Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » A few questions about 1.13 gameplay  () 1 Vote
Re: A few questions about 1.13 gameplay[message #354752 is a reply to message #354749] Fri, 07 September 2018 22:30 Go to previous messageGo to previous message
ZedJA2

 
Messages:205
Registered:January 2018
BASIC GIST ON REINFORCEMENTS:

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

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

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

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

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

KEYBINDINGS AND COMMANDS KNOWLEDGE -- DOCS FOLDER:

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

Some ones I usually read about before a game:

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

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

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

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

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

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

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

Like I said worth reviewing.

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

You know you can customize the ja2options.ini

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

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

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

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

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

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

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

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

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

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

 
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: BUGS: Something wrong with Deidranna's Dialog
Next Topic: AI and minefields
Goto Forum:
  


Current Time: Sat Oct 31 06:35:03 EET 2020

Total time taken to generate the page: 0.01062 seconds