Home » MODDING HQ 1.13 » v1.13 Feature Requests » Some slight requests
Some slight requests[message #308807] Wed, 08 August 2012 12:35 Go to next message
jEbUs is currently offline jEbUs

 
Messages:36
Registered:November 2003
Location: Brugge, Belgium
Hi all,

I've been playing JA2 (and 1.13) for quite a while now, and while I am enamoured with the amazing strides 1.13 has taken, I still have a few pet peeves I'd love to see 'fixed' someday.
Mind, I'm not a modder, and though I helped a wee bit with mods here and there (mostly testing) I have but little knowledge on actual coding. Hence why I never wanted to annoy the actual modders before now, but, y'know, I figured it's time I actually mentioned this.

I've been playing the latest stable release, and these things I still find slightly lacking:

- Mines. Mercs forget where they've placed their mines whenever you exit the tactical screen (i.e. the blue flags go away), even when it's just to pick something up from the sectors inventory. This can lead to all kinds of problems: I've often had mercs running into mines they've placed themselves but seconds earlier.
Likewise, it'd make sense for your militia to know and avoid the mines your mercs have placed. Whenever I play the Drassen counterattack, there's usually as many militia running into my mines as enemies. Makes them fairly useless in most occasions.

- Some sort of "reputation" feedback. When playing, for instance, UC on Insane difficulty, progress can often be quite slow, which then leads to AIM mercs refusing to join your team. I find this flawed for two reasons: a) there's, as far as I know, no way to check your reputation in-game, which can lead to unpleasant surprises. Maybe include it with the progress info when you hit the 'v'-key? b) It makes no sense to me that mercs would refuse to work for a commander that works "too slow". After all, slow usually means careful (usually the case for me), and longer campaigns means... more paychecks. They should be jumping for the chance.

- Reinforcements. I currently lose most of my mercs on enemies suddenly materialising behind them on the edge of the screen. Any sort of indicator of enemy reinforcements due to arrive on the battle map would be very, very welcome. The direction they'll be coming from too.

- Tony's limited budget. Would it be possible to make an option in the Ja2options.ini file for Tony to have an unlimited budget for buying stuff? Or maybe a notification when the "wait" for him to re-stock is over?

I know it's fairly annoying when a 'lay' person makes requests of those actually slaving away on the modding, but after all these many years of playing I figured I was intitled to a whee bit of wining... Smile
My apologies if any of these have been adressed in a recent unstable version.

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Private 1st Class
Re: Some slight requests[message #308808] Wed, 08 August 2012 12:39 Go to previous messageGo to next message
jEbUs is currently offline jEbUs

 
Messages:36
Registered:November 2003
Location: Brugge, Belgium
Oh I forgot one:

- Bobby Ray's: would it be possible to make it an option for BR to stop stocking up on weapons with a 'coolness' level far beneath the point in the game one has arrived at? There's far to many junk cluttering up the inventory, this makes it a drag to search for the guns you want.
Also, any way of 'sorting' the inventory of BR's according to, for instance, price of coolness would be incredibly awesome. I realise that this last one is way harder to implement than it sounds, though.

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Private 1st Class
Re: Some slight requests[message #308809] Wed, 08 August 2012 13:01 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:543
Registered:January 2011
Location: Greece
For the AIM mercs not joining, I'd suggest seeing the "How Does It Work" article by Headrock dealing with merc relations. Take a look at the "Bad Reputation" part, and see if you can do something to get back to positive rep.
For Tony's budget, take a look at Docs\Additional Merchants Modifications.txt because the ability to modify a merchant's money has been there for a very very long time.
For reinforcements, they will arrive from the edge they were at, assuming you could see them on the strategic map screen. So if you assault Drassen Airport, the army from Drassen Center will reinforce it, coming (you guessed it) from the south. They used to arrive on turn 2 or so, but currently it seems they arrive when real-time kicks in.
For the mine flags going missing, that does seem weird, will have to check it a bit more.

[Updated on: Wed, 08 August 2012 13:05] by Moderator

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First Sergeant
Re: Some slight requests[message #308811] Wed, 08 August 2012 14:39 Go to previous messageGo to next message
jEbUs is currently offline jEbUs

 
Messages:36
Registered:November 2003
Location: Brugge, Belgium
JMich
For the AIM mercs not joining, I'd suggest seeing the "How Does It Work" article by Headrock dealing with merc relations. Take a look at the "Bad Reputation" part, and see if you can do something to get back to positive rep.


I'm confused. The modifiers don't seem to be saying anything about slow progress - yet I'm 100% sure slow progress is a part of gaining bad reputation. Am I wrong?
Also, I don't seem to be doing any of the things increasing 'bad rep' in most of my games. And if I do, it's only very sporadic. Nothing that would make 90% of the AIM roster refuse to join up...

JMich
For Tony's budget, take a look at Docs\Additional Merchants Modifications.txt because the ability to modify a merchant's money has been there for a very very long time.


Thanks. As I said, I'm not a modder, so I wasn't aware of this.
Will changes to this file also affect current games? Or is the information on merchant's money limits stored in the savegame file?

JMich
For reinforcements, they will arrive from the edge they were at, assuming you could see them on the strategic map screen. So if you assault Drassen Airport, the army from Drassen Center will reinforce it, coming (you guessed it) from the south. They used to arrive on turn 2 or so, but currently it seems they arrive when real-time kicks in.


The fact that they now arrive in real-time makes it all the more annoying: they immediately enter their turn and kill everyone on sight.
I'm aware of the use of the strategic map to track possible reinforcements, but the fact that the factors are not constant makes this confusing. I.e. sometimes no reinforcements will be sent from one sector to another, sometimes they come in waves (IIRC). And indicator somewhere would still be nice, I feel.

"JMich"
For the mine flags going missing, that does seem weird, will have to check it a bit more.


AFAIK, it's 100% reproduceable. I did formulate it wrong, though: what happens is that no blue flags are planted on mines you place yourself. This leads to mercs forgetting where they've placed them, and militia having no idea a mine was placed there.

*EDIT* Any ideas on the BR suggestion?

[Updated on: Wed, 08 August 2012 14:39] by Moderator

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Private 1st Class
Re: Some slight requests[message #308812] Wed, 08 August 2012 14:44 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
Registered:July 2009
jEbUs
AFAIK, it's 100% reproduceable. I did formulate it wrong, though: what happens is that no blue flags are planted on mines you place yourself. This leads to mercs forgetting where they've placed them, and militia having no idea a mine was placed there.
Of course they are not. You need to take those blue flags literally, not just as an icon.

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Captain

Re: Some slight requests[message #308813] Wed, 08 August 2012 15:23 Go to previous messageGo to next message
jEbUs is currently offline jEbUs

 
Messages:36
Registered:November 2003
Location: Brugge, Belgium
DepressivesBrot
jEbUs
AFAIK, it's 100% reproduceable. I did formulate it wrong, though: what happens is that no blue flags are planted on mines you place yourself. This leads to mercs forgetting where they've placed them, and militia having no idea a mine was placed there.
Of course they are not. You need to take those blue flags literally, not just as an icon.


I see. It's still silly that mercs instantly forget where they placed their mines, though, and that militia are unaware of the location of your minefield. Don't you feel there should be changes in this mechanic?

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Private 1st Class
Re: Some slight requests[message #308816] Wed, 08 August 2012 15:35 Go to previous messageGo to next message
Durak is currently offline Durak

 
Messages:57
Registered:April 2010
Hi,


that reminds me of a question I have always had about mines/blue flags:

So - you place a mine, then load another sector, then get back to the first one and place a flag on the mine you just set (in order to mark the spots where you've placed your own mines, you have to reload the sector, afaik).

But a blue flag will automatically prevent ANY Merc and NPC from stepping on that spot, right?
You and your militia as well as enemy soldiers and civilians will NEVER be able to stand right on that spot marked with a flag.
So the tradeoff is: you know where the mine is, mark the spot and never worry about it again, but the trap gets completely useless for everyone...


To make real use of mines/traps (and flags, respectively) there should be a different "friendly" mine indicator enemies cannot see, and a "hostile" mine indicator you cannot see, and both groups should be able to step on indicators belonging to the opposing faction.

Doable? I don't know...


cu

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Corporal
Re: Some slight requests[message #308817] Wed, 08 August 2012 15:41 Go to previous messageGo to next message
Sam Hotte

 
Messages:1960
Registered:March 2009
Location: Middle of Germany
Durak
So - you place a mine, then load another sector, then get back to the first one and place a flag on the mine you just set (in order to mark the spots where you've placed your own mines, you have to reload the sector, afaik).

IMHO easier and faster is: after placing the mine perform quciksave and quickload. The mine then cann and will be spotted.

Durak
But a blue flag will automatically prevent ANY Merc and NPC from stepping on that spot, right?
You and your militia as well as enemy soldiers and civilians will NEVER be able to stand right on that spot marked with a flag.
So the tradeoff is: you know where the mine is, mark the spot and never worry about it again, but the trap gets completely useless for everyone...

Correct.
(The only use of blue flaged mines could be to block a certain path for enemy approach)

Durak
To make real use of mines/traps (and flags, respectively) there should be a different "friendly" mine indicator enemies cannot see, and a "hostile" mine indicator you cannot see, and both groups should be able to step on indicators belonging to the opposing faction.

Doable? I don't know...


Yes would be a nice feature. But i don't know if doable either ...

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Sergeant Major
Re: Some slight requests[message #308818] Wed, 08 August 2012 15:51 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
Registered:July 2009
Sam_Hotte
(The only use of blue flaged mines could be to block a certain path for enemy approach)
Which conversely was the only available dirty trick to set up killzones ... now we have coils of pointy wire for this and can use the mines for their intended purpose Very Happy

Btw, doesn't the trap display show mines as well? (Talking about current revisions here, not the old stable)

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Captain

Re: Some slight requests[message #308819] Wed, 08 August 2012 15:59 Go to previous messageGo to next message
jEbUs is currently offline jEbUs

 
Messages:36
Registered:November 2003
Location: Brugge, Belgium
Durak

To make real use of mines/traps (and flags, respectively) there should be a different "friendly" mine indicator enemies cannot see, and a "hostile" mine indicator you cannot see, and both groups should be able to step on indicators belonging to the opposing faction.

Doable? I don't know...


This is how I thought the blue flags worked.
Over a dozen years of playing JA2, I only now realise I've never seen an enemy step onto a flagged mine.

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Private 1st Class
Re: Some slight requests[message #308820] Wed, 08 August 2012 16:01 Go to previous messageGo to next message
Sam Hotte

 
Messages:1960
Registered:March 2009
Location: Middle of Germany
DepressivesBrot
Which conversely was the only available dirty trick to set up killzones ... now we have coils of pointy wire for this and can use the mines for their intended purpose Very Happy
We definetly need new weaponry to support this:
Hide yourself behind sandbags and wire coils (reminds me of CoH RTS) and shoot out mortar launchable clusterbombs or cluster mines to easily trap a whole sector ... Very Happy

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Sergeant Major
Re: Some slight requests[message #308822] Wed, 08 August 2012 16:03 Go to previous message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
Registered:July 2009
I pity the poor sod you chose to lug around that 'mortar' ... we're talking about something in the range of 150mm field guns for scatter mines.

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Captain

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