Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 2018/11/04)
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #332012]
|
Wed, 30 April 2014 11:27
|
|
M16AMachinegun |
|
Messages:304
Registered:September 2013 |
|
|
Found an interesting bug. Seems like certain areas have their properties skewed in a way that doesnt reflect the map layout.
using RC8 and recommended settings
https://www.dropbox.com/s/bl46hghavq65dbg/bug.png
What's happening in the pic: I've got the mouse cursor highlighted over what the game is telling me is an object I can't move over...theoretically, the tree that the mercs are oddly spaced behind. Oddly enough, the fence in the NW area also has this bug.
From what I can tell the map graphics and the map properties aren't aligned.
Location: Drassen Airport
Edit 3: this bug is happening in Drassen Mine as well, so it's a general issue, not anything related to Drassen Airport
...Wait a minute, what the heck?
https://www.dropbox.com/s/bkna8j9fwcl7kgp/bug2.png
When I scroll to the very top and left of the map, the map seems to be shifting up and left/down and right a little bit; second pic illustrates:
I just finished an assault where an elite was curiously prone IN FRONT OF a tree vs behind it, and now I see why: the graphics were shifted one tile so that it looked like he was in front of the tree instead of behind it.
Resolution used: 1600x900, windowed
Edit: https://www.dropbox.com/s/dhdnthbueahu34c/bug3.png
Edit 2:
https://www.dropbox.com/s/icu3ltkzl1g1y3h/bug4.png
Im trying to add equipment using this method (click on LBE space, select item from dropdown) but it doesnt work if i have more than one of the item in a stack. For example i have two LBE gears in a stack and it wont work, but when I separate them it works
Edit 4, more evidence: https://www.dropbox.com/s/kfrvwusylt2aval/bug5.png
https://www.dropbox.com/s/eeynf8jnphxupay/bug6.png
----
Edit 5, unrelated:
I can't decide between the following for 4x scopes, which is better?
4x Battle Scope
4x Reflex Scope (can put a Reflex sight on it)
Advanced Reflex Sight + 4x Magnifier
Thoughts?
Reflex scope is best lol
---
Edit 6: Found another bug
Found a CTD bug. RC8 + 7178
Attempting to combine a Grip Pod to a weapon that has an RIS Bipod or vice versa gives a "you cannot put these two items together" error message...before CTD'ing within 10 seconds.
Was accidentally trying to do this on a KAC LMG.
Also, RE8 + 7178 does not fix underbarrel shotguns' infinite ammo glitch (KSG-12/Neostead) as discussed in another thread. You know which one, wil, i saw you responding in that thread.
Is this something you need to take care of with item descriptions?
[Updated on: Sun, 04 May 2014 03:27] by Moderator Report message to a moderator
|
Master Sergeant
|
|
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #332191]
|
Mon, 05 May 2014 20:52
|
|
M16AMachinegun |
|
Messages:304
Registered:September 2013 |
|
|
Question: When you say you "Fix" something, do you update the previous RC download with the new file or do you wait until you can build a new RC before sharing the update?
Bug: I've noticed sometimes when you get militia started and have them drop items that there's sometimes magazines of 0 (zero) rounds. Attempting to add these to crates or boxes of ammo create 8+ stacks of ammo crates...with no ammo in them.
[Updated on: Sun, 11 May 2014 07:59] by Moderator Report message to a moderator
|
Master Sergeant
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #332439]
|
Mon, 12 May 2014 00:04
|
|
wsmithjr2013 |
|
Messages:50
Registered:March 2013 Location: New Jersey |
|
|
I haven't been around a while and so installed latest RC build and started an Expert game (I'm no expert!). Is it common to run into elite soldiers on patrol around Drassen on Day 1?
Also, my memory didn't recall how expensive the weapons kits were for all the mercs. Couldn't afford anything but pistols, so my pistol-toting crew headed to Drassen via the northern sectors to avoid patrols on the roads. When I got to Drassen, I couldn't avoid 2 or 3 different patrols and so got caught in a sector west of Drassen. Since I had nowhere to go, I figured I'd give it a shot. After all, it was at night. Well, I won the battle but it was definitely a phyrric victory. Lost Buns and Ira and the other 3 mercs (IMP, Blood and Barry) got beat up pretty bad. Might have managed until something akin to a gatling shotgun basically knocked my 3 surviving mercs out of the battle while the elites completely unloaded an M14 and various other weapons into Ira and Buns. It seemed like a 10-shot burst that took out most of my group. I eventually did get one of the elites and he dropped an empty M14. Heck he picked up Ira's 38 to try and finish off the rest of us. Fortunately, Mr. Gatling Shotgun guy had apparently also run out of ammo.
Never saw anything like this before on Day 1 near Drassen. Is this the "new order" and I need to tuck my tail between my legs and run back to experienced? Or maybe that's the game's way of "encouraging" us to go to San Mona and Chitzena first? And this had nothing to do with the Drassen counterattack ... that's turned off.
Lastly, what the heck was that weapon? I either want one or want to get rid of it from the game....
Figured I'd ease back into JA2 with this rather than the "harder" DL or UB. So much for that idea.
Maybe this is the current state of JA2 1.13 instead of specific to AFS. An AFS specific question - is there any difference between Tons-of-Guns and Reduced? Might have to try the latter ... it's not easy sifting through all the various weapons to choose one.
Report message to a moderator
|
Corporal
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #332443]
|
Mon, 12 May 2014 08:28
|
|
M16AMachinegun |
|
Messages:304
Registered:September 2013 |
|
|
@wsmithjr2013
I never really understood why the default is to give you LESS money to work with, especially considering you desparately need at minimum SMGs and a lot of ammo to work with.
Personally I went into the XML editor and altered everyone's kits so that kit 3 and 4 have carbines/assault rifles/relevant equipment to the merc's skillset while also putting a low price on their equipment, especially because things like scopes and especially the ISAR/ISAK weapons are outrageously expensive for marginal benefit over the real thing +
And you think Expert is difficult, wait until you try INSANE! You're going to need to pretty much hire a full squad (i'm talking 6-10 mercs) for every front you try to take!
Once the Underbarrel Weapon fix SCI is posted, I plan on additionally bumping mine income up to 150%-300% (havent decided). Early money is a huge problem, especially considering the low amount you get to start with (15000 is enough for 5 IMPS and thats it). I additionally turn on the Militia salaries, so considering I have Ira and her super low Leadership working at making more militia (not to mention other mercs training in other sectors), it very quickly eats into all of my money. Money I need to buy optics, attachments, and plenty of ammunition for my militia to work with.
Your "gatling shotgun" is likely a USAS-12/Atchisson AA-12. They're the only two shotguns that can shoot full auto.
Below is highly subjective advice of a relative newbie of JA2, but i'm certainly well versed in military tactics, and since this mod and especially NCTH push balance into more realism, i feel I should offer my advice, or at least talk about my playstyle
Definitions:
Toggle SpoilerPistol: Defined in the XML editor as Type: Pistol. Semi-auto or slower, lightweight and (most of them are) compact. Having one on each merc is a good idea but not necessary since hipfire exists. Still, they're very fast to draw and shoot.
Machine Pistol: Defined in the XML editor as Type: Machine Pistol. Automatic fire on a very lightweight platform means not a lot of shots will make it on target. But maybe thats what you want (suppression, extremely close close quarters battle).
SMG: Defined in the XML editor as Type: Submachine gun. Fires pistol cartridges such as 9x19mm. Usefulness isn't as good as Carbines since they use weaker ammunition (at least until you get AET rounds) but at least they're lightweight and use very common calibers.
Carbines: Cosmetically shorter "Assault Rifles" than the full-size rifles and functionally have less range and faster raise and shoot times. Probably will have more recoil than their larger bretheren but the lesser weight helps as a secondary weapon at night or when forced to use quick shots. HK MP5A4 is an excellent example.
PDW: SMGs or Assault rifles that use uncommon, especially armor-piercing, ammunition.
Assault Rifle: Defined in the XML editor as Type: Assault Rifle.
IAR: Infantry Automatic Rifle, essentially a beefed up Assault rifle designed for automatic fire. RPK/-74 and Colt IAR are exapmles. They are magazine fed.
LMG: Traditional Light Machine gun. 5.56x45mm/5.45x39mm/7.62x39mm machine gun that are belt fed. M249 SAW is an example.
GPMG: General Purpose Machine gun. 7.62x51mm/7.62x54R. HK 21E/FN MAG/Pecheneg are excellent examples.
Precision rifle: Blanket term for any significantly accurate or accurized rifle. Type: Sniper Rifle gives a good indicator of what's useful for this, but any assault rifle can do except at extreme ranges. Good optics are a must-have.
Shotgun: Weapons that shoot 12 gauge or .410 bore. Have very unique kinds of ammunition.
Grenade launcher: Attachment or stand-alone weapon that shoots rifle grenades, be it 37mm, 40mm, 20mm, etc grenades.
From what I can tell, Novice/Experienced = Low number count of mercs, Militia take care of everything while you roam the country
Expert/Insane = You'd better hire 20+ mercs and split them up to hold onto major cities unless you want to lose progress/mercs; these difficulties become less of a squad-level game and more of a platoon/company-level game. And thats how I like it.
You're going to need lots of income and several squads of mercs.
Toggle Spoiler
1-4 mobile squads that set out to conquer areas, these guys keep the best guns and plenty of ammo
2+ militia training squads that follow your mobile squads as they spread out; theres less squads here because theres less places you can train militia
1-3 logistic squads that stay with vehicles and move equipment around in a hurry
And then the makeup of each squad:
Mobile squads:
Toggle Spoiler
Major Roles
Machine Gunners: 1+ gunner per squad, put them down somewhere you can anticipate where the enemy will be running to you once you start shooting. These guys will be putting the most lead (or brass ) downrange, almost exclusively in long bursts (5+ rounds), attempting to hit or suppress the enemy, even if they can't see them personally. Note: They're not the best at suppressing but they're certainly better at it than aimed, semi-automatic fire.
Weapons: Anything that has automatic fire will work, but you'll see the best results if you use LMGs or at minimum IARs (infantry automatic rifles) during the daytime or in highly lit sectors (hint city sectors or use of illumination grenades/break lights). Keep a carbine of the same ammo as the main weapon or at least an automatic SMG/PDW on them for nighttime. I recommend no more than one GPMG per squad, at least until you get to Meduna. Then you'll probably NEED the firepower.
Attachments: the LMGs should have bipods, clamp-on or RIS, for certain. They're going to be firing from a fixed position and should therefore take advantage of that. Otherwise, a separate foregrip is a good idea. Optics of your choice, although I recommend no more than a 4x. IARs are a bit more lightweight and can be used instead of Carbines. Carbines should have a reflex sight of some sort, bonus points for suppressors.
Armor: Give them the best Helmet/Chest armor you have. Don't give them leg armor if they're prone (attacks will hit chest rather than head). Definitely give them a metal plate in their armor.
Traits/Skills: Should have high strength or Auto Weapons. High health is a bonus.
Important Notes: These are the most important unit(s) of your squad and relationship synergy should include your gunners as much as possible. May not be viable to use until you get past your first major city. Additionally, you NEED one of these per squad (unless it's a special stealth squad you're doing, in which case you shouldn't be reading this at all )
Grenadiers: 1-2 (per gunner) grenadiers, they either carry LOTS of throwing grenades (if Demolitions) or rifle grenades (if Heavy Weapons). These guys are practically designed for utility work: illumination/smoke/stun grenades in general help your team push back the DOZENS of enemies and buy your team enough time to keep shooting. These guys are more for utility than killing power (although they certainly can do it); don't be stingy on your grenades, once you get to your first major city, you'll get dozens of grenades to refill your supply.
Additionally, these are the mercs of the highest priority that I recommend you should have healing items with, specifically first aid kits. If for some reason they have Paramedic/Doctor traits, that's even better and you should therefore bring a Medical Kit with you to save time on healing. If not, at least let your Riflemen do this task.
Weapons: Assault rifles of a common (either with enemy drops or what the rest of your squad is using) caliber and either an attached or stand-alone grenade launcher for Heavy Weapons, and lots of throwable grenades for Demolitions users. These guys should have high Explosive attributes, so you can use them to equip C4/TNT/etc with remote/detonators and arm them in case you want to blow a wall open.
Attachments: Rifle attachments are less important for grenadiers but at least give them better iron sights for their rifles if you can manage it.
Armor: Your grenadiers will be the most mobile front line troops and will likely be taking the most punishment. Give them Flak jackets at minimum and upgrade to EOD armor (full) whenever you get drops. If their LBE lets you add a metal insert for additional armor, DO IT. Just remember: Move OR use grenade in one turn, the AP penalties are harsh.
Ammunition: Grenades have multiple ammunition types.
Normal: Explosive and knocks down/suppresses enemy.
Stun: Deals breath damage, will keep them on the ground for several turns, letting you deal with them or other threats.
Tear Gas: More useful on already stunned enemies to keep them from getting their breath back.
Mustard Gas: AoE HP/BP damage. Again, more useful vs stunned enemies.
Flare/Illumination: Night use only: The enemy actively tries to avoid lit areas at night. Light up the night and funnel them into a dark spot to your own advantage! Keep in mind you won't be able to see those at the extremities of the light, so layer it appropriately (place another flare at the first one's extremities for decent results, i.e. one radius length from the center)
Smoke: Thick fog that blocks all sight. Takes a few turns to get pretty big, but it's a lifesaver for mercs that are taking too much fire. Use for tactical retreats but be wary that the enemy will likely charge right through it.
Fire: I haven't used this but I think it's rather self-explanatory. I believe this is great vs tanks too.
Flashbang: Nothing says anything louder than Flashbangs! Using it next to an enemy will completely blind him for a few turns. Great for urban/indoor combat, although outdoor use is pretty good too!
Signal Flare: Use to mark artillery targets.
Traits/Skills: Heavy Weapons and/or Demolitions, although having a high Explosive attribute or at least very good Dexterity/Wisdom scores will do in a pinch. Grenades are usable by all mercs, but I give special mention to this class since Demolitions get a range bonus and Heavy Weapons get a speed bonus.
Marksmen: 1-2 marksmen (per gunner), they have high dexterity and marksmanship (since Marksman trait is rare) and carry a heavier caliber weapon (as well as good optics) and sit back a few (10, +/- 5) tiles to stay out of enemy sight. These guys aim for headshots if they can but otherwise aim for the legs to knock enemies down; going for outright kills is preferable but especially early game you're not going to be scoring a lot of headshots. Keep in mind that anyone above a yellow shirt at or past taking Drassen will likely have armor, and you should pick your ammo accordingly (dont give your mercs a ton of glaser ammo, you wont be using it all in your rifles)
Weapons: Precision rifles. Give these guys the weapons that have the most accuracy you can find. Sniper rifles are obviously the way to go. I recommend Semi auto over bolt action unless they have the Marksman trait. Match ammunition is a must for those without marksman/sniper traits, buy it and use it ASAP. Backup weapons should be a fast/lightweight automatic. SMGs/PDWs/fast carbines are the order of the day and should be used while walking around at night. Alternatively, specialty night weapons such as the VSS Vintorez would be perfect as a backup, especially at night.
Attachments: Good optics are necessary, and Advanced Angled Foregrips are highly recommended. RIS bipods help too. Keep in mind you might rail kits to add the RIS attachments, for example the KAC SR-25 will need an AR-RIS kit
Armor: Order of the day is camouflage. Anything you can do to make you blend into the environment will help you.
Traits/Skills: Marksman/Sniper trait, although high dexterity/marksmanship/wisdom is required for anyone to assume this role regardless if they have the traits or not.
Shotgunners: 1-2 shotgunners (per squad). These mercs will be utilizing shotguns to lay suppressive fire onto the enemy using buckshot or flechette rounds in semi or full automatic fire (recoil's heavy so autofire's not all that useful). Hitting the enemy is always a plus but it's not what their primary use is for. If they DO hit the enemy, buckshot tends to take a LOT of breath points away (potentially knocking them out), while flechette works well enough (it pierces armor decently). Like Marksmen but even easier, you've got a very good shot (pun intended) at tagging the enemy's legs, making them fall down; with multiple particles in buckshot/flechette, theres a higher chance of doing just this, making it much easier. These mercs are prime candidates to double as spotters or radio operators, as they won't have much use at extreme ranges. Coincidentally these are the most readily equipped for dealing with Bloodcats.
Weapons: Semi-auto, six/10/20 shell magazine (for faster reloads) with a compact (Ithica/double barrel sawnoff/super shorty) for emergencies. Should also have a handgun although this is of least importance. Pick something that uses common ammo between this/these merc's squadmates. Personal recommendations: AA12/USAS12 are the only two full auto shotguns, take that as you will. Vepr 12/Saiga 12k are 6 rounders but let you add AK optics. Ithica model 37 is a good cqb shotgun, use with any specialty ammunition (tear gas/flashbang) to help out the team as you see fit.
Attachments: These mercs have the lowest priority for attachments, although a good choke is important. Rifled choke for everything except buckshot and flechette, and your choice between improved/full choke for those two.
Ammunition:
Ball/Slug: Heavy damage, but one slug. Since shotguns arent really good for longer ranges, i recommend using this in the more compact shotguns and using them in CQB.
Buckshot: Equivalent of Hollowpoints/Glaser ammo for other weapons but with the added bonus of spread for additional suppression.
Flechette: Essentially armor-piercing buckshot. Little bit less damage vs unarmored targets but deals a lot more than buck will vs armored targets. Use whenever you can.
Frag: Havent used, sorry.
Lockbuster: Keep a few of these on you for those stupid civilian doors that keep locking up at night for when you're heavily outnumbered and need to get into somewhere FAST. Alternatively, use these instead of lockpick tools. You'll still need to disarm trapped chests or whatever.
Incendiary: Havent used, sorry
Tear Gas: Theoretically as good as the actual grenades of the same type. Use to keep enemies from getting back up when stunned.
Duplex: Havent used, I suppose they'd work much like Ball/Slug rounds
Baton: The entire point of buckshot vs armored targets is now usable vs unarmored targets...but you have to actually hit them.
Flashbang: lol
Traits/Skills: Honorable mention to Hunter for shotgun bonuses. Honestly any merc will do, this is a low-priority utility role that could otherwise be filled in with automatic fire for suppression or grenades for the utility rounds. Still, with the occasional shotgun drop, you've still got plenty of options, why not use them? Alternatively, shotguns are great to give spotters, medics, and/or radio operators, as they have other tasks to worry about.
Riflemen: The rest of your squad should be made up of riflemen carrying common ammunition Assault Rifles or at least carbines. PDWs are okay for urban sectors/at night, but these guys are going to be a marksman-lite/gunner-lite mix, combining somewhat-accurate aim with occasional short (3-ish) bursts of automatic fire. This should be the default option for any merc you wish to add to your squad; upgrade them from here if you have the equipment/they have the skills. I left this for last because it's the most basic...and the most boring. Equip them like suggested until you have something better for them to do.
Weapons: Assault rifles, although SMGs and Rifles will work too. These get equipped last, after everyone else is outfitted with new weapons (besides ammunition).
Attachments: Anything, really. A decent optic's always nice, and you're more than welcome to add anything. Underbarrel grenade launchers/shotguns (once the infinite-ammo-glitch-fix goes live for shotguns, that is),
Traits/Skills: No 'requirements' persay, since everyone else should be upgraded to one of the other roles when/if their attributes are significant enough/equipment availability is there.
Keep in mind the above suggested number for how many of each role per squad is just my suggestion. You can have more gunners or marksmen if you want, just keep in mind of your squad's makeup and adjust your tactics accordingly.
Minor Roles to consider
Toggle Spoiler
Medic: Their job is to simply patch another merc up if they get injured, and act on their given major role when otherwise not tasked out.
Equipment: Carry at least one 1st Aid Kit. Paramedics/Doctors carry Medical Kits and perform Surgery if hurt mercs are sufficiently injured (ini dependent if it's only doctors/parameds that can perform surgery).
Traits/Skills: High medical/dexterity for speed of bandaging, Paramedic/Doctor for surgery during combat and healing stats out of combat.
Spotter: Carries a set of binoculars and uses the spotting mechanic. Can/probably should carry a PDW/SMG as well as ammunition for other mercs in the same squad.
Equipment: Binoculars.
Assistant Gunner
Equipment: Has LBE gear that allows belt feeding from their vests so the gunner they're assisting doesnt have any chance to run out of ammo. LRAK vest is a good idea. Can easily double as a spotter.
That's about it. How you use him/her is up to you.
Radio Operator:
Better described here.
This is a specialized subclass that I'm afraid I have little experience with. You will need a radio set and Radio Operator trait, however. Currently theres not many mercs that have it, so an IMP or two would be useful to have around with this trait.
Door Buster: Unlocks doors and is fast and dextrous to do it
quickly and get out of the way for troops to get in/out.
Equipment: Locksmith kit/Utility knife for sneaky OR Lockbuster rounds in a shotgun OR Crowbar/Rambo Knife/Foot (Kick door) OR Explosives (Be it breaching charge or C4/etc)
Traits/Skills: Technician/Engineer is useful for the lockpick bonus, Stealthy's good to stay unnoticed, Athletics is good for actually getting to the lock quickly without getting shot, Demolitions will let you arm a bomb easier/help your breaching charge work better. High Agility's nice for faster movement speed, high dexterity will help for lockpicking, high strength for busting down the door, etc.
Priority of equipment/healing/etc
Toggle SpoilerHighest priority is listed first.
Healing: Gunner, Grenadier, Rifleman, Shotgunner. Marksmen should retreat before healing (but why are they getting shot in the first place?)
Ammunition: Grendiers (Grenades), Shotgunners, Gunners and their supporting riflemen, Riflemen, Marksmen, Grenadiers (Ammo)
Movement/Setup in locations: Spotters, Door Busters (if applicable), Marksmen, Gunners with supporting riflemen if applicable, all other
Optics: Marksmen, Gunners (so they have something), Riflemen, Gunners (upgrading), Grenadiers
Militia Training Squads
Toggle Spoiler
Training Militia should be done after securing a sector. How you do that is up to you.
Cities are made up of one of more sectors in which to train militia, You need one for each sector, blah blah blah.
Significant Roles
Militia Trainer: Very obviously, someone who should be doing nothing in his spare time but cranking out Militia.
Equipment: PDW/SMG at minimum, but really anything on the ground after a significant battle will do. Take something, anything.
Placement on Tactical Map: Keep in mind whenever you move people to a new sector, they stay on the side of the map from which they entered from. You want to maneuver them into a building, preferably in a room without windows and ideally with only one door and lots of cover. A good example is the dentist shop in Drassen Mine. Hide in the westmost corner (behind the door when it is opened) or on the opposite side of the door (two tiles away from the door) and you'll get interrupts as the enemy runs in, for example. You want to replicate that in other places.
Traits/Skills: You need about 20 or so Leadership by INI default to train militia. Having the Teaching skill helps. Militia trainers tend to have worse stats in general, so you want to put them in places where their skills wont be terribly taxed.
Mobile Militia Trainer: Also very obvious, these guys have enough Leadership to train Mobile Militia. Equipment, placement, and traits/skills are the same as normal militia trainers with the exception of needing 40 or so leadership to train.
Escorts:
This is where the Gunslinger and any other close-quarter-battle traits come in handy. Place these guys close to the door during an encounter with plenty of AP ammo for their handguns/a few melee items (so they dont lose all their items from breaking/overuse) and just let the enemy come to you.
Equipment: Handgun(s) for gunslingers with plenty of AP ammo, Brass Knuckles for people with Hand-to-Hand, multiple bladed weapons for people with Melee
Other Potential tasks
Radio Operators:
Thats right, just stick them in the back of a safe room and have them Radio Scan. Make sure to give them a few sets of batteries.
Repairmen:
Enemy drops tend to have shite levels of durability remaining. Let your Technicians/Engineers take some downtime to repair a truckload of items for your Mobile Squads.
Medics:
Leaving Paramedics/Doctors that otherwise don't have very good stats inside of cities to operate on injured soldiers is another good idea. It gives you time to bring back weapons and ammo (and have them repaired by any repairmen you've got)
Logistics Squads
Toggle Spoiler
Now obviously you should have a vehicle (helicopter) by the time you're ready to leave Drassen, but once you open up the map, you're going to have three squads.
SKYRIDER HERE, WHERE YOU WANT THE BIRD!?
Your Para-Logistic squad is going to be different than your two vehicle squads due to the unique and uniform movement cost, ability to ignore enemy troops, and vulnerability to SAM sites.
You should have about 2-3 people on the chopper. They should have as much empty space as possible with as many large/backpack LBE slots as possible to carry large equipment. Strength doesn't matter since the chopper doesn't care either.
It's a good idea to have at least one paramedic/doctor on the chopper (except when he's on the ground giving emergency help out of a city), and even that's not terribly necessary since there's the hospital in Cambria.
Now the idea behind this squad is twofold:
- They carry things from the Drassen Airport to your mobile mercs
- They get your injured emergency help (Paramedics/Doctors to mercs or mercs to Parameds/Doctors/Cambria Hospital)
The chopper would be more useful if the SAM sites werent a problem and if the chopper could flat out LAND (instead of hovering, which eats up fuel/money), as well as if it had its own inventory. At least it can fly around without any passengers!
HMMWV and Ice Cream truck
These two vehicles will help you move mercs and equipment between already conquered cities. Driving all the way from Drassen to i.e. Grumm isn't terribly efficient, but transporting mercs from Grumm to Chitzena (if there's a need) is easier since all you need to do is drive on the road.
These vehicles have inventories in them, but require a driver. Enemies tend to shoot at the vehicles as well, so be prepared to repair the car if you take it into an enemy sector.
A better description of armor and how it affects APs/Aiming is here.
End Advice.
Report message to a moderator
|
Master Sergeant
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #332506]
|
Tue, 13 May 2014 11:09
|
|
wolf00 |
|
Messages:1148
Registered:September 2006 Location: Czech Republic |
|
|
arulco folding stock-vfs file 1.13.ini this seting suit for me best .... rigt now my mercenary using some .410[this suit best for early game] ammo for them is plenty. you can use some .32 & .380 caliber[scorpio vz 61/82/83 are best friend for ealy game,are is plenty] guns,.22 long rifle guns work very well[early game] i prefer hv load ammo as basic for .22 lr[ratshot load work fine on short range] later i chose .22 wmr guns[backup weapon],you can some mp/smg made by fi. famae,they are h&k clones .... tony in san mona sell some surplus ammo & other items,37mm flare launcher's work suprisly good, i buy them from tony,also have new & surplus ammo for this[surplus mean-need repair],tony sell's some wp hand grenades some are new some need repairs before using in batlle.i like wp weapon's in my game i have lots ak74u at b13 mostly from dead soldiers ....for ar15 you must have instaled rate reducer & improved bolt on your ar15 & cleaning kit...
edit:my armor:kazak5 vest[steel or titanium plate inserted] m60 steel helmet,camo cover mark2 balistics face shield .... tims backpack/combat pack,ru106 vest,lbe for ar magazine,holster for pistols & others ...
[Updated on: Tue, 13 May 2014 11:51] by Moderator Report message to a moderator
|
Sergeant Major
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #332534]
|
Tue, 13 May 2014 19:36
|
|
Wil473 |
|
Messages:2815
Registered:September 2004 Location: Canada |
|
|
M16AMachinegunQuestion: When you say you "Fix" something, do you update the previous RC download with the new file or do you wait until you can build a new RC before sharing the update? No, but if I remember, I replace the link to the file with a link to the post announcing a more recent version. This however leads to a chain of links.
M16AMachinegunBug: I've noticed sometimes when you get militia started and have them drop items that there's sometimes magazines of 0 (zero) rounds. Attempting to add these to crates or boxes of ammo create 8+ stacks of ammo crates...with no ammo in them. Do you know what guns this is happening with. There are some 0 round mags for "internal" items needed for the function of certain of my mod features.
wsmithjr2013I haven't been around a while and so installed latest RC build and started an Expert game (I'm no expert!). Is it common to run into elite soldiers on patrol around Drassen on Day 1? I don't remember messing around with patrols, this may be a v1.13 thing or perhaps I left in XML's from one of the other mods (I'll check the latter).
wsmithjr2013Also, my memory didn't recall how expensive the weapons kits were for all the mercs. Couldn't afford anything but pistols, so my pistol-toting crew headed to Drassen via the northern sectors to avoid patrols on the roads. When I got to Drassen, I couldn't avoid 2 or 3 different patrols and so got caught in a sector west of Drassen. Since I had nowhere to go, I figured I'd give it a shot. After all, it was at night. Well, I won the battle but it was definitely a phyrric victory. Lost Buns and Ira and the other 3 mercs (IMP, Blood and Barry) got beat up pretty bad. Might have managed until something akin to a gatling shotgun basically knocked my 3 surviving mercs out of the battle while the elites completely unloaded an M14 and various other weapons into Ira and Buns. It seemed like a 10-shot burst that took out most of my group. I eventually did get one of the elites and he dropped an empty M14. Heck he picked up Ira's 38 to try and finish off the rest of us. Fortunately, Mr. Gatling Shotgun guy had apparently also run out of ammo.
Never saw anything like this before on Day 1 near Drassen. Is this the "new order" and I need to tuck my tail between my legs and run back to experienced? Or maybe that's the game's way of "encouraging" us to go to San Mona and Chitzena first? And this had nothing to do with the Drassen counterattack ... that's turned off. Kits 3 and 4 have elevated price modifiers as deterrent against Day one exploits (hiring someone for a day to get their kit).
Long arms show up earlier in my projects as part of NCTH balancing - this was discussed somewhere in the NCTH threads. Additionally the Elite inventory is mostly the Regular inventory moved up a few levels. Also see what others have said above.
wsmithjr2013Lastly, what the heck was that weapon? I either want one or want to get rid of it from the game....
Figured I'd ease back into JA2 with this rather than the "harder" DL or UB. So much for that idea.
Maybe this is the current state of JA2 1.13 instead of specific to AFS. An AFS specific question - is there any difference between Tons-of-Guns and Reduced? Might have to try the latter ... it's not easy sifting through all the various weapons to choose one. Reduced is intended to cut things down to "Vanilla" (most items past index 350 won't appear unless it is needed for practical reasons such as New Inventory Support).
[Updated on: Tue, 13 May 2014 19:36] by Moderator Report message to a moderator
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #332537]
|
Tue, 13 May 2014 19:55
|
|
M16AMachinegun |
|
Messages:304
Registered:September 2013 |
|
|
Quote:Do you know what guns this is happening with. There are some 0 round mags for "internal" items needed for the function of certain of my mod features.
Not off the top of my head but i've seen .30-06 weapons produce this error a few times, so that's a start. Considering how many enemy items drop when I play on INSANE, it's near impossible to figure out exactly which weapon's doing this, especially when I remove ammo/attachments/combine into crates/boxes.
Next time, I'll try to pay better attention.
Edit: Pictures included
https://www.dropbox.com/s/6wzodx9j375phnv/zeroammo1.png
https://www.dropbox.com/s/c2zwnqe07fr7ymn/zeroammo2.png
[Updated on: Tue, 13 May 2014 23:12] by Moderator Report message to a moderator
|
Master Sergeant
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #332579]
|
Wed, 14 May 2014 07:35
|
|
M16AMachinegun |
|
Messages:304
Registered:September 2013 |
|
|
Quick question:
I played a little bit of this mod once, I forget most of the details and all, but...
Aren't there locations in each major city in which to send items in UC-113? Regardless, it would be fantastic for logistics if you could include something like that in AFS as well, or at the very least be able to send stuff to Chitzena (like there could be a port or something). I believe AIMNAS is doing something like that already.
Speaking of which, are you (wil473) planning on having support for AIMNAS when that mod's finally complete? I'd imagine it wouldn't be terribly hard, just replacing all of the items on the maps with updated item numbers.
[s]Question 2: Why is [Shooting Mechanism] and related recoil information removed from the CHTConstants .ini? Where'd it go?[/s]
Found it after reloading it into notepad lol
[Updated on: Wed, 14 May 2014 08:33] by Moderator Report message to a moderator
|
Master Sergeant
|
|
|
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #332758]
|
Sun, 18 May 2014 02:46
|
|
M16AMachinegun |
|
Messages:304
Registered:September 2013 |
|
|
Would someone be so kind as to get a google document going, listing the default AFS/UC113/etc merc attributes/traits/"Merc Likes"/"Merc Dislikes"? Many of these are different from what other sites say, and I'm trying to put a list together of all of these merc's starting stats. Essentially anything that would be listed in the merc editor (sans their equipment)
I don't like how cumbersome it is to compare them all/plan out my squads and be forced to have the game up (small UI) or the merc editor (I've noticed things like "Mercs Liked" doesn't go back to "-1" to reflect no merc at all as you scroll down the list...unless that's a glitch that's been fixed somewhere)
Okay it's still annoying how i can't tell which merc likes who but I can deal with this, i thought it was worse than it is
Still want a list of which mercs like/dislike each other
[Updated on: Sun, 18 May 2014 03:16] by Moderator Report message to a moderator
|
Master Sergeant
|
|
|
|
|
|
|
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #333026]
|
Fri, 23 May 2014 07:09
|
|
M16AMachinegun |
|
Messages:304
Registered:September 2013 |
|
|
I can only assume that the vision bonuses are in percentages, in which case
BASE_SIGHT_RANGE: 13 + binoculars = (13x2)*([100+150]/100)= 13*5 = 65 squares of vision
Iron sight range in AFS is 13 as well I think so that means that binoculars are best used with at most a 6x scope (about 10-15 spotting support range)
I bumped base sight range to 15 for one trial (before finding out my xml editor was giving me issues and i had to download the latest one), and that brings it up to 75 squares of vision...which is still optimal for 6x scopes and thereabouts.
The issue with 15 sight range is that urban encounters become significantly more difficult with sight ranges being further.
I think a good solution would be instead to raise vision range bonuses from scopes (or at the very least binoculars) by a significant amount.
Or maybe the current values are fine and what spotters need are a dedicated, bipod tripod-mounted monocular? https://en.wikipedia.org/wiki/Spotting_scope
[Updated on: Fri, 23 May 2014 07:14] by Moderator Report message to a moderator
|
Master Sergeant
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #333028]
|
Fri, 23 May 2014 09:59
|
|
Wh1t3w0lf86 |
Messages:1
Registered:May 2014 Location: Italy |
|
|
Hi long time lurker here first let me compliment you on the mod.
Now i would like to report something strange that has been going on on my game, I recently reinstalled ja2 the install is clean applied SCI_Unstable_Revision_7205_on_GameDir_2033 then Arulco Folding Stock v4.48 20140518 (Full) and xml editor 162.
I did notice that enemies and militia haven't got items and armour only weapons and ammo, i am playing with drop all enabled, even elites in drassen counterattack are unarmored and without lbe or first aid kits.
I tried reinstallig the mod several times but the problem is always present, id did use the xml editor to change IMP's starting loadout.
[Updated on: Fri, 23 May 2014 10:00] by Moderator Report message to a moderator
|
Civilian
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #333036]
|
Fri, 23 May 2014 13:29
|
|
Wil473 |
|
Messages:2815
Registered:September 2004 Location: Canada |
|
|
TeapotThe 9x variable power scope merged with the RIS mount does not mount to anything it's supposed to mount to. Did you merge the scope into the RIS mount to produce a single item? The mounting slots still seem to work but they will prevent attachment if one of the VP scopes are attached.
TeapotAK12 5.45mm Tacstock + folding stock variant is a one handed weapon. Confirmed, added to the (probably) fixable bug list
TeapotEntire AK12 series including the U subvariant have odd upper attachment points. All weapons of the series cannot use the SVU/RIS. (Don't remember the name, gives -1% snapshot penalty) The attachment mounts but does not give any produced slots for an RIS optic or device. The slot arrangement is intentional, the AK12's can accept all scopes, and as a consequence the SVU/RIS adapter which on these guns will do nothing (as it is trying to add the slot that it is attached to).
TeapotPallad-M has no ammo or internal magazine for the weapon itself. This is a launcher, using the original multi-shot system (just like the OICW's). I did however find that the 40x47mm grenade magazine was set to Sci-fi. Added to the (probably) fixable bug list
TeapotNo availability of Metal Storm ammo other than the ammo that comes with the weapon's purchase. Could not replicate, found it on sale in BR's when testing.
TeapotXM29 OICW has the grenade launcher in the back of the weapon were a modular stock would be. Grenade launcher unusable and unloadable. 20mm magazines load just fine in the slot below the lower right edge of the picture. Not sure why the slot does not light up however - added to the (probably) fixable bug list
TeapotAlso have an odd time with the strategic AI not wanting to attack no matter the settings but I'll have to play around with it later to give a better report. That's a general v1.13 thing, INI is close to stock so there shouldn't be anything in the mod to cause this.
Wh1t3w0lf86Hi long time lurker here first let me compliment you on the mod.
Now i would like to report something strange that has been going on on my game, I recently reinstalled ja2 the install is clean applied SCI_Unstable_Revision_7205_on_GameDir_2033 then Arulco Folding Stock v4.48 20140518 (Full) and xml editor 162.
I did notice that enemies and militia haven't got items and armour only weapons and ammo, i am playing with drop all enabled, even elites in drassen counterattack are unarmored and without lbe or first aid kits.
I tried reinstallig the mod several times but the problem is always present, id did use the xml editor to change IMP's starting loadout.
Confirmed in the test install, but not present in the production install. Added to the (probably) fixable bug list
EDIT: this one seems to be vendor specific, the Europe game mode does have items being dropped.
EDIT2: Looks like it is a specific set of item choice XML's affected, unfourtunatly it is one shared by stock AFS/v1.13, Tac-Rails & More, and International vendor sub-mods. You do not need to start a new game when switching between the vendor sub-mods so that will do as a workaround till v4.49.
[Updated on: Fri, 23 May 2014 14:01] by Moderator Report message to a moderator
|
|
|
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #333162]
|
Tue, 27 May 2014 02:55
|
|
wsmithjr2013 |
|
Messages:50
Registered:March 2013 Location: New Jersey |
|
|
Started new game with brand new install of 4.48 20140518 and and JA2 1.13 SCI_7205_2033.
Conquered Drassen airport and checked Bobby-Ray site, found Shovel-Knife for sale with description "*** Not available from BR's. Please report this bug.***" This also happens in a UC 1.13 game.
I also found a NADA item in the NW-most chest in the dentist's office in Drassen Mine sector.
Also, came across a pretty bizarre problem when I took control of Drassen that's probably not specific to AFS. I went into the mine and collected all the silver. When I came back out, I tried to view the stats of my equipped weapons and no weapons had any stats on the General tab. It was like all the weapons became non-weapon items and so no stats were available. Don't have a save because I saved, exited JA2 and reloaded and everything was back to normal. So, not a big problem, but pretty bizarre.
Making me wonder if my install is messed up, but did a completely clean install and only edited the JA2_OPTIONS.INI so everything should be fine.
[Updated on: Wed, 28 May 2014 06:42] by Moderator Report message to a moderator
|
Corporal
|
|
|
|
|
|
|
Pages (16): [ 9 ] |
|
Goto Forum:
Current Time: Fri Mar 29 16:16:39 GMT+2 2024
Total time taken to generate the page: 0.04868 seconds
|