Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » Sevenfm's modpack
Re: Sevenfm's modpack[message #363146 is a reply to message #363141] Fri, 07 May 2021 21:05 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
Messages:383
Registered:September 2018
well, i didnt know that marbles trick until a few years ago too. and never tried though. nice feature.

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Master Sergeant
Re: Sevenfm's modpack[message #363150 is a reply to message #363146] Fri, 07 May 2021 22:37 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
Messages:383
Registered:September 2018
hey i have encountered two other bugs but no idea if it is related to your mod.

in str. map inventory screen, some ammos dont show true numbers of total rounds, weight and price.

https://i.imgur.com/gjbCrwm.jpg

https://i.imgur.com/mFf0a9o.jpg

https://i.imgur.com/8tPaLwa.jpg

plus in same screen "sort ammo into crates" button not working. it still shows ammo in boxes.

this may happen because i moved those items using move items command.

savegame: https://www50.zippyshare.com/v/N3qQnDcV/file.html

edit: game makes imaginary(empty) ammo boxes when you click sort ammo into crates.

[Updated on: Sat, 08 May 2021 03:55]

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Master Sergeant
Re: Sevenfm's modpack[message #363169 is a reply to message #363150] Sun, 09 May 2021 03:30 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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Registered:September 2018
also can you fix that enemies who starts to attack to player vehicle right after first turn passed? thats so annoying and keeps me going to enemy sectors without a vehicle.

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Master Sergeant
Re: Sevenfm's modpack[message #363172 is a reply to message #363169] Sun, 09 May 2021 06:05 Go to previous messageGo to next message
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gougluinn wrote on Sun, 09 May 2021 05:30
also can you fix that enemies who starts to attack to player vehicle right after first turn passed? thats so annoying and keeps me going to enemy sectors without a vehicle.
Enemy soldier will not attack empty vehicle if they have better targets, it works the same way as with dying mercs.



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Lieutenant

Re: Sevenfm's modpack[message #363176 is a reply to message #363172] Sun, 09 May 2021 19:00 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
Messages:383
Registered:September 2018
interesting i will check it out next time but my mercs are not in the vehicle since game is forcing you to put them out of the vehicle when you enter a sector with enemies.

btw i am curious did you change nvg in your mod? because when i wear nvg the light around merc is not shown in dark (related setting is already enabled in options).

[Updated on: Mon, 10 May 2021 16:56]

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Master Sergeant
Re: Sevenfm's modpack[message #363185 is a reply to message #363176] Mon, 10 May 2021 20:27 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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Registered:September 2018
btw my merc who is lying on the ground getting hit behind big trees or big rocks all the time, plus i can not see enemies when they can see, how is that happen? more than that they send some suicide bomber towards my mercs to find my mercs position then at least 10 guys shoot at least 30 bullets in one turn and hit my mercs. i mean they shoot my mercs without even seeing them. and the worst thing you could shoot these invisible enemies in vanilla but not in your mod or 1.13. when you try to aim, aim circle is not getting smaller despite how much points you put on. but again enemies do this all the time and hit my mercs. even behind huge rock or tree not sure

is it a little bit ridiculous?

i mean in the field, forests, rocks the sectors are becoming extremely difficult while urban areas with buildings are easy.

[Updated on: Mon, 10 May 2021 20:29]

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Master Sergeant
Re: Sevenfm's modpack[message #363187 is a reply to message #363185] Tue, 11 May 2021 03:51 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
Messages:383
Registered:September 2018
another thing, there is no way to defend sam sites in uc with your mod. enemy sends 5 elite 15 regular troops and they only lose a few men when they attack. i assume you made auto-resolve harder which makes zero chance you can hold sam site more than a few days.

[Updated on: Tue, 11 May 2021 18:32]

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Master Sergeant
Re: Sevenfm's modpack[message #363190 is a reply to message #363187] Tue, 11 May 2021 07:54 Go to previous messageGo to next message
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gougluinn wrote on Tue, 11 May 2021 05:51
another thing, there is no way to defend sam sites in uc with your mod. enemy sends 5 elite 15 regular troops and they only lose a few men when they attack. i assume you made auto-resolve harder which makes zero chance you can hold sam site more than a few days.
Autoresolve battles are configured in the ini, I didn't change that.



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Lieutenant

Re: Sevenfm's modpack[message #363193 is a reply to message #363187] Tue, 11 May 2021 16:47 Go to previous messageGo to next message
CarsonBlackman is currently offline CarsonBlackman

 
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There is one adjustment you can make in the .ini file that can improve your chances in auto-resolve combat. I know that it says "JA2 1.13 Default" but this was copied from my UC .ini file.
Strategic Gameplay Settings - AUTORESOLVE_LUCK_FACTOR. Controls the importance of luck in determining the results of auto-resolve combat. You can use fractional values here.
1.0 = Luck is mostly irrelevant. Battles will be won based on the respective skills of the participants.
2.0 = JA2 1.13 Default: Luck is just as important as the respective skills of the participants.
The maximum allowable value is 10.0.

Anything above 2.0 will make your team increasingly more "lucky" in resolving the battle. The only way to judge what is enough and what is too much is to try different values until you get the results you want.

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Corporal
Re: Sevenfm's modpack[message #363194 is a reply to message #363193] Tue, 11 May 2021 16:59 Go to previous messageGo to next message
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You can also tweak
GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0
REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 5
VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 10



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Lieutenant

Re: Sevenfm's modpack[message #363196 is a reply to message #363194] Tue, 11 May 2021 18:24 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
Messages:383
Registered:September 2018
but the question is does this work midgame?

also if you havent changed anything then either uc or 7609 version has this problem. because i havent seen smth like this in latest unstable stock 1.13.

[Updated on: Tue, 11 May 2021 20:08]

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Master Sergeant
Re: Sevenfm's modpack[message #363197 is a reply to message #363196] Tue, 11 May 2021 18:26 Go to previous messageGo to next message
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gougluinn wrote on Tue, 11 May 2021 20:24
but the question is does this work midgame?
It works if you change it before battle starts.



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Lieutenant

Re: Sevenfm's modpack[message #363198 is a reply to message #363197] Tue, 11 May 2021 18:29 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
Messages:383
Registered:September 2018
ok. i'll try that.

another thing i dont have this much problem in cities because other sectors join to fight against enemy so if i make my militia stronger then city militias would be so strong. we need a setting just for sam sites.

like training elite militas just for sam sites.

[Updated on: Tue, 11 May 2021 20:07]

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Master Sergeant
Re: Sevenfm's modpack[message #363199 is a reply to message #363198] Tue, 11 May 2021 18:31 Go to previous messageGo to next message
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Or you can use manual militia equipment and give militia in critical sectors better guns.


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Lieutenant

Re: Sevenfm's modpack[message #363200 is a reply to message #363199] Tue, 11 May 2021 18:34 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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Registered:September 2018
wow didnt know that but please say ammo is infinite. also i dont know what weapons regular blue ones use?

[Updated on: Tue, 11 May 2021 18:35]

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Master Sergeant
Re: Sevenfm's modpack[message #363233 is a reply to message #363200] Fri, 14 May 2021 02:30 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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Registered:September 2018
why there are some mercs with their name written in red like Postie the one who escaped from the prison or some of special hireable mercs in UC?

[Updated on: Fri, 14 May 2021 02:30]

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Master Sergeant
Re: Sevenfm's modpack[message #363234 is a reply to message #363233] Fri, 14 May 2021 07:17 Go to previous messageGo to next message
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gougluinn wrote on Fri, 14 May 2021 04:30
why there are some mercs with their name written in red like Postie the one who escaped from the prison or some of special hireable mercs in UC?
I don't know, maybe these are special NPCs that start as covert but for some reason will be uncovered so the game indicates that.



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Lieutenant

Re: Sevenfm's modpack[message #363237 is a reply to message #363234] Fri, 14 May 2021 23:41 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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Registered:September 2018
covert mercs? looks like there are some spoilers here happy

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Master Sergeant
Re: Sevenfm's modpack[message #363241 is a reply to message #363237] Sat, 15 May 2021 07:49 Go to previous messageGo to next message
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gougluinn wrote on Sat, 15 May 2021 01:41
covert mercs? looks like there are some spoilers here happy
Some locals are considered special covert NPC's when they are hired and until they lose disguise. It's a part of original Flugente's feature.



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Lieutenant

Re: Sevenfm's modpack[message #363243 is a reply to message #363241] Sat, 15 May 2021 15:32 Go to previous message
gougluinn is currently offline gougluinn

 
Messages:383
Registered:September 2018
yeah i know that feature (watched the video) but never played in that style yet.

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Master Sergeant
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