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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263762] Tue, 28 September 2010 01:37 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

http://www.mediafire.com/?hxch729c4g1q4fh ok here is,i hope now it is done..
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263763] Tue, 28 September 2010 03:17 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
smeagol
I also still have to locate Hamous in myrunning game. Can anyone confirm that he and the truck are still around?


I found him in F12, and discovered an entertaining "feature". When I tried to hop into the icecream truck, the game complained that I already had two vehicles (and I had totally forgotten to change that setting in the ini for more), so I went to dismiss the idling El Dorado parked in San Mona. When I did, it asked if I wanted to drop off all of its gear in that sector or at the Drassen Airport!!! Naturally I told it Drassen, so I guess the El Dorado drove itself to the airport, dropped off all of the kit in its trunk, and bought itself a ticket out of there!

I suspect my jeep is jealous...

Actually, what then happened is that the game crashed with an Assertion Failure, at line 3868 of Strategic Movement.cpp, and now my last save is broken.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263764] Tue, 28 September 2010 05:24 Go to previous messageGo to next message
Kelmych
Messages:2
Registered:September 2010
I haven't played Jagged Alliance 2 for ten years, and I'm really impressed by the enormous amount of effort you've done Smeagol and Tais (and others)to make it much more interesting with these extensive mods. Smile


I've been playing using the SCI from Tais that includes the Alpha item mod, etc. I started with the one from late August and I upgraded it to the one that Tais posted a few days ago.

I have one comment on the post from Goc_man
Quote:

2. Some questions about the default INI:

MINE_INCOME_PERCENTAGE = 150 ?
MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 50
WHICH_MINE_SHUTS_DOWN = 0
- Why these financial changes? Is it a personal preference, or an improvement to gameplay due to all the new stuff?



I used the default .ini values to see how they would work; I know they can be edited but I'm not always sure about on some of them which need to be edited. In particular, if you have the MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE at 50, then then if you start with MERCs from AIM that are low level, then by the time (which only takes maybe a week or less in game time) that they are level 5 their salary is as as high as the higher level AIM MERCs at level 5. However, my MERCs stats at this point are much worse than the high level AIM MERCs at the same experience level. My MERC got some additional stat points but they con't compare with AIM MERCs at, say, level 5.

I took Barry and Igor early and this is what happened to me.

I also have a strange problem with grenades that noone else has mentioned so perhaps it is unique to my game. Enemy grenades do 10-40 points of damage and MERCs are thrown down. When I throw a grenade it always says -1 damage (or nothing) and there is no blast animation. Has anyone seen this before, or is it just me? This has happened for the entire game.


Again thanks for all the work on these mods.

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263766] Tue, 28 September 2010 05:42 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Yossarian

I also have a strange problem with grenades that noone else has mentioned so perhaps it is unique to my game. Enemy grenades do 10-40 points of damage and MERCs are thrown down. When I throw a grenade it always says -1 damage (or nothing) and there is no blast animation. Has anyone seen this before, or is it just me? This has happened for the entire game.


Glad you like the mod.

The grenade problem might be related to grenades in badcondition. Those don't explode (or the other possibility is, that you use a wrong "throw"... do you drag the grenades from your inventory or do you use the right-click for attack cursor?).

As for merc saleries, well... the saleries are initially a bit lower for all mercs. But 1.5 times salery raise might indeed a bit too much. In my current game Fidel just reached lvl 9 and he wants 135k for two weeks now (that greedy bastard...).

Maybe mine income needsto be increased a bit. I'm currently sitting in Drassen and the mine puts out 12k aday, together with the facility there this adds up to 18k. Barely enough to cover the saleries, let alone funding militia. So either I go and conquer another town or I need to exchange some expensive mercs for cheaper ones...

Ah well... this way the financial aspect becomes relevant again. Not a bad thing imo (unless of course, you do it like Tais andplay with 50 Million $ Razz ).



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263768] Tue, 28 September 2010 06:26 Go to previous messageGo to next message
Kelmych
Messages:2
Registered:September 2010
I really like the new five optional choices for equipment for MERCs, and the set of new MERCs you included seems to me more interesting than the default ones. I'm trying to determine how to best use pacificist characters like Barry and Thor. If they kill anything their morale drops (at least it does for Thor) and I haven't figured out how to make itmorale go up a lot for either of them. It makes the game more intersting when I have to worry about issues like this with the MERCs.

My concern on the MERC salary increases was more the disparity in stats. Of course, unless you make most of your money from selling equipment vs. mines I could see that I wouldn't be able to afford even the limited set of MERCs I had at the end of two weeks. I haven't seen the Drassen counterattack yet since I have only 3 of 4 sectors, but even now the regular attacks on the mine sector have 20-30 enemies and happen somewhat frequently.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263817] Tue, 28 September 2010 18:05 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Yossarian
My concern on the MERC salary increases was more the disparity in stats. Of course, unless you make most of your money from selling equipment vs. mines I could see that I wouldn't be able to afford even the limited set of MERCs I had at the end of two weeks. I haven't seen the Drassen counterattack yet since I have only 3 of 4 sectors, but even now the regular attacks on the mine sector have 20-30 enemies and happen somewhat frequently.



Well... see it this way: Experience Level is sort of the most important skill, thus actually defining how much a guy gets as salary, even if his or her stats are worse than a guy's who has 2 or 3 fewer levels of experience.

A lot of stuff is regulated by experience level, so high level actually translates into a more capable merc.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263819] Tue, 28 September 2010 18:34 Go to previous messageGo to next message
nsnipe

 
Messages:22
Registered:May 2010
I'm still wondering about some issues, and nobody can't if its latest exe or latest AIMNAS (v.12). As I mentioned earlier - after latest SCI install San Mona is occupied in first day also I can't train any militia in Drassen (main IMP has leadership 30, All Drassen sectors cleaned up and loyalty - 100). Also could it be done that shooting lock won't increase marksmanship. After 2 days of shooting locks (well... not only locks Smile ) imp leveled up to 4-5 and marksmanship from 79 to 94.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263821] Tue, 28 September 2010 18:39 Go to previous messageGo to next message
Friendly Fire

 
Messages:74
Registered:January 2006
Two questions :
- In WF some colours are swapped, right ?
Is it possible to have that colour trick applied also to the graphics of IMP merc building so that we would see what colours our merc will really have ?
- Why keep the WF battlesounds of Miguel ? They are awful and add nothing to the game, I delete them but they creep back through some updates and/or SCI. Also not everybody knows what to delete to give back Miguel his original voice.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263823] Tue, 28 September 2010 18:45 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
nsnipe
I'm still wondering about some issues, and nobody can't if its latest exe or latest AIMNAS (v.12). As I mentioned earlier - after latest SCI install San Mona is occupied in first day also I can't train any militia in Drassen (main IMP has leadership 30, All Drassen sectors cleaned up and loyalty - 100). Also could it be done that shooting lock won't increase marksmanship. After 2 days of shooting locks (well... not only locks Smile ) imp leveled up to 4-5 and marksmanship from 79 to 94.


In one of last few updates, smeagol decided to garrison San Mona with troops, which is why (I think) San Mona needs periodic cleaning. If it bothers you, make a note of the San Mona sectors and then try editing the file GarrisonGroups.xml in the \Data-1.13\TableData\Army directory. I don't know whether or not this requires a new game for the changes to take effect.

Because of the way facilities work, you can only train militia is sectors with an A.C.A. building, or at SAM sites. In Drassen, the A.C.A. building is in the same sector as the mine, so try there. Also, you might want to check the JA2_Options.ini to see what value is associated with the key MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA, yours may be too high.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263824] Tue, 28 September 2010 19:03 Go to previous messageGo to next message
Mauser

 
Messages:769
Registered:August 2006
Location: Bavaria - Germany
Quote:
As for merc saleries, well... the saleries are initially a bit lower for all mercs. But 1.5 times salery raise might indeed a bit too much. In my current game Fidel just reached lvl 9 and he wants 135k for two weeks now (that greedy bastard...).


true, i actually set my slary increase to 50% in the ini, which is much more reasonable and actually keeps all mercs in an affordable price range.

Quote:
Maybe mine income needsto be increased a bit. I'm currently sitting in Drassen and the mine puts out 12k aday, together with the facility there this adds up to 18k. Barely enough to cover the saleries, let alone funding militia. So either I go and conquer another town or I need to exchange some expensive mercs for cheaper ones...

Ah well... this way the financial aspect becomes relevant again. Not a bad thing imo (unless of course, you do it like Tais andplay with 50 Million $ ).


i agree, finance is a HUGE issue in my current game. especially since militia cost actual upkeep, the mines alone can never supply the money needed for that. i actually turned up the price for selling items from sector inventory ti 1/3rd of the regular price and due to drop all, i make most of my money from selling the equipment of my slain foes. but i still can hardly come by with my primary merc team (3IMPs and 3 high tier AIM mercs) and my secondary support squad (mix of 6 low tier AIM and MERC mercs).

i just conquered drassen, chitzena and cambria plus according SAM sites and recruited Maddog and liberated the 2 guys from prison, taking on Alma now and it

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263827] Tue, 28 September 2010 19:57 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
Quote:
by the way, what effect does staffing SAM sites actually have? does it only prevent things like airstrikes (which arenߴt implemented anyways) or does it provide some real useful bonuses for the 100 bucks it costs an hour?

It reduces the helicopter flight cost.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263830] Tue, 28 September 2010 20:15 Go to previous messageGo to next message
mattytom

 
Messages:6
Registered:July 2006
One thing about the Sam sites which I can't confirm 100% yet but seems to hold true is:

If you destroy the computer in the SAM site, it ceases to be a functional SAM site. You can destroy the launchers, they will be repaired. But if you destroy the control computer mounted on the wall inside the main SAM bunker, it seems to permanently ruin the facilities Anti-Air capasity.

I have experimented with this destroying the computers at the 2 Northern most SAM sites and then leaving the SAM site unoccupied. The enemy army never made any attempts to retake the damaged SAM sites. Not even by sending their automatic normal reactionary forces. I was playing an AIM game at experienced with normal settings.

I will attempt to destroy the computer in my current NASAIM v12 game I started last night.

It seems like I originally got this idea from somewhere in the forum. It sounded a neat demolitions mission and seems to work. I can't seem to get the enemy to try and retake a damaged SAM site.

If someone has other info regarding this please let me know.

[Updated on: Tue, 28 September 2010 20:17] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263833] Tue, 28 September 2010 20:32 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Yeah, blowing up the SAM Site computers is indeed agood way to get control over airspace. In some games I like to send in a commando team on a stealth mission to Meduna SAM to blow up the computer there. Hard to pull off, but also a nice "semi-quest", if you plan a longer stay in Arulco.



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263836] Tue, 28 September 2010 20:49 Go to previous messageGo to next message
mattytom

 
Messages:6
Registered:July 2006
Wow it hadn't occurred to me to try to sneak into Meduna to blow their SAM site. That would be a hell of a mission.

I really can't think of a reason to not sabotage the SAM sites. It saves sending troops to defend them and the risk that they might be retaken.

If this indeed does "deactivate" the site as it appears to, it seems the best way.

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263837] Tue, 28 September 2010 20:55 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
we need the air strikes back - you guys would learn the difference between a blown up and an operational sam installation very quickly
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263841] Tue, 28 September 2010 21:18 Go to previous messageGo to next message
Mauser

 
Messages:769
Registered:August 2006
Location: Bavaria - Germany
DepressivesBrot
Quote:
by the way, what effect does staffing SAM sites actually have? does it only prevent things like airstrikes (which arenߴt implemented anyways) or does it provide some real useful bonuses for the 100 bucks it costs an hour?

It reduces the helicopter flight cost.
does it reduce them enough to actually warrant the 100 bucks an hour it costs? bgecause i cannot really imagine that.

Logisteric
we need the air strikes back - you guys would learn the difference between a blown up and an operational sam installation very quickly


true, true. but on the other hand, airstrikes are way too powerful, random and deadly especially in early game, they would be very frustrating because they

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263842] Tue, 28 September 2010 21:22 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
Quote:
does it reduce them enough to actually warrant the 100 bucks an hour it costs? bgecause i cannot really imagine that.

-100$ per travelled sector, trick is, of course, just to staff the SAM when needed.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263845] Tue, 28 September 2010 21:41 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
That SAM-site commando mission sounds soo cool. But is there like a any possibility to do it? Like every SAM-site is covered with fences and land mines, like how can you sneak to the Central SAM-Site computer without getting noticed? If I recall correctly, the entire site is surrounded with mines and fences so the only way to get it is thru the main gate (=100% alarm).

Maybe some "loopholes" to the SAM-site sectors to make it somewhat possible to sneak in?

I think there should some kind of way to avoid the mines and/or to blow em up. Like these: http://en.wikipedia.org/wiki/Bangalore_torpedo

[Updated on: Tue, 28 September 2010 21:42] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263848] Tue, 28 September 2010 21:47 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
Uhmm, how about bringing an explosives expert (eventually with mine detector) and wire cutters to sneak in? Look for dark paths between two lights where you can sneak to the fence.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263849] Tue, 28 September 2010 21:55 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
Well that sounds cool and I've tried that, but at least in some sector there wasnt a way in because there were mines literally in everywhere in front of the fence, so no stepping next to the fence without one of your leg blown off.
I hope I'm wrong, but smeagol knows better since he has done the maps so... what's the deal here smeag?

edit: Hmm, I would like say I've tried defusing the mines but I'm not sure... gotta try that with some high explosives dude.

[Updated on: Tue, 28 September 2010 22:00] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263850] Tue, 28 September 2010 21:56 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
you may perhaps defuse those mines and not just avoid them
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263851] Tue, 28 September 2010 22:00 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
If there is no path, make one. You know you can disarm mines, right? It's also much quieter then detonating them, I'm also not sure if you even can detonate buried mines.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263852] Tue, 28 September 2010 22:03 Go to previous messageGo to next message
Mauser

 
Messages:769
Registered:August 2006
Location: Bavaria - Germany
K0ukku
That SAM-site commando mission sounds soo cool. But is there like a any possibility to do it? Like every SAM-site is covered with fences and land mines, like how can you sneak to the Central SAM-Site computer without getting noticed? If I recall correctly, the entire site is surrounded with mines and fences so the only way to get it is thru the main gate (=100% alarm).

Maybe some "loopholes" to the SAM-site sectors to make it somewhat possible to sneak in?

I think there should some kind of way to avoid the mines and/or to blow em up. Like these: http://en.wikipedia.org/wiki/Bangalore_torpedo


you simply need a merc with high explosives skill and/or demolitioners trait or/and a metal detector, then you can sneak through any minefield and disarm the mines (or just avoid them and mark a path through). then you need one stealthy merc to cut a hole in the fence and sneak through, preferably all at night, disposing of all enemys in the path with silenced weapons, dart guns or throwing knives or maybe even in melee combat, until you get to the command center, then plant a charge and blow it up whilst (or after) sneaking out again.

you need one or two mercs at max for that, but if alarm gets raised, you need to escape fast! but generally, a stealthy (and experienced) two man team has good chances of getting this job done whilst remaining mostly undetected.

specialized stealth gear present in AIM can help with such tasks.

in fact, you can clear out almost any sector or facility with such a stealthy two merc team at night and silent weapons, taking on one enemy after the other and covering each other.

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263853] Tue, 28 September 2010 22:05 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
yep, you can - dig in some remote controlled c4 and blow a way through the minefield

the problem is if you could do it with one blow you probably wouldn't need to - and don't forget to only use silenced c4 (otherwise the baddies could hear it) :devilaugh:

btw, me was faster :blah:
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263867] Wed, 29 September 2010 00:16 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Added a few new items and fixed some small issues.

Newstuff that will be in next version (will add some more stuff before uploading V13):
Match Trigger for pistols
40mm Flashbang
Glock 22


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263870] Wed, 29 September 2010 00:30 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
Whattabout adding like 10mm Glock 20 if you're adding Glock weapons? There isn't too many 10mm calibre guns in AIMNAS now...

Have you found a usable pic for ze M78? Smile

--

I'm attacking now Grumm and almost conquered all city sectors, the game overall works like a charm. My main IMP-char is using M249 paratrooper version with all the good attachments and with tracer ammo, also packing some serious exxplosive heat, the Milkor MGL. Enemies drop like flies. Nice.

[Updated on: Wed, 29 September 2010 00:31] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263874] Wed, 29 September 2010 01:16 Go to previous messageGo to next message
Cafu

 
Messages:35
Registered:February 2008
Location: Finnland, very north
Has difficulty raised since v10 - v12? at least its now much more challenging that like 1,5years ago with just vanilla v1.13.

I play with expert, tons of guns, sci-fi, with hamp stomp..

Just took Omerta and thought I could rest and repair stuff in C9 and wait night until going to Drassen. Took counterattack off, because so damn many game stopping bugs encountered lately, just want to advance faster.

Then 22 elites attacked by day and I was slaughtered grrr, with 3 imp, ira dimitri, spider and couple pistols + smgs Sad

Anyway, financial system needs tuning 50% merc salary raise is too much and 150% mine income is not enough to support raised cost.

Also AI tends to use grenades bit too much for my taste, grenades are dangerous actually, even thrower. Grenade volatility is also too much extreme, I can't carry much own grenades, because AI blow me at my own grenades in pack.

Grenade explosion damage should be bit lower and stun damage higher. I have explosion damage multiplier at 150 (default). Does that affect grenades too?

[Updated on: Wed, 29 September 2010 01:19] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263875] Wed, 29 September 2010 01:33 Go to previous messageGo to next message
Mauser

 
Messages:769
Registered:August 2006
Location: Bavaria - Germany
i made a check between my old WinXP 32 installation and my recent Win7 Pro 64 and i

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263877] Wed, 29 September 2010 02:03 Go to previous messageGo to next message
Mauser

 
Messages:769
Registered:August 2006
Location: Bavaria - Germany
Quote:
I play with expert, tons of guns, sci-fi, with hamp stomp..


yeah, same as me. expect a REALLY challenging game!

Quote:
Anyway, financial system needs tuning 50% merc salary raise is too much and 150% mine income is not enough to support raised cost.


true. though i can live quite well with 50% merc salary raise, contrary to default 100%! maybe between 20% - 30% would be perfect.

but yeah, mine income needs to be a LOT higher than 100%, except if you do it like me and play with drop all on and selling from sector inventory set to 1/3rd of regular price, then you

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263881] Wed, 29 September 2010 02:37 Go to previous messageGo to next message
xenon2050

 
Messages:11
Registered:October 2009
Am I supposed to be able to just put AIMNAS12 over Tais' SCI? I tried it and my current game kept crashing in the middle of a battle. Not sure what the proper procedure is.
Also for some reason I can only train militia in the Drassan mine space and not any of the other ones.

Anywho, thanks for the updates, all the changes you have made are awesome! I to like the equipment choices for the AIM mercs. That way if you have the money you can get some nice stuff, or at least have choices... Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263882] Wed, 29 September 2010 02:50 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
you are, which sci-version? there are savegame-breakers
militia training is a ham feature - you need an aca-building or a military installation AND civillians to train militia = no militia in sam sites (but you can train mobile militia and lead them there)
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263910] Wed, 29 September 2010 12:06 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

smeagol: sorry
http://img641.imageshack.us/img641/832/gsgmag10.th.jpg

here is image for 10 rounds magazine,it is pistol & carabine
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263916] Wed, 29 September 2010 13:33 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Uhm... mag for what calibre?


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263917] Wed, 29 September 2010 13:36 Go to previous messageGo to next message
Cafu

 
Messages:35
Registered:February 2008
Location: Finnland, very north
Thanks for guidelines Mauser, that helps lot.
Have thought those ideas, but i don't really like using mines and explosives but i guess now its must.

What is quick key for enemy drop all, it was Shit + D, but it doesn't work?
There is no option for it in options menu(unless chancing INI)

I also changed merc salaries to 30% and mine income 170%(not using drop all).

Also I like "stealthy" advance, attacks with silenced smg's and CQB AR's in night, and if possible knock out/knifing enemy and if possible steal equipment, good for raise DEX and AGI too, its difficult now, but possible.

In my last game I stole like 50% of my merc equipment, but savegame got corrupted and wasn't satisfied my imp traits anyway Sad

Does Sci-fi setting corrupt saves?
I have crepitus setting off, but I like couple more sci-fi weapons and items in game. More the merrier. Game just needs a lightsaber now, possibly bonuses granting huge AP bonus to player Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263918] Wed, 29 September 2010 13:40 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
Cafu
What is quick key for enemy drop all, it was Shit + D, but it doesn't work?


it's gone :wrysmiley: was about time (i permanently hit it unintentionally)
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263919] Wed, 29 September 2010 13:53 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

smeagol
Uhm... mag for what calibre?

upss sorry it is for .22lr
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263949] Wed, 29 September 2010 18:42 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Smeagol, should the SMG suppressor attach to the P90? It just seems like a pistol suppressor just shouldn't cut it for that gun, plus it would give you more of a reason to look for/buy a SMG suppressor.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263956] Wed, 29 September 2010 19:16 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
The SMG suppressor was actually intended for the MAC-10 (that one is huge in reality...). Though it is true, that I might have to reconsider this... I still have the SMG suppressor unused in the sector inv. Dunno, guess it should be reworked to actually become useful.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263957] Wed, 29 September 2010 19:23 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
it fits the ver????ek
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263967] Wed, 29 September 2010 20:50 Go to previous messageGo to previous message
Luppolo

 
Messages:151
Registered:July 2009
Dr. Q in one of his loadout has the weapon (set 4?) without the stock

and hi-standard pistol got 7 accuracy (more than almost all ARs and SMGs)

[Updated on: Wed, 29 September 2010 20:51] by Moderator

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