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Gadzuko posted:I'm having a lot of problems with militia being totally worthless. I'm used to needing to retrain SAM garrisons after every attack, but the 20 guys I can put in there can't seem to win against the forces that get sent to attack them on a regular basis. I have to save before every attack, reload several times and pray. The last time I played was about four months ago so I have no idea if this is still an option, but there was a setting you could use to allow you to train the regulars into elites. I started doing that once I realized that I was losing full stacks of the militia units every time the enemy approached a city and became bored with having to bloody go back, solve the problem, and retrain everyone. I suppose it might screw with the game balance a little bit, but it's not so bad considering that training the elites takes a metric assload of money to do. Worth it, in my opinion, to not have to fight the same few cities over and over again. To each their own. If you don't want to do that I would caution you that SAM sites are a lot like cities in the sense that if you successfully take one, the enemy will immediately launch a counteract. It might take a few days for it to get to you but you should sit around and wait for it just to make sure you don't lose the silly thing again. That could help you. That SAM to the East of Drassen is a bitch, though; not because it's particularly hard but rather because the enemy always seems to walk right into it and retake the damned thing if you're not there to shepherd the defense. Before I started with the 'elite' training thing, mind you, I had taken to placing a well equipped but cheap merc with mortars and a pile of explosives at each same just so that I could neuter any offense against the militias there. I like the 'elite' method better.
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# ? Jan 18, 2009 16:36 |
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# ? Jun 11, 2024 11:25 |
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Just realized that the new inventory system allows you to put full bags into other bags seemingly ad infinitum. In related news, loading Flo down with 1500 kg of various junk and sending her for a trek in the woods will net her a increase of 38 points of strength and 5 levels of experience in just one sector.
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# ? Jan 18, 2009 19:29 |
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Tonton Macoute posted:Just realized that the new inventory system allows you to put full bags into other bags seemingly ad infinitum. Wow, that's a hilarious exploit that could easily be fixed. Just make it so you can't put any LBE gear including backpacks in other LBE gear.
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# ? Jan 18, 2009 20:28 |
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drat SON, I JUST GOT ME SOME. Look at me Psion, I'm a man now.
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# ? Jan 18, 2009 20:33 |
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Georg LeBoui posted:Yeah I'm using Possum's mod, it's actually a "feature" of it. Still, its actually stable and doesn't crash at all, apparently unlike the very latest DBB build (907 I think). Tonton Macoute posted:
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# ? Jan 18, 2009 21:57 |
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Capn Beeb posted:drat SON, I JUST GOT ME SOME. I had to look closely to see that was -207 and -179 not -207179
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# ? Jan 18, 2009 22:25 |
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Mathemagician posted:I would be interested in this. Would I just drop it over the XMLs in the folder already or do I have to do things? As far as I'm aware you should just be able to replace your weapons.xml with mine and provided you use the same version of OldPossum's mod (4b I think) it should work fine. Also after 8 years of playing this game (though I've never beaten a campaign even once) only now did I realize how you're supposed to actually play it. Previously I would just move all my dudes together and as soon as I spot the enemy I would open fire. Then I would find a nice little bit of cover and just stay there for most of the mission while dudes come at me. I've never even attempted a night mission. But now, I created a dedicated sniper team consisting of Raven and Biff, and realized it's all about LOS and planning. Basically, Raven is my shooter, and Biff is the spotter. He has an observer's scope that allows him to see things like 60 tiles away. Together they easily took out an 8 man patrol squad before they even realized what was happening. So now even my regular troops have binoculars. When assaulting, usually one person will be eyeballing the direction while the rest of the troops advance, and as soon they spot the enemy they all move into position around them before firing. By the way, now that I'm attacking towns and all that, has anyone ever attempted to form a SWAT-like team that can quickly storm through a building? Or would this be impossible on the JA2 engine? Obviously you'd need CQB weapons and Mercs with high dexterity, what else? Also I found a weird bug with camo. A spetznaz vest is supposed to give +22 woodland camo, but the camo counter in the inventory never actually goes up when you equip it. However, a Kazak-6 vest with a Berkal shirt attached works fine and together with Berkal pants gives about 60% camo. This saddens me because all my dudes wear spetznaz stuff except the vest Georg LeBoui fucked around with this message at 23:12 on Jan 18, 2009 |
# ? Jan 18, 2009 23:08 |
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Georg LeBoui posted:By the way, now that I'm attacking towns and all that, has anyone ever attempted to form a SWAT-like team that can quickly storm through a building? Or would this be impossible on the JA2 engine? The enemy often isn't in the buildings, though. When they are, I've found its much more effective to blow a hole in the wall with TNT while having a couple of snipers waiting for the hole, and then storming the building with the semi-auto 40mm grenade launcher. In other news I just used the semi-auto 40mm GL today and its loving awesome. So are mortars. It took me about 20 hours to get the heavy weaponry but now that I have it, this game is even more awesome. I just wish bobby ray would sell more than 1-2 mortar shells at a time.
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# ? Jan 19, 2009 00:29 |
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The ultimate team of cheapo mercs: Igor Barry Thor Got all bases covered (mechanical, medical, gunner with Ira doing teaching) and they all have high wisdom (Thors is 97, what the gently caress!) and while they're not really badass like Razor they're not crazy annoying like Flo or Gumpy or MD either.
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# ? Jan 19, 2009 01:21 |
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Right, so my tweaked XML file is here. Now I have no idea how well it would work, but I'd imagine if you use Possum's DBB mod patched up to 4b you shouldn't have a problem.
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# ? Jan 19, 2009 06:28 |
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Georg LeBoui posted:has anyone ever attempted to form a SWAT-like team that can quickly storm through a building? Or would this be impossible on the JA2 engine? I tried something like this with my IMP mercs, but honestly it's not very effective. Someone is going to roll the dice and get lucky eventually and at close range the AI will probably go full auto on your rear end, which means dead merc. It's more effective - if perhaps less fun - to play mortar command on their building and/or to clear it more methodically. I think next time I play this I'll actually do that WWII-only equipment run. I might cheat and mix nationalities a bit, though you could probably get away with an Allies-only or Axis-only run fairly easily. Psion fucked around with this message at 06:33 on Jan 19, 2009 |
# ? Jan 19, 2009 06:30 |
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How can i activate NVG's? They are attached to my guys helmets, but how can i activate them?
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# ? Jan 19, 2009 21:33 |
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Shift+N to switch between sunglasses/NVGs. These sort of things don't actually get activated when you put them on the helmet, they only actually work when you put them in the second face slot.
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# ? Jan 19, 2009 21:55 |
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This thread convinced me to shell out $20 for the Steam version of the Gold pack... I bought the game when it came out, but I can't find it and it's probably unusably scratched by now. It holds up just as well as it always has, but the updates are of course quite nice. You guys weren't kidding about the Drassen counterattack, I had to turn that poo poo off after attempts with two different teams. The first time I didn't even get all the IMP mercs I could, that was a mistake. With that off the game is a lot more playable, I'm about to take and reinforce Cambria (I love being able to take my militia to invade town sectors, we bulldoze everything) and take the SAM site so the hospital sector will make a good, accessible base. Looks like I'm going to have to read the instructions, though, because the last post suggests I'm probably missing a lot of features.
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# ? Jan 19, 2009 22:41 |
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UberJumper posted:How can i activate NVG's? You have to put them in the face slot under the helmet slot. Attaching them to the helmet doesn't do anything.
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# ? Jan 19, 2009 22:43 |
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So i just downloaded the new patch and fired up the ol JA2. End of the first day I captured the first town. BAM! 73 soldiers attack out of loving nowhere, and I have 3 guys, and im only on experienced difficulty. I demand an explanation
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# ? Jan 19, 2009 22:52 |
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Diabl0658 posted:So i just downloaded the new patch and fired up the ol JA2. End of the first day I captured the first town. BAM! 73 soldiers attack out of loving nowhere, and I have 3 guys, and im only on experienced difficulty. I demand an explanation You could read the thread, where people talked about the Drassen counterattack and how to turn it off for about a page (the guy two posts above you did). Open the INI editor in your JA2 directory, go to the gameplay settings and turn the setting about the queen sending soldiers to reinforce Drassen to "off".
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# ? Jan 19, 2009 22:58 |
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RIght now i fell into a fight, and my guys are pretty much dead tired. I have some energy booster syringes. How do i use then? When i try to use them like a medkit i just get a ? mark and when i click nothing happens?
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# ? Jan 19, 2009 23:23 |
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Pick one up and drag it onto the picture of the merc on the inv section.
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# ? Jan 19, 2009 23:26 |
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Wait, how many IMP mercs can you get? I thought you only got one?
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# ? Jan 19, 2009 23:37 |
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Sigma-X posted:Wait, how many IMP mercs can you get? I thought you only got one? With 1.13 you can get six (one for every voice set), by re-entering the activation code into IMP's website.
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# ? Jan 19, 2009 23:39 |
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HoldYourFire posted:With 1.13 you can get six (one for every voice set), by re-entering the activation code into IMP's website. Wow that seems really cheap. $3k for a merc with customized attributes beats the hell out of hiring a team of dudes, seems like it would mess with the balance a bit. Good to know for playthrough 2
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# ? Jan 20, 2009 01:09 |
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Sigma-X posted:Wow that seems really cheap. $3k for a merc with customized attributes beats the hell out of hiring a team of dudes, seems like it would mess with the balance a bit. Atfer you learn the ropes the choice of which mercs to pick boils down to who you like the most, not who's the best at something. Sure 6 IMPs will make the game easier, especially in the start but the mid to endgame will be more or less the same.
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# ? Jan 20, 2009 01:21 |
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I feel like I'm missing a crucial step in the installation of Possum DBB Mod v4 . I grabbed Possum DBB Mod v4.7z off of here and tried putting the files in it into the JA2 folder or in the Data folder but neither seems to add them to the game. Installing 1.13 is easy peasy but I feel like I'm retarded or something for Possum's DBB Mod.
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# ? Jan 20, 2009 01:29 |
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Make sure you dump all the files into your Data-1.13 folder instead of just the normal Data folder. 1.13 makes it so the game reads content from that folder instead of normal Data. EDIT: Also I don't think it works with existing save games, you'd have to start a new game. Easiest way to check is your IMP merc would start with a weird-rear end weapon - mine arrived with a Mk16 Mod0 Fully Armed. Georg LeBoui fucked around with this message at 02:31 on Jan 20, 2009 |
# ? Jan 20, 2009 02:08 |
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Georg LeBoui posted:Make sure you dump all the files into your Data-1.13 folder instead of just the normal Data folder. 1.13 makes it so the game reads content from that folder instead of normal Data. Good Lord DBB adds a bunch of stuff. It's like upgrading to 1.13 all over again.
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# ? Jan 20, 2009 03:40 |
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Okay some stuff there is going to be wrong, okay. Essentially for most pistols and SMGs I just added an extra 1 to range, so 30 becomes 130 (or 13 tiles), 50 became 150 (or 15 tiles), etc. Which is actually what Possum did in reverse. I've looked into the default JA2 weapons.xml and for example the Beretta always had a range of 150. You can easily change any of the stats by going to the XML-Editor. Go Items -> Show by Class -> Guns, double click the item you want to change. The important stuff is under Attributes. Don't forget to save your changes afterwards.
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# ? Jan 20, 2009 04:02 |
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Georg LeBoui posted:Okay some stuff there is going to be wrong, okay. Essentially for most pistols and SMGs I just added an extra 1 to range, so 30 becomes 130 (or 13 tiles), 50 became 150 (or 15 tiles), etc. Which is actually what Possum did in reverse. I've looked into the default JA2 weapons.xml and for example the Beretta always had a range of 150. Also of note; you may have to right click on the table and click Enable Editing. Just to make sure your poo poo works and will take effect.
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# ? Jan 20, 2009 04:16 |
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Eh I'm sure it's fine, it just kind of made me laugh (plus my xml editor crashes whenever I try to start it, something about p2item463.sti). Now to make my baseball team!
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# ? Jan 20, 2009 04:19 |
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Ah yes, it did that for me too. What I've done is just to duplicate p2item462.sti and rename it to p2item463.sti. This made it work just peachy. By the way, how do you order Militia about during combat/quiet times? EDIT: I just realized the Derringer is the pocket pistol and you may have meant that it's range is too far, not too short as I initially thought. Either way I guess my explanation still works. Actually if you look at the sort of distances that you'll be shooting at 13 tiles it's not that ridiculous of a distance. Georg LeBoui fucked around with this message at 09:43 on Jan 20, 2009 |
# ? Jan 20, 2009 04:30 |
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Goddamnit, this thread made me reinstall JA2. I'm thinking of trying a game with just one guy (IMP merc), any tips for someone doing this the first time?
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# ? Jan 20, 2009 15:11 |
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Rho posted:Goddamnit, this thread made me reinstall JA2. I'm thinking of trying a game with just one guy (IMP merc), any tips for someone doing this the first time? Expert Night-ops. Pray.
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# ? Jan 20, 2009 17:25 |
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Rho posted:Goddamnit, this thread made me reinstall JA2. I'm thinking of trying a game with just one guy (IMP merc), any tips for someone doing this the first time?
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# ? Jan 21, 2009 04:51 |
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started a new game, running XP and using the 2296.exe that was linked early on in the thread since it's a simple 'pres butan' and play thing, but I keep hitting a snag. When I'm using the inventory screen on the world map any time the mouse moves over to the left side of the screen the game freezes. Anyone have any ideas/suggestions for fixing it?
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# ? Jan 21, 2009 12:35 |
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Oh my god is the mortar an absolute easy button! I was about to attack the base in Alma when I decided to have some high explosive fun. I got a mortar, about 8 mustard shells and 10 HE shells. During the night I sneaked my little mortar team close to the base and proceeded to shell it to gently caress with mustard gas, with a sniper positioned into the only exit so if someone decides to escape they get a bullet in the head. Then I came back during the day to find most of the dead base defenders dead. When the reinforcements came I killed them all with 2 well-placed shells - like 5 people died from each shell. The thing is, I don't know if it depends on the stats of the merc firing it, but my mortar hits right ontop of where I tell it to. With such ridiculous precision accuracy the only drawback is the weight of the thing, but Grunty and Igor can carry about 7 shells between them and still be combat efficient.
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# ? Jan 21, 2009 20:29 |
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I'm having trouble assaulting Alma at the moment. I've snuck into the Mine at night but everytime I get spotted 12 guys come in from another sector and just wreck my poo poo. What am I doing wrong?
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# ? Jan 22, 2009 04:36 |
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Malus posted:I'm having trouble assaulting Alma at the moment. I've snuck into the Mine at night but everytime I get spotted 12 guys come in from another sector and just wreck my poo poo. Clear the adjacent sectors first. There are patrols that pass to the south and east of the mine, if you attack them you'll not only wipe out the reinforcements that they can send but also draw troops off from the mine sector. I also find that for attacking large garrisons, and doubly so for nice open wilderness maps, it's a better idea to go during the day and bring a couple of real, long-range bolt action sniper rifles with 10x scopes. For each sniper you have, you're all but guaranteed to kill or critically injure one enemy each turn from far enough away that they never pose a threat. If you keep your other mercs in close with assault rifles you can pick off anyone who closes in to get at the snipers.
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# ? Jan 22, 2009 05:59 |
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Crossbow in DBB ignores armor drat I probably spend more time equipping my 4-man squad than I do actually killing people. I put a 30% bonus on explosives and they're actually useful now, for both me AND the enemy. No more keeping my guys close together!
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# ? Jan 22, 2009 07:46 |
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What affects what bobby ray sells?
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# ? Jan 22, 2009 14:58 |
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# ? Jun 11, 2024 11:25 |
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I've never been able to figure out how to effectively use auto fire in 1.13. I know how to switch the modes on the gun, but it seems like my merc will either shoot just one bullet (waste of AP, potentially getting himself killed by a counterattack), or if I click frantically, he might randomly unleash anywhere from 2-6 bullets. Is there anyway to actually use autofire predictably?
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# ? Jan 22, 2009 15:25 |