Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 WH40K » Installation
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Re: Installation[message #322139]
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Fri, 28 June 2013 00:44
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Update: revision 6171
(Remember to overwrite when asked to do so.)
1. Install your retail Jagged Alliance 2 somewhere mod friendly. ie. NOT any folder including the phrase: Program Files (x86) .
2. Install the SCI_Unstable_Revision_6148_on_GameDir_1682 SCI from DepressiveBrot's Archive.
3. Install JA2 WH40K r6171 over it, you can get it from here.
Ja2.ini will be overwritten, which is important, as we need to set a new path (Data-WH40K).
You can now start the game via JA2_WH40K_r6171.exe.
Changelog:
I am only listing the wh40k-specific changes here. Exe is based on exe r6165, GameData on GameDir r1687.
Changes:- Exe:
- morale penalty for uncorrupted battlesisters/commissars vs. heretics now depends on chaos levels instead of giving a flat penalty
- battle sisters always get a morale penalty against psykers (team morale evaluation)
- corruption display in the laptop has been reworked and now much easier to understand
- Fix: imperial threshold did not factor in chaos undivided
- Fix: no blank warning if no blank is present
- Fix: torture awarded wrong corruption
- Fix: too high corruption on items
- Fix: elite cultists were wrongly counted as champions, resulting in almost no champion spawning
- Fix: commissar speech lowered APs instead of raising them
- New: if WH40K is on, prisoners of war can be executed if no prison is controlled
- Nurgle corruption is now gained for being poisoned, instead of poisoning others
- improved priest corruption spread
- corruption evaluation only when WH40K option is ON
- Fix: assignment string display was wrong
- Fix: Calling reinforcements via vox operator did not work
- commissar and battle sister breath modifiers now apply to regenerating normal breath instead of modifying the effectiveness of canteens
- lightning travels less backwards
- AI can use warp tear/rift depending on progress
- Fix: enemy champions did not get ammo and non-xml-defined attachments on xml-defined guns
- improved horror spell
- added fear resistance to imperial path. Fear resistance lowers suppression shock and horror effects
- added new savegame version. This will (hopefully) allow maintaining savegame compatibility - GameDir:
- removed test settings
- added equipment to various champions
- removed power armor as starting gear, as promised in description
- added descriptions to ini
- skulls can now be attached to armour
- increases bolter reliability
- minor profile adjustments
- improved horror spell
- added fear resistance to imperial path. Fear resistance lowers suppression shock and horror effects
Note that in order to get the newest DG mercs by anv, you will have to start a new game. They can appear in this exe, as the data is in.
As this does not break savegames and fixes a lot of bugs, I strongly advise you to update.
Edit: 6168 was bad, as the obscure crash on gamestart was still there. Fixed in r6171. I am inept.
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Re: Installation[message #322718]
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Sun, 14 July 2013 20:43
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Update: revision 6230
(Remember to overwrite when asked to do so.)
1. Install your retail Jagged Alliance 2 somewhere mod friendly. ie. NOT any folder including the phrase: Program Files (x86) .
2. Install the SCI_Unstable_Revision_6221_on_GameDir_1703 SCI from DepressiveBrot's Archive.
3. Install JA2 WH40K r6230 over it, you can get it from here.
Ja2.ini will be overwritten, which is important, as we need to set a new path (Data-WH40K).
You can now start the game via JA2_WH40K_r6230.exe.
Changelog:
I am only listing the wh40k-specific fixes/changes/additions here. Exe is based on exe r6221, GameData on GameDir r1703.
Fixes:- no psykers for militia
- interrogation removed too many prisoners
- Tzeentch and Mechanicus path alter threaten effectiveness
- Taint calculation on item stacks was wrong.
- Artillery targetted non-signal smoke.
- Displacer teleport did not prevent damage when teleporting.
- Catechism of Hate did not work properly ranged weapons.
- Removed copies of tripwire and claymore items from BR.
Changes:- Bandaging speed background ability bonus changed from 5% to 20%.
- Air travel background ability bonus changed from 4% to 10%.
- Interrogation background bonus changed from 100% to 150%.
- Hourly corruption printout only in debug mode.
- Chaos undivided font is now brighter and easier to read.
- Inventory explosion creates a sound
- Improved Khornate morale damage. Altered morale thresholds, thereby allowing lower morale for Khornates.
- Enemy champions have superior surrender strength
- Taint is now displayed on item stacks for the entire stack. This way tainted items are no longer 'hidden' among huge stacks.
- Torture effectiveness no longer depends on threatening effectiveness, and can thus no loner be influenced by the gun in a merc's hand.
- Squadleader's rally removes negative APs.
- Commissar's speech, squadleader's rally and using vox net experience and stat gains.
- Food, drugs, clothes, camo and batteries cannot be sanctified.
- Commissars and battle sisters are harder to corrupt only as long as they are not yet corrupted.
- Emptying batteries with a vox removes the battery, to be consistent with vanilla battery behaviour.
- No displacer teleport underground, as this can teleport soldiers into inaccessible areas.
- Power armour reduces breath damage according to damage reduction by armour values.
- Plasma weapons are slightly more reliable and need slightly less manual reload AP.
- Allowed more staff at prisons, as 2 assignments are possible there in this mod.
- Adjusted horror skill values.
- Adjusted undivided ini values and misc corruption.
- Adjusted itemsize of skull and Bolt 100 mag.
- added drugs to enemy item choices.
- Damage received by blood binding does not cause bleeding. Otherwise out of sector mercs can easily bleed out without any chance of saving them.
New:- New Path: The Cult mechanicus can coexist with imperial creed. Corruption is gained on interaction with mechanical items. Boni apply to overheating jamming of guns and control of robot, mali apply to conversation.
- Mercs with superior strength can smash walls in. Damage to wall depends on strength, significant bonus if a power fist is worn. You need at least 200 strength to be able to do this, so this is limited to power armour (and obscenily heavily stimmed superior strong mercenaries ).
- Regular troops can also become champions, but this is rare. Reason: otherwise lack of elites leads to no champions, as can be seen with initial garrisons on the north.
- Backgrounds:
- quick draw lowers inventory manipulation AP cost by 30%.
- swimming lowers swimming AP cost by 20%.
- energy regeneration increases effectivity of breath regeneration through items (canteens etc.) by 30%.
- traplevel lincreases level of planted traps by 1.
- New: Toggling the Aquila in sector map inventory toggles taint display. This display the highest taint and its magnitude on any item, thereby greatly helping in identifying these items.
- Demon abilities: vibrant causes base dexterity, agility and strength to use their median value.
- Imperial followers get a cth bonus depending on the number of imperials (mercs, militia, civilians) in the sector.
Note that in order to get the newest DG mercs by anv, you will have to start a new game. They can appear in this exe, as the data is in.
As this does not break savegames and fixes a lot of bugs, I strongly advise you to update.
Edit: Sigh. r6228 had an error with exp rewards. Nothing substantial, but I nevertheless corrected it with r6230. Everything else stays the same.
[Updated on: Sun, 14 July 2013 22:28] by Moderator Report message to a moderator
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Re: Installation[message #326057]
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Tue, 01 October 2013 22:59
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Update: revision 6462
(Remember to overwrite when asked to do so.)
1. Install your retail Jagged Alliance 2 somewhere mod friendly. ie. NOT any folder including the phrase: Program Files (x86) .
2. Install the SCI_Unstable_Revision_6456_on_GameDir_1798 SCI from DepressiveBrot's Archive.
3. Install JA2 WH40K r6462 over it, you can get it from here.
Ja2.ini will be overwritten, which is important, as we need to set a new path (Data-WH40K).
You can now start the game via JA2_WH40K_r6462.exe.
Changelog:
I am only listing the wh40k-specific fixes/changes/additions here. Exe is based on exe r6459, GameData on GameDir r1799.
Fixes:- vox operator reinforcement directions were wrong
- poison absorption calculation was wrong
- bloodbinding damage was not shared
- added missing attachments
- added missing sound
- AI did not equip spare ammo for bolt/flame/plasma weapons
Changes:- The Backgrounds feature has been integrated into the trunk, they work exactly the same. When using an older savegame, your old backgrounds will become 'unknown', due to necessary exe changes.
- You can no longer be prompted to select a demonic possession during interrupt
- Vox Operator has been renamed Radio Operator
- Radio Operator: radio scan assignment only uses up batteries if handled
- Radio Operator: signal shells are no longer necessary to call a mercenary artillery strike. Mark an area with smoke before calling, otherwise radio operator will be targetted
- Radio Operator: lowered signal shell duration
- Radio Operator: lowered artillery radius
- Psyker: AI psykers should only consider lightning if very close to enemies
- Psyker: mindblasted soldiers do not resist capture (handcuffing is always successful & surrender strength is 0)
- psyker: altered warpgate costs. Summoning costs less breath, opening costs more
- increased chainsword damage
New:- power armour reduces gunshot breath damage
- Helmets can also work as gasmasks
- Radio operators can now determine how many militia to call (5, 10, 15, 20 or all, more choices possible)
- Battle Sister: new skill 'stimulant injector' allows injection of drugs attached to armour at no AP cost
- added new demons
- added new champion
Note that this is savegame compatible to old savegames from r6230, however any existing backgrounds will be now 'unknown'.
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Re: Installation[message #328349]
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Tue, 19 November 2013 21:10
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Update: revision 6631
(Remember to overwrite when asked to do so.)
1. Install your retail Jagged Alliance 2 somewhere mod friendly. ie. NOT any folder including the phrase: Program Files (x86) .
2. Install the SCI_Unstable_Revision_6615_on_GameDir_1873 SCI from DepressiveBrot's Archive.
3. Install JA2 WH40K r6631 over it, you can get it from here.
Ja2.ini will be overwritten, which is important, as we need to set a new path (Data-WH40K).
You can now start the game via JA2_WH40K_r6631.exe.
Changelog:
I am only listing the wh40k-specific fixes/changes/additions here. Exe is based on exe r6628, GameData on GameDir r1876.
Fixes:- missing tag on power armor power pack rendered newly spawned power armor non-functional
There are no substantial changes in this version, its just a small merge update and one fix.
This is savegame compatible to the previous version.
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