updated on: Wed, 03 October 2007 15:17] by Moderator



Re: Militia Factions Mod[message #160288] Wed, 03 October 2007 19:24 Go to previous messageGo to next message
gmonk

 
Messages:647
Registered:April 2002
Location: Newfoundland, Canada
Cheers and seeya sometime soon I hope! Sounds like a lot of positive stuff is goin' on for ya.

I hear ya on that quote, my own belief, too.

monk
Re: Militia Factions Mod[message #161707] Tue, 16 October 2007 11:24 Go to previous messageGo to next message
herb

 
Messages:422
Registered:September 2007
Location: Slovenija
yO BOYZ where can i download this mod?
Re: Militia Factions Mod[message #161914] Thu, 18 October 2007 21:00 Go to previous messageGo to previous message
lockie

 
Messages:3970
Registered:February 2006
Location: Scotland
errr , try links to download in this thread marko .


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