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Camouflage colors
Mon, 09 September 2024 13:54
I suggest making different colors depending on the type of camouflage.
Where the camouflage state is shown digitally, make colored numbers.
Green forest camouflage.
Yellow desert camouflage.
White or ash-gray city camouflage.
You will immediately see what camouflage the mercenary has.
All about modding JA2 |
0 comments
How to customise attachments that can be added to guns
Thu, 05 September 2024 03:19
My apologies if this has been discussed before. I want to kit my team out with the newer style AK rifles but would like to be able to add a Grippod attachment to them. Does anybody know how to do this? It would really add alot of value to my sessions if i am able to customise diff guns this way and would massively appreciate any help if there is a way of editing certain files to this end.
EDIT: I probably should have left this post in Kitty's domain that's my bad. Still, if anybody wanted to share how this process is done it would act as a reference point for others as i am sure there are people who want to know how to do this. Another example is adding a large pocket for a Toolbox to the Radio Set. I appreciate it may be a complicated process and any explanation might prove difficult, if you could just point me in the right direction that would also help.
v1.13 XML Customization |
0 comments
HERE ARE MY DEFAULT SETTINGS FOR JA 1.13
2024 increased RANGES, improved NCTH; Tue, 20 August 2024 19:50
HI, HERE ARE MY DEFAULT SETTINGS FOR JA 1.13 in 2024
IMO, IMPROVED NCTH, AUTORESOLVE, IMPROVED BALANCE AND MAKE IT MORE REALISTIC, FASTER AND MORE ENJOYABLE. THIS IS ONLY FOR NCTH.
BASED ON JA2_113-v1-G0f38Ld66a-English Jul 28 2023
TLDR SKIP ---> UNTIL TLDR SKIP
AUTORESOLVE? --> I ATTEMPTED TO ACHIEVE AUTORESOLVE AND MANUAL SHOULD NET SAME BATTLE OUTCOME. THIS MAY CUT TEDIOUSNESS.
BALANCE? --> I LOVE THE WORK OF 1.13 AUTHORS, BUT NOT ONLY ME THERE ARE SOME PEOPLE COMPLAINING ABOUT NCTH ACCURACY AND RANGE. I MAYBE UNDERSTAND THEIR MINDSET ABOUT 1 tile 10 metres BUT THIS ALSO MEANS THAT GREANDES CAN BE THROWN 200 metres, PUNCHING IS POSSIBLE AT 10 metres , SCOPED RIFLES ARE META IMO, AND STEALTH IS SUPER EFFECTIVE, PLUS THE GAME IS JUST SLOW AT LOW ACCURACY CHANCES + NUMEROUS OTHER THINGS TLDR.
IMO I FIXED THIS WITHOUT BECOMING OVERLY REALISTIC, BY INCREASING RANGES AND ACCURACCY, THANKS TO A GUY AT AIMNAC FORUM WHO WROTE A POST WHERE HE TESTED SIMILAR THING.
AI IS RESPONDING VERY GOOD TO THESE CHANGES.
BELOW THIS ARE COMMON SHORTCUTS.
--> UNTIL TLDR SKIP
///// INCREASING ACCURACY DUE TO INCREASE IN RANGE AND VISION AND NCTH
this part is not done in INI but in
game directory\Data-1.13\CTHConstants
NORMAL_SHOOTING_DISTANCE = 110 // was 70 -- this improves accuracy in relation to scopes
DEGREES_MAXIMUM_APERTURE = 9 // was 15 -- reduces maximum inaccuracy
this is done in INI editor
INI EDITOR
PRESS SEARCH (BINOCULAR ICON, Ctrl + F) TO FIND A VALUE
INSERT VALUE AND PRESS ENTER.
SAVE BEFORE EXIT (Ctrl+S) / LAUNCH GAME.
///////// NCTH ACCURACCY , WEAPON RANGE SETTINGS , VISION SETTINGS ///////////
GUN_RANGE_MODIFIER 150 // was 100 - 50% increase of weapon effective range is in line with new vision NCTH changes please note that shooting beyond maximum weapon effective range reduces accuracy very much in NCTH press F in tactical to check weapon effective range
BASE_SIGHT_RANGE 25 // was 14 - increases vision range, keep in mind that this is reduced by night, cover, prone etc.
COVER_SYSTEM_TREE_EFFECTIVENESS 35 // was 15 - increases foliage and bushes blocking vision range
COVER_SYSTEM_STANCE_EFFECTIVENESS 25 // was 10 - prone now gives 25% being seen reduction
COVER_SYSTEM_MOVEMENT_EFFECTIVENESS 40 // was 20 -- running things are easier to be seen
LOWER_VISION_WHILE_RUNNING 1 // was 0 - reduces vision range while running, does not work 100% correctly but it works kinda.
GUN_DAMAGE_MODIFIER 120 // was 100 20% increase , before these settings flak jackets and light armor was too effective, and desert eagle magnum, 12 gauge buckshots, and other weapons were too ineffective to my taste, keep in mind damage is reduced with range so long range shots can be still weak
EXPLOSIVES_DAMAGE_MODIFIER 150 // was 100 - 50% increase is a must. Before this settings, try throwing a mk2 grenade to a cluster of 5 lightly armored enemies with your exposives expert, you might be shocked how weak grenades were, also due to weapon range increase this helps to keep grenade balancing
//////// AUTORESOLVE SETTINGS /////////
-- buffed mercs to give results similar to manual combat
MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS 50
MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS 75 // I know there is a typo but its in INI
-> if you want can also buff veteran militia this way , use similar INI entries
///////// MISC. OPTIONAL SETTINGS ////////
These settings are optional / unrelated to accuracy range changes but it is good to know about them.
SET_DEFAULT_AUTOFIRE_BULLETS_SMG 5 // was 1
SET_DEFAULT_AUTOFIRE_BULLETS_AR 3
SET_DEFAULT_AUTOFIRE_BULLETS_MG 7
MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE 15 // was 35
CLOCK_SPEED_PERCENT 150 // was 120
INACCURATE_CTH_READOUT FALSE // was TRUE
SHOW_SUPPRESSION_COUNT 2 // was 0 small UI tweak
CHANCE_SAY_ANNOYING_PHRASE 15 // set this to your liked value but i was annoyed by annoying phrases
MAX_BACKPACK_WEIGHT_TO_CLIMB 50 // was 0
BACKPACK_LOWERS_AP FALSE // was TRUE -- setting this to true means using SHIFT + B to auto drop backpacks every battle and then manually equipping backpacks. I pretend to imagine that my characters do it auto.
COVER_SYSTEM_LBE_EFFECTIVENESS 1 // was 20 -- why? read the description in INI
HIDE_BULLET_COUNT_INTENSITY 40 // lowering it allows to see ammo during battle more often
STRENGTH_SUBPOINTS_TO_IMPROVE // all SUBPOINTS_OF_IMPROVE ENTRIES CAN BE SET TO A CUSTOM VALUE. SETTING THIS TO HALF RAISES STAT TRAINING RATES
IF YOU HAVE BETTER SETTINGS POST IT PLEASE.
v1.13 Features How-Tos & Discussions |
0 comments
Skyrider morale
problems with his performance; Mon, 05 August 2024 19:50
Hey all,
I'm in a JA2_1.13 (7609) Vengeance Reloaded, and have reached various dividing points.
I found Cobra and the Jeep south of Drassen and NW of Alma.
I had first Skyrider and then a team with Hector and Barry and Bull joining him to attack the "Barracks" sector F15.
There were 46 enemy soldiers (or so), with the militia (or some group of Arulcoans attacking the south "gate".
I don't know if my team killed any; I think so, but the numbers dropped precipitously, and I found they went to sector F14 where I left the Jeep.
Long story shortened I did this to build Skyrider's stats and morale.
When killing an enemy a MERC gets a morale boost (tweakable in INI). Skyrider almost refused to be happy, and didn't enjoy combat.
Is he only a pilot, really?
I read in another post if you don't want Skyrider as a MERC leave Airport sector to strategic map before he gets to chopper.
I didn't.
So now I have this bum; he sat languishing in Drassen (I thought he was just a pilot), now I'm stuck with him?
If I fire him, does he "go back to" being just a pilot?
Can anyone fly the chopper (like driving a Jeep, Truck or Hummer)?
Bob is a pilot, but can he fly anything? Can he train someone? Can I find another pilot?
My fault for letting Skyrider join.
Also even after a well-won victory, everyone else across the map is at least stable if not good and Skyrider is poor.
I found Fish in F15 and then noticed Skyrider was poor morale.
Are there MERCs on his hate-list?
I have a spread sheet of MERCs and no one appears as his enemy or hates them.
The only thing to recommend him (outside of being a pilot) is his strength, otherwise, he's a pain.
Hoping for insights.
Vengeance 1.13 Reloaded |
6 comments
Pass-trough sandbags..
Fri, 02 August 2024 19:40
I added sandbags to some of my tilesets. When testing in game characters can pass through them.
I copy and pasted the sandbags files from 1.13 tilesets folders. All 3 files are there (SANDBAG.sti, SANDBAGS.sti and SANDBAG.jsd).
Both SANDBAG.sti and SANDBAGS.sti are registered in my tilesets.
Any hints?
v1.13 Modding, Customising, Editing |
1 comment
Raise Kerberus PMC cost
Thu, 01 August 2024 02:19
Currently doing a 1.13 run with the 28-07-2023 release and Arulco Revisited Maps and everything works fine so far.
Took Drassen Mine and started training up militias, then i was reminded i activated the option allowing me to hire Kerberus personel.
And when i open up the site i notice they're quite cheap, it's like $40 for an experienced militia unit and $60 for an elite one - way cheaper money- and time-wise than training them up yourself.
So i wonder if there's a way to make them way more expensive, to drive the point home that there is a noticable time/money trade-off instead of buying up the available dozens of combatants for scraps and saving yourself the hassle of troublesome training.
v1.13 Solutions,Tips & Spoilers |
2 comments
textfile location / translation
Mon, 08 July 2024 19:03
Hello. I'm playing the German version and unfortunately not all of the texts have been translated (yet).
I would now like to translate this for myself using Google.
I've already found the texts of the emails. But I can't find the texts of the websites from the laptop.
I also can't find the file with the enemies battle slogans.
Thank you.
Felix
v1.13 Modding, Customising, Editing |
7 comments
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