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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229477] Tue, 28 July 2009 04:38 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Kindred
JA2 all-nighters are brutal. I've done so many that I've given up on the "just one more sector" thing and accepted that I'm going to play until I collapse.

Still trying to scrounge a jar so I can make an improvised grenade and blow a few redshirts up.


Check out either Keith or Sam, they should have some in stock.


Blue_Fox
Hi there...

Having problems to find the compleet downloads for WF6.
Wenn does a quick installer come?

Like 1.13 with New Inventory One Click Installer's


Certainly not, before I'm done updating those maps... In the meantime, go check out the WF6.06 thread, there should be a link to the downloads for the WF6.06 mod in one of the first few posts there. When you have the basic WF6.06 package, you can grab the item Mod if you like and the map updates (the map updates require the item mod).


As for all-nighters... again already 3:30 here, time to catch some sleep. :sleep:

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229503] Tue, 28 July 2009 11:29 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
P.S. The hidden svn folder actually holds some details you wouldn't want to have public. I'd remove it Wink

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229504] Tue, 28 July 2009 11:34 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
smeagol
As for all-nighters... again already 3:30 here, time to catch some sleep. :sleep:


Go get yourself the night-ops skill, you (w)imp! Wink Very Happy :wave:

(and keep up the good work :cheers:)

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229536] Tue, 28 July 2009 14:53 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
It took two tries, but I've finally got the Cambria Hospital liberated. I had a helicopter insertion northwest of the city, then attacked the sector from the north and west. On the first attempt, I stretched my forces way too thin, got Ivan and Igor killed on the northeast flank of the building, and got flanked by enemy reinforcements from the east. Breaching the building proved tougher than I expected, and had to use lots of explosives (killed a bunch of civvies who were hiding behind a door...). Losing Ivan and Igor was a bit too much though. I'd rather lose an IMP than Ivan, he's the backbone of the entire team.

Anyhow on the second attempt I used almost exactly the same tactic, but made sure not to over-extend on the threatened flanks. It's amazing that even with 12 mercs things are so difficult (Expert), it has to do with the map design blocking line of sight, so overextending means someone is bound to sneak up on your flank and kill you if you're not travelling in tighter groups and covering your advance properly. I'll probably need at least 18 mercs, if not more, to take Alma.

As to the map design, I've so far enjoyed every single WF map, they are clearly superior to the original maps. And I naturally love the idea that most maps have at least a dozen items lying around that could be useful. I'm practically out of ammo for some calibers though.

Also something odd about the INI settings - I left much of the default WF settings in place, including "ENEMIES_INVESTIGATE_SECTOR" (or something like that). This causes nearby garrisons to send reinforcements a minute or two after the battle, in small groups of 3-4. This is kind of fun, because it means that after cleaning up the sector you've got to take defensive positions and prepare for a counter attack. Unfortunately, defense is usually much easier than offense, especially because the enemy only arrives in small groups. And worse still - it depletes the enemy garrisons in nearby sectors, so further battles are actually easier...

Are you guys playing with this feature turned on?

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229537] Tue, 28 July 2009 14:58 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
Headrock
"ENEMIES_INVESTIGATE_SECTOR"

Are you guys playing with this feature turned on?


never ever, i prefer the enemy to keep his troops 'well in hand' and not to deploy them in 'penny-packets'

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229540] Tue, 28 July 2009 15:55 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I think I have it turned on, just for the fun factor. It's always neat, when one or two guys show up. But then again I play on Insane (with a lot quick save&load going on ^^), so the 3 or 4 enemies don't matter much... almost every sector has 32 enemies. In really bad situation you can have regular fights with up to 60 enemies (which is very tough, even with the quick save&load thing, especially in maps that offer only little space to move the mercs around).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229546] Tue, 28 July 2009 16:22 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Headrock
Also something odd about the INI settings - I left much of the default WF settings in place, including "ENEMIES_INVESTIGATE_SECTOR" (or something like that). This causes nearby garrisons to send reinforcements a minute or two after the battle, in small groups of 3-4. This is kind of fun, because it means that after cleaning up the sector you've got to take defensive positions and prepare for a counter attack. Unfortunately, defense is usually much easier than offense, especially because the enemy only arrives in small groups. And worse still - it depletes the enemy garrisons in nearby sectors, so further battles are actually easier...

An to complete its effects: It raises the loyalty of the affected city by a very few points since this counts as "sector succesfully defended".

I play with this option enabled (with insane); for no particular reason, just kind of "feels" better so far.

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229551] Tue, 28 July 2009 17:38 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Added a heavy bipod that can be attached to most LMGs and Sniper Rifles. It has a slightly higher bonus on prone shooting, reduces auto/burst penalties slightly, but also increases draw speed.

Edit:
Fixed C13 factory kids civilians.

[Updated on: Tue, 28 July 2009 17:45] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229556] Tue, 28 July 2009 18:41 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
smeagol
Added a heavy bipod that can be attached to most LMGs and Sniper Rifles. It has a slightly higher bonus on prone shooting, reduces auto/burst penalties slightly, but also increases draw speed.


sounds good, defnitiely a good and sensible item to add. LMGs and sniper rifles per definition should take a relatively long time to set up, so having a heavyer bipod for these makes them more useful and also more in tune with their tactical role.

maybe add the heavyer bipod per default to those LMGs that come preequipped with bipods?

btw. for all the map updating you do, wouldn

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229568] Tue, 28 July 2009 19:45 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
There's two seperate mods here , (items and maps )so , whatever Smeagol is comfortable with suits us

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229570] Tue, 28 July 2009 20:14 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
lockie
There's two seperate mods here , (items and maps )so , whatever Smeagol is comfortable with suits us


well... the maps won't work without the item mod. The two parts are basically a revised WF6.06 mod. But before I'm finished updating everything, the mod package will stay as two seperate parts.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229576] Tue, 28 July 2009 20:51 Go to previous messageGo to next message
Blue_Fox is currently offline Blue_Fox

 
Messages:539
Registered:September 2006
Location: Netherlands
Still having problems to run this.
Can you give some instruction what to download and what NOT !

Is it a 100 Point system?

Very confusing.

Wildfire should be working with:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=211927&page=1&fpart=3

1.Ja2v1.13 One click installer
2.In your Ja2 1.13 root folder copy your Data-1.13 folder and rename the copy Data-WildFire6.06
3.Unpack the mod into your Ja2 1.13 root folder and allow overwriting of existing files.


It doesn't Sad

[Updated on: Tue, 28 July 2009 20:53] by Moderator

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229578] Tue, 28 July 2009 21:33 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Blue_Fox
Still having problems to run this.
Can you give some instruction what to download and what NOT !

Is it a 100 Point system?

Very confusing.

Wildfire should be working with:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=211927&page=1&fpart=3

1.Ja2v1.13 One click installer
2.In your Ja2 1.13 root folder copy your Data-1.13 folder and rename the copy Data-WildFire6.06
3.Unpack the mod into your Ja2 1.13 root folder and allow overwriting of existing files.


It doesn't Sad



What exactly goes wrong with your install? Did you change the game folder in the JA2.ini?
Do you get the game to start at all?

If you only want the old WF6.06 mod, it's based on the 2085 .exe, thus using 25 AP (but it runs well with newer .exes as well, at least with the ManyMercs by SpaceViking, I've tested that set-up myself).

The newer stuff I made recently is an add-on to the WF6.06 mod, and it uses the 100AP system.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229582] Tue, 28 July 2009 22:00 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
at least with the ManyMercs by SpaceViking,


I'm using 007g . working well , though had a lot of assertion failures , which seem to have cleared now , since latest (30) items install , with last but one map install ?
Yeah , I know 31 is out , I'm holding off on any more till more maps come out

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229583] Tue, 28 July 2009 22:19 Go to previous messageGo to next message
Blue_Fox is currently offline Blue_Fox

 
Messages:539
Registered:September 2006
Location: Netherlands
Wanna play the 100 point system & HAM

Steps:

1) Installed fresh JA_WF
2) Extract JA2 1.13 3042 exe SVN@1165 Full
3) Extract JA2 1.13 3042 exe SVN@1165 Upgrade
4) Copy Data Folder/Rename into Data-WildFire6.06
5) Copy/Rename WF6.06-Mod_beta_english_for_JA2_1.13NIV2112_080813 into the JA_WF Folder
6) Run game using JA.exe

Runtime error
File : .\sgp.ccp
Line : 704
Function : InitializeStandardGamingPlatform
Initializing Virtual File System Failed

Wenn using the older 25 point system (JA2 v1.13 Release (EN) [1.0.0.2085]) with WF it will work but not wanna play the old system.
Wanna play the 100 Point system with real sneak & also wanna try your Hell's Mod Very Happy

[Updated on: Tue, 28 July 2009 22:39] by Moderator

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229584] Tue, 28 July 2009 22:21 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
Headrock
"ENEMIES_INVESTIGATE_SECTOR"

Are you guys playing with this feature turned on?


I guess the conversation kind of went along from this, but what the heck I want to respond to it:

No, I never run with ENEMIES_INVESTIGATE_SECTOR, as I feel it's merely an added annoyance rather than something that adds flavour and difficulty.

I always play my games on Iron Man so it's not possible to save midway through battle. This makes it extremly important that I make no mistakes and use good tactics. When everything works out all right it makes me feel a lot more proud of myself than when I've spent ten minutes saving and loading games to try to get things "just perfect".

It does however have a considerable drawback in that I can't just save my game, turn on my flashlight and run around like a beheaded chicken when I'm looking for the last couple of enemies hiding somewhere on the map, but I need to make a lengthy search, combing the territory and keeping my mercs covering eachother.

In the above circumstances, the last thing I need or want is having a handful more enemies hiding somewhere that I'll need to track down. To make things worse, I almost always attack during the nights, which makes it damn near impossible to find these sneaky bastards before I grow careless and make a mistake.

The reason I attack during the nights though, is that I rely heavily on being able to stealthily infiltrate sectors, killing enemies with silenced weaponry, like SMGs and Pistols (Wish I could use knives and throwing knives, but it's just too damned risky). With the small squads I use though, attacking during the night is essential to avoid detection, and getting pinned down and destroyed by enemy supressive fire.

Daylight missions is just suicide. One merc gets spotted by the enemy and the next round he's pincushioned by snipers from across the map and supressed by all the AKs in a mile radius. So it's nightime all the way for me, with systematic, silent elimination of enemies, and systematic clearing of the map from one corner to the others. It's Iron Man though, so I've got to be prepared to toss the handgun aside and pull out the Light MG that's been hanging over the shoulder idly for the most of the assault. That and grenades - I love grenades. Very Happy

By the way, I've got a little question as well:

With the reduced carrying capacities for characters, is there any real point to the combat packs that have weapon slings on them? The way I figure the only reason you'd need another weapon sling beyond the default one is if you have two weapons that are big enough to not fit into the combat pack slots, and you want a single mercenary to carry them; for example a big machinegun and a large sniper rifle.

However, just carrying that MG and a drum or two of ammo, along with the armour is enough to bring pretty much any mercenary into the 95-100% encumberance. Having to lug along a heavy sniper rifle on top of that would heavily tax any mercenary to such a point that he/she'd topple over every few steps, and find little use of their little personal arsenal.

I'd just like to hear of everyone elses experience there.

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229585] Tue, 28 July 2009 22:31 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Forral

By the way, I've got a little question as well:

With the reduced carrying capacities for characters, is there any real point to the combat packs that have weapon slings on them? The way I figure the only reason you'd need another weapon sling beyond the default one is if you have two weapons that are big enough to not fit into the combat pack slots, and you want a single mercenary to carry them; for example a big machinegun and a large sniper rifle.

However, just carrying that MG and a drum or two of ammo, along with the armour is enough to bring pretty much any mercenary into the 95-100% encumberance. Having to lug along a heavy sniper rifle on top of that would heavily tax any mercenary to such a point that he/she'd topple over every few steps, and find little use of their little personal arsenal.

I'd just like to hear of everyone elses experience there.


I usually put a shovel//katana there (shovels double as crowbars and do nice damage in melee combat), or have it as backup slot for guys who have binoculars. The slot is also quite useful to carry a LAW.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229589] Tue, 28 July 2009 22:41 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
I'm pretty sure that binoculars fit into those small slots that look slightly different. I can't for life remember what they are called but they look similar to the first aid slots, and can also carry the larger grenades. It'd be a waste of a perfectly good slot to stick a pair of binoculars in the Weapon Sling one, when they can fit into a number of much smaller slots.

The LAW and the Shovel can also fit into normal combat pack slots. I'm not sure about the Katana though, but I'm almost certain it fits into the combat pack one as well. Basically, the way I'm seeing it is that the Commado Pack that replaces a Combat Pack slot with a Weapon Sling really only loses the ability to use that slot for other things. There are many items that can't be placed in the Weapon Sling slot, but very few - very heavy ones that don't fit into the combat pack slot. Those heavy items you can't lug around anyways because of weight penalties.

So I'm still struggling to find proper use for these special combat packs.

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229590] Tue, 28 July 2009 22:46 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
well smeagol, i encountered a map bug in grumm mine. don

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229591] Tue, 28 July 2009 22:50 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Forral
I'm pretty sure that binoculars fit into those small slots that look slightly different. I can't for life remember what they are called but they look similar to the first aid slots, and can also carry the larger grenades. It'd be a waste of a perfectly good slot to stick a pair of binoculars in the Weapon Sling one, when they can fit into a number of much smaller slots.

The LAW and the Shovel can also fit into normal combat pack slots. I'm not sure about the Katana though, but I'm almost certain it fits into the combat pack one as well. Basically, the way I'm seeing it is that the Commado Pack that replaces a Combat Pack slot with a Weapon Sling really only loses the ability to use that slot for other things. There are many items that can't be placed in the Weapon Sling slot, but very few - very heavy ones that don't fit into the combat pack slot. Those heavy items you can't lug around anyways because of weight penalties.

So I'm still struggling to find proper use for these special combat packs.


Sure, the binoculars itself fit small slots, but you still need a place to put your gun if you use them. Wink
The special combat packs usually have more small specialized slots (for example compared to the TT-3 day pack). In addition those can be worn with some backpacks, if you really need huge carrying capacity. And the TT-3 Day//Blackhawk Patrol Pack are slightly heavier.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229592] Tue, 28 July 2009 22:52 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Mauser
well smeagol, i encountered a map bug in grumm mine. don

[Updated on: Tue, 28 July 2009 23:19] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229593] Tue, 28 July 2009 22:53 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
But then again I play on Insane (with a lot quick save&load going on ^^), so the 3 or 4 enemies don't matter much...


I would agree, if not for the fact that if you linger around long enough (like for unlocking all the crates), they'll keep coming, virtually depleting garrisons in all nearby sectors.

I'm going to keep this on for this campaign. And then I'm going to put in a HAM feature that makes this more interesting. Very Happy

Quote:
It does however have a considerable drawback in that I can't just save my game, turn on my flashlight and run around like a beheaded chicken when I'm looking for the last couple of enemies hiding somewhere on the map, but I need to make a lengthy search, combing the territory and keeping my mercs covering eachother.


That's the thing though - the after-battle investigators are "ordered" to come straight at you... So there's really no need to track them down.

Quote:
Daylight missions is just suicide.


Yeah, that's true in 1.13 on high difficulty. In HAM it's the other way around, night missions are extremely difficult at most times. Especially if your night-vision equipment is inferior/on-par with the enemy's. Also snipers are much less useful in WildFire because of ample cover and other vision-impairing terrain like tall grass (which is pretty much everywhere...)

Quote:
With the reduced carrying capacities for characters, is there any real point to the combat packs that have weapon slings on them?


Yes, if the character isn't wearing too much armor (e.g. a sniper)...

Quote:
However, just carrying that MG and a drum or two of ammo, along with the armour is enough to bring pretty much any mercenary into the 95-100% encumberance. Having to lug along a heavy sniper rifle on top of that would heavily tax any mercenary to such a point that he/she'd topple over every few steps, and find little use of their little personal arsenal.


Carry both a Sniper Rifle and a Light Machine Gun? The whole point is that you shouldn't. A strong character can probably carry a more reasonable combo, like a sniper rifle and a large SMG maybe. And light armor, if at all. If you want to carry even more than that... well, it's your choice. HAM has a setting to increase carrying capacity.

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229597] Tue, 28 July 2009 23:54 Go to previous messageGo to next message
Blue_Fox is currently offline Blue_Fox

 
Messages:539
Registered:September 2006
Location: Netherlands
http://cid-78b663f2f40ed560.skydrive.live.com/browse.aspx/WF%7C_Item%7C_Mod
Which one do i need for version: Release V1.13.2085 (Build 08.04.27)
Does it including all, 100 Point & Real Time Sneak & HAM ?

[Updated on: Tue, 28 July 2009 23:55] by Moderator

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229599] Wed, 29 July 2009 00:13 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Forral
By the way, I've got a little question as well:

With the reduced carrying capacities for characters, is there any real point to the combat packs that have weapon slings on them? The way I figure the only reason you'd need another weapon sling beyond the default one is if you have two weapons that are big enough to not fit into the combat pack slots, and you want a single mercenary to carry them; for example a big machinegun and a large sniper rifle.

I'd see it the other way round:
If i'd need something to store a medium sized secondary weapon, lets say a 40mm grenade launcher (or an AR with one attached), i'd rather choose an eagle recon pack and store this weapon in the pack's sling. Mainly because the eagle is lighter than e.g. the TT 3-day, offers better camouflage and allows to store more different smaller things.

Those combat packs add versatility: if i need only one single regular combat pack slot, and i need it for a weapon, one of those small packs with a sling may be the better choice.

IMHO. YMMV. Smile

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229601] Wed, 29 July 2009 00:37 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Blue_Fox
http://cid-78b663f2f40ed560.skydrive.live.com/browse.aspx/WF%7C_Item%7C_Mod
Which one do i need for version: Release V1.13.2085 (Build 08.04.27)
Does it including all, 100 Point & Real Time Sneak & HAM ?


The Item Mod contains only the item mod files. You'll still need basic WF6.06 to play. It's enough to get the latest version, all changes are always included in the latest version.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229602] Wed, 29 July 2009 00:56 Go to previous messageGo to next message
Blue_Fox is currently offline Blue_Fox

 
Messages:539
Registered:September 2006
Location: Netherlands
smeagol
Blue_Fox
http://cid-78b663f2f40ed560.skydrive.live.com/browse.aspx/WF%7C_Item%7C_Mod
Which one do i need for version: Release V1.13.2085 (Build 08.04.27)
Does it including all, 100 Point & Real Time Sneak & HAM ?


The Item Mod contains only the item mod files. You'll still need basic WF6.06 to play. It's enough to get the latest version, all changes are always included in the latest version.


Thanks.
Using the last one: Update Item Mod V31
It's working now, but it's not included with the 100 point system, no real time sneak or HAM.
I thought there was a 100 Point system with HAM included.
Did i do something wrong?

[Updated on: Wed, 29 July 2009 00:57] by Moderator

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229605] Wed, 29 July 2009 01:24 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
Quote:
It does however have a considerable drawback in that I can't just save my game, turn on my flashlight and run around like a beheaded chicken when I'm looking for the last couple of enemies hiding somewhere on the map, but I need to make a lengthy search, combing the territory and keeping my mercs covering eachother.


Headrock
That's the thing though - the after-battle investigators are "ordered" to come straight at you... So there's really no need to track them down....


I didn't know that. That's really good to know. Maybe I'll tick it back on then. I had always assumed that the enemy recognized when there was only few of them left, and then promtly hid in the closest bathroom, where they would wait until I get bored and make a mistake. Very Happy

Quote:
Daylight missions are just suicide.


Headrock
Yeah, that's true in 1.13 on high difficulty. In HAM it's the other way around, night missions are extremely difficult at most times. Especially if your night-vision equipment is inferior/on-par with the enemy's. Also snipers are much less useful in WildFire because of ample cover and other vision-impairing terrain like tall grass (which is pretty much everywhere...)


My findings were actually the opposite, at least in concerns to HAM's effect on Daytime/Nighttime combat.

In 1.13 without HAM's supression, all I would have needed to do is find high ground, put a couple of snipers down and dominate the sector. The long view distance during the day would have been beneficial for me in order to cover more territory, and if the enemies see me it's no big deal as they are too far away to accurately shoot me anyways.

With HAM however, due to the presence of foes that are very wiling to fire supressive fire - combined with the quantity of automatic rifles among enemies in this mod, any attempt to pull off the same plan would quickly have resulted in my snipers getting pinned down and incapacitated. Chances are they'd be struck as well, and I'd have to get a medic up there to help as well, getting him caught in the shower of fire as well.

I found that with HAM, the only way to escape the terrible effects of supressive fire is to avoid getting seen in the first place, and when dispite all efforts to avoid detection you are seen anyways, quickly terminating enemy that spots you.

Avoiding detection is naturally easier at night. So with a small crew of skilled mercenaries and silent weapons, I found I was able to cut a pretty deep swath through enemy ranks before hell breaks loose. In daytime however, I find my whole squad either gets oblitterated or comes out if it critically wounded most of the time.

For example, I attacked the Hospital sector in Cambria with a selection of silenced Veresk SMGs. I like this weapon because it offers the speed and utility of SMGs whilst still having a great caliber for penetrating enemy armour. I silently dispacted a sentry just north of the upper part of the hospital and picked the lock on the back door to enter. I met an enemy in the carridor ahead that I gunned down before he could make a peep and let the rest of my crew file in behind the front man, closing the door behind themselves and taking up defensive positions.

I proceeded to then move slowly, sneaking up to corners and windows, switching between Night Vision and Normal Vision, clearing out the place room per room. I had cleaned out half of the northern building there before the enemies had a chance to return fire - and actually managed to clear that whole sector, taking only minor injuries on a few characters.

I do however agree about the effects of Smeagols maps on Sniping. It's a lot more difficult to completely cover a large area with a sniper. With many objects, walls, bushes fences and the like obscuring vision, it leaves a lot of area for both you and enemy to hide.

Quote:
However, just carrying that MG and a drum or two of ammo, along with the armour is enough to bring pretty much any mercenary into the 95-100% encumberance. Having to lug along a heavy sniper rifle on top of that would heavily tax any mercenary to such a point that he/she'd topple over every few steps, and find little use of their little personal arsenal.


Headrock
Carry both a Sniper Rifle and a Light Machine Gun? The whole point is that you shouldn't. A strong character can probably carry a more reasonable combo, like a sniper rifle and a large SMG maybe. And light armor, if at all. If you want to carry even more than that... well, it's your choice. HAM has a setting to increase carrying capacity.


I understand the whole point is that you should not - that's the thing. One game mechanic encourages me to balance my teams better by imposing considerable restrictions on the amount of equipment I can carry, whilst another component gives me the ability to strap a mortar to my backpack - that I probably wouldn't be able to carry even to begin with. This question was not about "what I want to carry", but rather "what needs to be carried in order to take advantage of the special slot, as opposed to a common combat-pack slot".

It makes sense though, when the extra bonus slots are mentioned; like that little selection of hand-grenades and magazine slot present on one of the special packs. The problem was that I had considered the Weapon Sling slot a bonus that couldn't be properly utilized because of weight restrictions, rather than a slight malus because of other utility present in the backpack.

[Updated on: Wed, 29 July 2009 01:29] by Moderator

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229607] Wed, 29 July 2009 02:14 Go to previous messageGo to next message
Blue_Fox is currently offline Blue_Fox

 
Messages:539
Registered:September 2006
Location: Netherlands
I saw you gave Raven a Sniper Rifle in the beginning, so why not give her the Sniper Skill too.
Make her Psycho so wenn use autoweapons she have also that bonus. Shadow now has the Sniper Trait too.
Still zee Flo has the skill trait Thief. Doesnt do much(yet).

Btw:
It's hard to play without the 100 Point system and enhanced discription box. Last time i played the 25 system was a year ago. I played JA a few weeks again and only the 100 point system. It rules.

[Updated on: Wed, 29 July 2009 02:18] by Moderator

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229608] Wed, 29 July 2009 02:37 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Hmmm... Raven has the Sniper Trait, at least in my updated prof.dat that comes with the map updates (and some others also got slightly modified skills there).

Grab a newer exe, the mod works with 100AP and EDB (I play with it, so I should now Wink )

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229613] Wed, 29 July 2009 02:46 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Blue_Fox
It's hard to play without the 100 Point system and enhanced discription box. Last time i played the 25 system was a year ago. I played JA a few weeks again and only the 100 point system. It rules.


You can play smeagols mod with newer versions of JA2 v1.13 than 2085 release thus enabling 100AP, EDB etc.
If you look back in this thread here, some even claimed (and explained how) to make HAM 3.5 work with the item mod.

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229614] Wed, 29 July 2009 02:47 Go to previous messageGo to next message
Blue_Fox is currently offline Blue_Fox

 
Messages:539
Registered:September 2006
Location: Netherlands
smeagol
Hmmm... Raven has the Sniper Trait, at least in my updated prof.dat that comes with the map updates (and some others also got slightly modified skills there).

Grab a newer exe, the mod works with 100AP and EDB (I play with it, so I should now Wink )




Lol...

I serious need glasses, can't find it i even made a new topic for it!

About Raven. I checked the Insane-tons of gun prof.dat in the wildfire folder. Raven has Autoweapons.
*** OEPS *** Didn't installed "Mapupdate 20090727"

But odd the 100 point system not implented in my install.
Ham not work for me, they all MISSING_DATA_TYPE
Can someone help me with this. I keep reading posts, several houres now Sad

[Updated on: Wed, 29 July 2009 03:25] by Moderator

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229620] Wed, 29 July 2009 04:38 Go to previous messageGo to next message
delux is currently offline delux

 
Messages:22
Registered:October 2008
Location: Budapest! :)
I just started a small project regarding running different mods together:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=229618&page=0#Post229618

You just need to get the latest mods to use that - if it doesn't work, I could post a mods-included version that's about 110M in size (but you should learn to use SVN, it's well worth the effort).
Topic on using SVN: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=56723&page=1#Post56723

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229622] Wed, 29 July 2009 05:22 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
I finished the fight in F9 (after several "investigate" incursions the enemy did in F8).

I fought 4 enemies.

Yes, that's 4 as in IV as in ٤ as in .

So the choice now is, either turn off the silly investigation feature, or... REVAMP!!! :devilaugh:

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229625] Wed, 29 July 2009 06:05 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
oh one more thing smeagol: i cannot find the ammo for the new flare launcher anywhere at BR or anywhere else for that matter.

you sure you put that in there yet?

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229629] Wed, 29 July 2009 06:51 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Mauser
oh one more thing smeagol: i cannot find the ammo for the new flare launcher anywhere at BR or anywhere else for that matter.

you sure you put that in there yet?


It's in, but I obviously forgot to add it to Bobby Ray's inventory. :whistle:

Fixed that.

Damn... It's just waaaaay too early.... give me time to wake up... 2 hours of sleep just doesn't cut it.

Headrock

I finished the fight in F9 (after several "investigate" incursions the enemy did in F8).

I fought 4 enemies.

Yes, that's 4 as in IV as in ٤ as in 四.

So the choice now is, either turn off the silly investigation feature, or... REVAMP!!!


hmmm... yeah, revamp that I'd say...


Also updated the pic for the M6 Lynx, as it was too large for Bobby Rays. I think this one looks much better. Smile

http://img38.imageshack.us/img38/1765/m6lynx2.png


And another little goodie, that might be useful: M25A2 Tear Gas Grenade:

http://img166.imageshack.us/img166/1968/m25a2granate.png

Edit: The pic looks only blurry in this size, click to view original size...

[Updated on: Wed, 29 July 2009 08:26] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229640] Wed, 29 July 2009 08:28 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
smeagol
Mauser
oh one more thing smeagol: i cannot find the ammo for the new flare launcher anywhere at BR or anywhere else for that matter.

you sure you put that in there yet?


It's in, but I obviously forgot to add it to Bobby Ray's inventory. :whistle:

Fixed that.

Damn... It's just waaaaay too early.... give me time to wake up... 2 hours of sleep just doesn't cut it.


take it easy man! no pressure on you, we don

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229643] Wed, 29 July 2009 09:19 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Mauser


take it easy man! no pressure on you, we don

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229675] Wed, 29 July 2009 16:02 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Blue_Fox
But odd the 100 point system not implented in my install.


Then update your installation ... :diabolical:

No, better restart from scratch:
1. Install "JA2" or "JA2 gold" from CD (not "Wildfire"-CD; if 1.13 runs on the Steam-Version of JA2, i dunno).
2. Get you an OneClick-installer of your choice. (I use german allinone by Scheinworld)
2a. install und try running a normal game of 1.13 to check, if your desired features (EDB, 100AP, ...) are in this version and if the game is runing smoothly.

3. install the package "Wildfire6.06 for 1.13" and retest its functinality as in 2a.
4. install smeagols latest itemmod (IIRC v31 is up2date right now) and follow its instructions.
4a. Add his Mapupdates as well if u like.

=> You should have running the mod with 100AP and EDB at least.

For combining it with HAM, go to IIRC 2nd page of this thread. If anything failed - read the instruction, err, ask Headrock, he is HAM after all. Wink

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229676] Wed, 29 July 2009 16:09 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
smeagol
Headrock

I finished the fight in F9 (after several "investigate" incursions the enemy did in F8).

I fought 4 enemies.

Yes, that's 4 as in IV as in ٤ as in 四.

So the choice now is, either turn off the silly investigation feature, or... REVAMP!!!


hmmm... yeah, revamp that I'd say...

I 2nd this Smile

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229678] Wed, 29 July 2009 16:20 Go to previous messageGo to previous message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
smeagol..feel free to grab my mp5 ras if ya want..i'll do up a mid pic if yer gonna use it

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=229655&page=1#Post229655

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First Sergeant

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