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ZombieApostate
Mar 13, 2011
Sorry, I didn't read your post.

I'm too busy replying to what I wish you said

:allears:
Is there a reason Mouse only steals enemies pants when I tell her to take their clothes? The first couple times I did it, she got pants and shirt, but now it seems like only pants. Just pants doesn't work as a diguise, woman!

edit: Ok, just had to complain and it starts working again, I guess. Maybe dropping the pair of pants I had been carrying around or switching knives fixed it. Or maybe it's just chance. Or it only gives you pants in active combat or something.

ZombieApostate fucked around with this message at 21:52 on Jul 22, 2023

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The Cheshire Cat
Jun 10, 2008

Fun Shoe

Croccers posted:

Yeah a bunch of them have a built-in folding/collapsible stock, but the ones that don't have a built-in one all allow attaching a stock to them anyway :v: This actually got me to look at the XML of whatever release of 1.13 I have installed.

The only real difference is the 103 actually is a touch more accurate but the rest of the details are that miniscule (I don't think the AKS-47 is meant to be heavier than the AK-47?). Has anyone leaked secret specs to balance their guns like War Thunder?
I do like extra guns and the weird ones and the prototypes but gawd if it's not sneaking into Gran Turismo Skyline territory, clogging up actual variety.

I love the coolness stat, and mostly how they decided how to rank those.
A PKM is 9
A FN SCAR-H SV is also 9
The HK G11 has a coolness ranking of 8
The Calico M-950 has a coolness of 3
What the hell :colbert:

Coolness is just the funny name the game uses for the "tech level' of the gun - i.e. how early/late in the game should it become available, so the stuff with weirdly low coolness is just because it's a less powerful gun and thus more suitable for the early game.

Paingod556
Nov 8, 2011

Not a problem, sir

Your mercs understand that being issued a Calico, while cool, will mean they have to suffer loading its mags and ensuring the spring is wound up the precise number of rotations lest it become a jamming mess.


On Kalashnikov chat, does the AEK get any autofire accuracy bonuses? That's sorta the entire point of that series, having the low recoil pulley system, and actually makes it a unique rifle.

FrancisFukyomama
Feb 4, 2019

Paingod556 posted:

Your mercs understand that being issued a Calico, while cool, will mean they have to suffer loading its mags and ensuring the spring is wound up the precise number of rotations lest it become a jamming mess.


On Kalashnikov chat, does the AEK get any autofire accuracy bonuses? That's sorta the entire point of that series, having the low recoil pulley system, and actually makes it a unique rifle.

The an94 does have that special burst mode that lands the second round in the same place as the first

Pingui
Jun 4, 2006

WTF?

Paingod556 posted:

(..)
On Kalashnikov chat, does the AEK get any autofire accuracy bonuses? That's sorta the entire point of that series, having the low recoil pulley system, and actually makes it a unique rifle.

If I read the files right and with the version I have installed, compared to the AK-47, the AEK-971 has slightly higher base accuracy (5 vs 4 "bAccuracy") and a lower burst penalty (5 vs 7 "ubBurstPenalty") in the old CTH system. I haven't mucked around in the files before though, so take it with a grain of salt.

moller
Jan 10, 2007

Swan stole my music and framed me!

pedro0930 posted:

1.13 also has insane gun like Metal Storm which fires 20 bullets per burst, more options for LMG (only Minimi originally), helps extend pistol viability with stuff like Five-Seven. It's cool.

Vanilla has the FN Minimi, RPK-74, and H&K 21.

On Tons of Guns, at least.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

moller posted:

Vanilla has the FN Minimi, RPK-74, and H&K 21.

On Tons of Guns, at least.

Yeah but they act just like assault rifles with a bigger clip size iirc

Paingod556
Nov 8, 2011

Not a problem, sir

Longer range and harder hitting. They still use the regular mags (Minimi with 30 5.56, RPK with 30 5.45 and HK21 20 round .308)

Another reason I can't not use 1.13- the autofire / suppression changes make LMGs viable and adds something to late game combat

Roobanguy
May 31, 2011

Give me gun porn. Gonna play arulco folding stock with 40 ar15 variants chambered in .22.

Mister Bates
Aug 4, 2010
I want JA3 but I can't justify buying a new video game right now, so I reinstalled the newest 1.13 build, installed the Wildfire maps on top of it (there is a modmod that adds just the maps while otherwise keeping it 1.13), deleted a few of the Wildfire graphical changes I hate (Sexy Ira, naked lady desktop image), configured the .inis just the way I like, and have been kicking it old school.

I have turned on a lot of the difficulty-increasing options - there are now enemy medics, enemy officers that give their troops stat boosts, tanks that can move, helicopters that can drop Fireforce-style rapid response teams on us as we move around, infiltrators who can disguise themselves as our own militia and ambush you at inopportune times, the Aggressive Strategic AI is turned on allowing for dynamic non-scripted counterattacks of the same size and difficulty as the Drassen counterattack, etc.

I have counterbalanced this by also tweaking a bunch of options to make the game easier - higher starting cash so I can get a full squad right out of the gate, slightly boosted mine income so I can maintain them for longer, and most importantly Strategic Militia Command, which lets you order mobile militia around the strategic map as though they were your own mercs.

My main combat squad doesn't go anywhere without a full stack of ablative militia, and in the vanilla game that would ruin the balance and make almost every encounter stupidly easy, but when the game has already been tweaked to be extremely hard, it feels just right. They do tend to ruin stealth, but I am putting together a separate team for that.

This setup actually makes going straight for Drassen at the start of the game, which is generally a bad idea in 1.13 (and especially in 1.13 with the WF maps, where the Drassen airport is a legitimately tough nut to crack), perfectly viable again. Just make sure you have 1,500 dollars left over at the start of the game, raise 20 green militia at the Omerta rebel base, and use them to sweep through Drassen with you. A few of them will die, but the rest will make it to regular or veteran, and provide a core of experienced troops you can use to help hold off the counterattack.

When I last played in 2020, I decided to try to take advantage of the new mechanics (particularly the new traps, improvised explosives, and buildable fortifications) to play the Drassen counterattack 'legitimately', as a straight-up fight instead of hiding in a bathroom getting interrupts, and I am about to try doing that again. I have actually cheesed the AI in one way - namely, avoided triggering the counterattack by leaving one sector of Drassen un-taken, giving me a few days to save up mine income, buy supplies from BR's, and construct defenses. When I am satisfied, I will clear out the last remaining enemies, and hold the line.

The AI does not seem to have any way to clear barbed wire, making it a 100% effective area denial method, which admittedly feels a bit unfair, but the counterattack is itself extremely unfair, so, again, it balances out. I am in the process of using barbed wire to block off approaches and access routes and funnel enemies into a number of prepared killzones, using sandbags to set up a layered network of defensive positions, and planting tripwire-activated explosives and other traps absolutely everywhere. The game is really not designed to do this at all, which will make it quite tedious and I will probably not finish it all in one night, but if the last time I did this is any indication, it'll be worth it.

I have been skeptical of the direction 1.13 is moving in for a long time, and honestly, there are still a lot of changes and new mechanics it's added that I think are bad and which I do not use. I don't play with the food mechanics at all, for example, or the disease mechanics, and I have the new dynamic dialogue system turned completely off. Overall, though, this still loving rules, and it's really impressive how they've managed to keep a game I have been playing since I was in middle school a fresh and interesting experience that I find myself coming back to again and again. The modular, customizable nature of 1.13 is a major part of it, I think - I once read someone describe 1.13 as a game kit rather than a functional game, and I think I agree. Out of the box, a 'vanilla' install of 1.13 is almost unplayable, especially if you are not already intimately familiar with JA2 - but, if you are intimately familiar, you can craft a unique version of the game tailored to your specific personal tastes, and tinker with it a bit until you find a play experience that feels just right. There are few other games, even those with very good mod support, that are quite like it. It helps that the game it's built on top of was already very, very good.

Fighting Elegy
Jan 2, 2007
I do not masturbate; I FIGHT!
Thats a very good post, almost makes me want to play JA2 even though I am loving JA3. Enjoy that counterattack.

I'm hoping JA3 can get this kind of stuff, but it's probably a bigger undertaking with a 3d game, and JA3 would need some expansions as well to get stuff like vehicles.

Promontory
Apr 6, 2011

Mister Bates posted:

I want JA3 but I can't justify buying a new video game right now, so I reinstalled the newest 1.13 build, installed the Wildfire maps on top of it (there is a modmod that adds just the maps while otherwise keeping it 1.13), deleted a few of the Wildfire graphical changes I hate (Sexy Ira, naked lady desktop image), configured the .inis just the way I like, and have been kicking it old school.

This is a good post. If it's not too much trouble, I would love to know where you found the instructions for all of this in 2023. I've played through 1.13 a couple of times in the past, but since then I've found it difficult to install. The last time I looked into it the documentation for new modules etc. was spread out on scattered forums covering different versions from different years and so on. If there is a place with up-to-date info that would be great.

Pingui
Jun 4, 2006

WTF?

Private Speech posted:

You should try AFS if you like this sort of thing, it's based on an older version but it's worth trying for the extra things it adds. Also it tweaks NCTH workings and gun stats to be more varied (and possibly more accurate depending on which devs you listen to). e: It's a bit hard to find the downloads for a complete build so I'll edit it in below.

Here is the link for it: https://www.mediafire.com/file/xautxcgpzfh33wt/SCI_AFS-1.13_v4.6_%252810.05.2019%2529_on_JA2_v1.13_r8684_g2576.7z/file

Does require tweaking INI settings as well, unless you want a fairly hard game.

Thanks for this! Just wanted to quote it to be able to find it again. It is a shame that the many different 1.13 mixes are so difficult to find and install, when they could easily have been complete packages for download. I think 1.13 would have been a lot more popular if that had been the case, instead of having to rummage through Bears Pit on your own to find the not broken links.

Thompsons
Aug 28, 2008

Ask me about onklunk extraction.
For anybody still playing 1.13, I know that looking twice in a direction makes your merc raise their gun, but what's the button for getting them to lower it again?

Fighting Elegy
Jan 2, 2007
I do not masturbate; I FIGHT!

Thompsons posted:

For anybody still playing 1.13, I know that looking twice in a direction makes your merc raise their gun, but what's the button for getting them to lower it again?

wait what? lol I've been playing this game for 13 years and have no idea what you're talking about but I also completely believe you.

Why would you want your gun down? any advantages?

pedro0930
Oct 15, 2012
It's been a while so I am not sure, but I think if you have scope on your gun raising your gun will narrow your vision, so I suppose you might want to lower it to get wider FoV?

Croccers
Jun 15, 2012
I don't know to what degree each scope does but yeah, raising your gun with a scope tunnel-visions the merc. The sniper scopes definitely did this, I don't remember how much other scopes did.

Roobanguy
May 31, 2011

You also use more stamina moving while aiming.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

Thompsons posted:

For anybody still playing 1.13, I know that looking twice in a direction makes your merc raise their gun, but what's the button for getting them to lower it again?
Been a while but iirc I just right-clicked twice on the gun in the primary hand slot of my merc so that they swap it through their "hands" (the two big hand slots in the inventory). I don't think there is a button to lower your gun but swapping like that makes the gun disapear while it's in your secondary hand slot and then reapear lowered in your primary slot again. Can't remember if it costs AP though.

Kris xK
Apr 23, 2010

Promontory posted:

This is a good post. If it's not too much trouble, I would love to know where you found the instructions for all of this in 2023. I've played through 1.13 a couple of times in the past, but since then I've found it difficult to install. The last time I looked into it the documentation for new modules etc. was spread out on scattered forums covering different versions from different years and so on. If there is a place with up-to-date info that would be great.

I too would love this.


I'm definetly enjoying JA3 as a sequel to Ja2, but it's just cememented the fact that half the enjoyment I get from 1.13 is playing dress up. That just isn't present in JA3 and I really miss it.

Wrr
Aug 8, 2010


Croccers posted:

I don't know to what degree each scope does but yeah, raising your gun with a scope tunnel-visions the merc. The sniper scopes definitely did this, I don't remember how much other scopes did.

One of the hot keys pops up a visualization of line of sight and visibility which can be used to determine general tunnel-vision-ness of various scopes

Thompsons
Aug 28, 2008

Ask me about onklunk extraction.
It's the End key, specifically.

Private Speech
Mar 30, 2011

I HAVE EVEN MORE WORTHLESS BEANIE BABIES IN MY COLLECTION THAN I HAVE WORTHLESS POSTS IN THE BEANIE BABY THREAD YET I STILL HAVE THE TEMERITY TO CRITICIZE OTHERS' COLLECTIONS

IF YOU SEE ME TALKING ABOUT BEANIE BABIES, PLEASE TELL ME TO

EAT. SHIT.


This is probably something really dumb, but it's killing me - how do you access the encyclopedia website in latest 1.13? I have it enabled in the INI.

e: Not sure if I have the right answer, but it seems that it might be turned off due to some bug.

Private Speech fucked around with this message at 00:50 on Jul 27, 2023

SavageMessiah
Jan 28, 2009

Emotionally drained and spookified

Toilet Rascal
I had a funny bug in JA3. I had Igor throw a stick grenade out a window at 2 goons. He throws, a mishap happens and it lands at his feet and explodes. And yet! The two goons died and Igor is fine.

Also before I understood how getting attacked would work, I set up overwatch positions and then advanced time until the enemy arrived. When they showed up it had me deploy my people, losing the prestaged overwatch except that the UI elements for them were still visible. This was fine except that as soon as my 1st turn started my people teleported across the map into those overwatch positions lmao. Fortunately the game is generous with saves because it's still a little rough.


Fun though.

BIG DICK DADDY
Sep 13, 2007

Heidely-ho, neighbor!

ZombieApostate posted:

Is there a reason Mouse only steals enemies pants when I tell her to take their clothes? The first couple times I did it, she got pants and shirt, but now it seems like only pants. Just pants doesn't work as a diguise, woman!

edit: Ok, just had to complain and it starts working again, I guess. Maybe dropping the pair of pants I had been carrying around or switching knives fixed it. Or maybe it's just chance. Or it only gives you pants in active combat or something.

Can't wear clothes with holes in them, that would be fashion suicide!

Shoot torso = ruin shirt
Shoot legs = ruin pants

Ergo, you've got to shoot your enemies in the head or better yet gas them to death.

Tuna-Fish
Sep 13, 2017

Isn't the gas in gas grenades canonically mustard gas? FYI, you should really not wear any clothes that have touched mustard gas. It's a persistent agent that sticks to things and remains dangerous for a very long time. As in, medical personnel have been severely hurt because they touched someone who was exposed to it. Also, a gas mask alone doesn't really protect you from it, because it attacks all exposed skin.

(None of this is modeled in game)

moller
Jan 10, 2007

Swan stole my music and framed me!

Tuna-Fish posted:

Isn't the gas in gas grenades canonically mustard gas? FYI, you should really not wear any clothes that have touched mustard gas. It's a persistent agent that sticks to things and remains dangerous for a very long time. As in, medical personnel have been severely hurt because they touched someone who was exposed to it. Also, a gas mask alone doesn't really protect you from it, because it attacks all exposed skin.

(None of this is modeled in game)

I think it also tears through gas masks, which I believe is modeled in game.

BIG DICK DADDY
Sep 13, 2007

Heidely-ho, neighbor!
Just finished a three-week long run of 1.13. In the end Dynamo beat the Queen to death with knuckle dusters, a fitting end.

I acquired some fresh 1.13 version from github, which admittedly may have been a grave mistake, and I have mixed feelings about the game. I appreciate some of the additions 1.13 brings -- especially the new inventory system and the returning JA1 mercs, but there is now just so much bloat. Even after spending a good 30 minutes combing through the ini there was still a lot of dumb poo poo left in the game like covert ops and prisoners. Oh, and despite turning off the aggressive strategic AI and the Drassen counterattack, I was still facing 40+ enemy counterattacks on every city I took over. The worst mistake I made was leaving the :airquote:improved:airquote: interrupt system on, which gives enemies interrupts within your interrupts, ensuring close combat is dangerous and chaotic.

As much fun as the early game is, the game turned to a slog by the late midgame. Does anyone have any fun in Meduna?


Some random observations:
  • Night fighting in current 1.13 is extremely risky, because the distances are so close and the enemy seems to have an upper hand. Enemy soldiers have supernatural senses at night time and they get NVG really early, so they almost always shoot first and from an invisible position.
  • I hate tanks.
  • Most of the time I had very little idea what makes one gun better than another, which I guess is somewhat realistic but not very good for an RPG.
  • Trip wires work better as barbed wire than traps, because enemies avoid stepping on tiles with trip wire set on them.
  • Barbed wire doesn't work at all, because it can only be set on a sector that has barbed wire in its tile set, same goes for sand bags :wtc:
  • Is there any difference to what caliber bullets a gun is firing? Most cartridges have the same piercing and damage stats for AP / HP / whatever. I had a .50 Beowulf rifle doing about the same damage as any old 5.56 NATO assault rifle, so I see very little benefit to using the rarer ammo types.
  • There is a dynamic relationship system which seems to consist 90% of negative modifiers. It also doesn't have any noticeable effect on anything?
  • Dynamo, despite having had his family slaughtered by Deidranna, refuses to throw the first punch at her. I guess he is just a very forgiving person.
  • Throughout the modding history of JA2, has there ever been a non-official mercenary added to the game that didn't completely miss the mark either graphically or flavour-wise? I can't even bring myself to hire the Wildfire mercs because they have no personality.

cerhio
Feb 23, 2014
What the absolute gently caress. How has nobody here mentioned LOBOT (logical bodytypes)?

https://www.youtube.com/watch?v=TyIBT0FDUrs

New sprites and animations. Weapons and armor are displayed on characters. It feels like you're playing a different game. I honestly don't know how I can go back.

MadlabsRobot
May 1, 2005

I see what you did there....
Grimey Drawer
I've been playing JA3 for a couple of days now and I must say that I'm pleasantly suprised. Sure, it is not as extensive in detail as JA2 1.13 etc but better than vanilla JA2, or at least as far as I can remember vanilla JA2. Once the modders sink their teeths into JA3 it might turn into something just as good as JA2 1.13, or better.

Young Freud
Nov 26, 2006

cerhio posted:

What the absolute gently caress. How has nobody here mentioned LOBOT (logical bodytypes)?

https://www.youtube.com/watch?v=TyIBT0FDUrs

New sprites and animations. Weapons and armor are displayed on characters. It feels like you're playing a different game. I honestly don't know how I can go back.

I wonder if you could add a new lighting engine and have the sprites be normal-mapped, a la Brigador. Because that sounds like the next step here.

Pierzak
Oct 30, 2010

Young Freud posted:

I wonder if you could add a new lighting engine and have the sprites be normal-mapped, a la Brigador. Because that sounds like the next step here.

Your post made me go and find a way to unfuck Brigador lighting, thanks.

rojay
Sep 2, 2000

MadlabsRobot posted:

better than vanilla JA2, or at least as far as I can remember vanilla JA2.

I have very fond memories of JA2 and all I ever played was vanilla. This is a worthy sequel to the first two games, but it hasn't held my interest the way that those games did.

I hope these folks keep building on this framework, because it's a really good game.

wargames
Mar 16, 2008

official yospos cat censor

MadlabsRobot posted:

I've been playing JA3 for a couple of days now and I must say that I'm pleasantly suprised. Sure, it is not as extensive in detail as JA2 1.13 etc but better than vanilla JA2, or at least as far as I can remember vanilla JA2. Once the modders sink their teeths into JA3 it might turn into something just as good as JA2 1.13, or better.

I view JA3 as a side grade to JA2 and I say that with all praise. I wouldn't says its better just a bit different. I wouldn't like the story to play things a bit more straight but its coming from the tropico devs so i can get 100% on board.

Lima
Jun 17, 2012

e. wrong topic :doh:

zedprime
Jun 9, 2007

yospos
Is there any sort of mod list/1.13 settings guide for someone who has not played JA2 for 15 years and just wants 2000s era JA2 but with quality of life or improvements I never knew I needed? Being forced to play with equivalent of Tons of Guns was a turn off for me back in the day for example. I think the answer may still be just play vanilla but thought I'd check.

Elias_Maluco
Aug 23, 2007
I need to sleep

zedprime posted:

Is there any sort of mod list/1.13 settings guide for someone who has not played JA2 for 15 years and just wants 2000s era JA2 but with quality of life or improvements I never knew I needed? Being forced to play with equivalent of Tons of Guns was a turn off for me back in the day for example. I think the answer may still be just play vanilla but thought I'd check.

This is probably what you want

http://ja2-stracciatella.github.io/

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moller
Jan 10, 2007

Swan stole my music and framed me!

Seconding this recommendation.

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