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crashdome posted:Fox is awesome. You keep two pistols in her hands (pref low AP ones with HP ammo) and she will NOT disappoint if guys get too close. Actually I've found that, with ambidextrous mercs, loading one pistol with regular / AP ammo and the second one with HP / Glaser works remarkably well. The first bullet will wear down the armor and the second will do massive damage.
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# ? Jun 10, 2024 17:55 |
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Burning Mustache posted:Actually I've found that, with ambidextrous mercs, loading one pistol with regular / AP ammo and the second one with HP / Glaser works remarkably well. The first bullet will wear down the armor and the second will do massive damage. Does it actually work that way? Or do you just get lucky? cause if it works that way it's loving stupid.
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SpookyLizard posted:Does it actually work that way? Or do you just get lucky? cause if it works that way it's loving stupid. I don't think it does work that way. I think HP actually deals more damage to armour because the highly increased damage is applied to the armour itself rather than the person wearing it.
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Regular ball ammo for pistols does wear armor down pretty well in my experience, and HP / Glaser does more damage if the armor is worn down, so it does work.
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So how does 1.13 handle scopes, reflex sights, and lasers all existing on the same weapon at the same time? Are all their bonuses cumulative or does it pick one attachment to use based upon range to target? What does adding underarmor to vests do?
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Copper Vein posted:So how does 1.13 handle scopes, reflex sights, and lasers all existing on the same weapon at the same time? Are all their bonuses cumulative or does it pick one attachment to use based upon range to target? If by underarmor you mean inserts, then they make the armor a shitload more effective. Adding a ceramic insert adds like 50 armor to your vest. Seeing how most vests have like 30ish armor, that's a whole lot.
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Or if you mean the "underarmor shirt" add-on, it helps with your camo. See the thing is, having camo value on your armor is a moot point because the camo value of whatever LBE vest you put on top of it completely overrides it. The underarmor camo shirt just gives you 5% more camo value despite the LBE gear.
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Copper Vein posted:So how does 1.13 handle scopes, reflex sights, and lasers all existing on the same weapon at the same time? Are all their bonuses cumulative or does it pick one attachment to use based upon range to target?
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Ceyton posted:I always play with drop-all on, and alt-LMB selling disabled. It just makes more sense that way. This is what I do. Drop everything + no selling from inventory + drastically increased repair times to reduce the effect of getting “too good” guns early. You can still use them, but just like carting around stuff to sell, if you come across a well-equipped group of blackshirts, you now have to move all those shiny new guns back to home base where “team repair stuff” sits and does nothing else than work in the repair sweat-shop 24/7 to keep stuff in order. Picking up a gun from the ground and trying to use it is a good way to get yourself killed after your shiny new gun jams for 8 rounds in a row… As a side-effect, any time a nice gun drops with a barrel-extender attached, it's basically lost to me — shooting the extender off because I want to attach something else will hurt the gun as well and increase the already painfully long repair time. This change also makes you take a much closer look at the repair difficulty of some of the “better” guns and come to the conclusion that, nah, a simple AR15 or AK family gun might be a much better choice for clearing the road from roaming soldiers, because there's no point in wasting precious gun maintenance time on such a routine and unrewarding task.
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The game with 1.13 was running fine until I adjusted some things in the .ini editor. After that, I would get the error message about tilesets not matching. Even when I tried to reinstall it, I would get the same message. I used the installer that was in the op. Vanilla JA2 will run fine, I really want to get all the cool 1.13 goodies though.
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Burning Mustache posted:Regular ball ammo for pistols does wear armor down pretty well in my experience, and HP / Glaser does more damage if the armor is worn down, so it does work. Yeah but one shot? That seems pretty ridiculous.
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Tippis posted:This is what I do. Drop everything + no selling from inventory + drastically increased repair times to reduce the effect of getting “too good” guns early. You can still use them, but just like carting around stuff to sell, if you come across a well-equipped group of blackshirts, you now have to move all those shiny new guns back to home base where “team repair stuff” sits and does nothing else than work in the repair sweat-shop 24/7 to keep stuff in order. Picking up a gun from the ground and trying to use it is a good way to get yourself killed after your shiny new gun jams for 8 rounds in a row… There really should be a way to toggle what items you want to always drop, being able to turn off guns and armor but leave all the ammo would work really well for me, going back to the airport just for ammo is really tedious, also selling/deleting 2 pages of pants and helmets gets boring real fast.
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Who wants this?![]() Tell me in one sentence why you want Jagged Alliance 2. I'll be back later to gift it to the best reason (or just give it to the only person that replied).
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So I just decided to do a new playthrough while I wait for BiA to become worthwhile. I've seen people discussing good starting mercs and referring to multiple gear sets--is there a way to change their starting loadout in 1.13?
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Jarf posted:Who wants this? I have never actually completed a full game of Jagged Alliance 2 due to save game corruption, reformats, having to give the disk back to my friend, etc. despite having done pretty much everything else possible. I want to replay it with 1.13 and maybe possibly see the ending this time.
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Why can they not just makes Jagged Alliance 2 with the silent storm engine. ![]()
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I don't understand this game but would like to. Where is my mission indicated? How do I get civilians on my side? Where the hell is miguel? How do I travel to other areas?
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The mission is to kill Deidrana. There's nothing else. She's on Meduna, on the south side of the island. You must conquer cities to gain loyalty. each city has 3 to 5 squares and you gain loyalty in that city the more squares you conquer. Losing a square will net you a penalty in loyalty. Loyalty allows you to train and recruit militias which can defend your cities, freeing your mercs to attack other locations. Miguel is in Omerta. When you first land in Arulco and fight off the enemies in the first map you'll find a little boy and a woman in the ruins of the village. Give them the letter your first mercenary has and she'll guide you to the hideout. After talking to them you can recruit Ira right away. They'll ask for supplies, which can be obtained by talking to the priest in Drassen. When they get their supplies you can come back to the camp to recruit Dimitri. After four cities liberated you can recruit Carlos and with 5 you can finally get Miguel. You can travel to other areas by moving your mercs to the side you want to go, hugging them to the "wall" and pressing the new icon that will show up. Alternatively, you can go back to the tactical map (bottom right corner) and move your mercs like that. The normal order of the campaign is usually Drassen, Chitzena, although because it's so far away you might be better off going after Cambria. After these three cities you should either hit Grumm , the industrial heart of Arulco, or Alma, the military center. Each will be tough, much tougher than the first three cities. I think that covers it. Don't forget to use IMPs and to use the 1.13 mod if you're not doing it already.
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Also make sure to actually talk to people in your first game. Citizens actually give quite a bit of info. There's a number of things to do in the towns themselves, such as capturing the mine.
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Could someone please clarify the 1.13 inventory system? Love this game to bits but being accustomed to vanilla version I started the 1.13 yesterday and Scope had binoculars on the right (greyed out) side of the inventory. A backpack I presume? I tried putting the binoculars somewhere else but then the whole inventory greyed out and I had to put it on the ground. What am I doing wrong?
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As it's your first time through, it's worth being aware of the history screen in the laptop. Outstanding 'quests' will be in red.
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Mans posted:Miguel is in Omerta. When you first land in Arulco and fight off the enemies in the first map you'll find a little boy and a woman in the ruins of the village. Give them the letter your first mercenary has and she'll guide you to the hideout. edit: NM, i'll start over Donovan Trip fucked around with this message at 21:18 on Feb 25, 2012 |
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So am I a dummy or is there only a single set of starting equipment for each merc? People keep talking about how great it is to hire Wolf with his fifth gear set, which includes a para. But I dunna how.
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Are you playing with the latest 1.13 build?
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Terminally Bored posted:Could someone please clarify the 1.13 inventory system? Love this game to bits but being accustomed to vanilla version I started the 1.13 yesterday and Scope had binoculars on the right (greyed out) side of the inventory. A backpack I presume? I tried putting the binoculars somewhere else but then the whole inventory greyed out and I had to put it on the ground. What am I doing wrong? To access items in "big" backpacks, you need to click the zipper icon - then you're immobile until you zip it back up. Big packs also increase your movement AP costs and prevent you from jumping / climbing, so it's not a good idea to carry them into combat. Small packs occupy a separate inventory slot, but you can't use both types of pack at once - unless they're the TIMS backpack set, which your IMP merc starts with. hairrorist posted:So am I a dummy or is there only a single set of starting equipment for each merc? People keep talking about how great it is to hire Wolf with his fifth gear set, which includes a para. But I dunna how. Press the "Kit" buttons under the inventory display on their AIM pages.
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Thanks for the tips. There is a LOT to learn in this game, which is great since I nearly lost my left hand in an injury yesterday and need an in depth game I can play one handed.
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Ceyton posted:To access items in "big" backpacks, you need to click the zipper icon - then you're immobile until you zip it back up. Big packs also increase your movement AP costs and prevent you from jumping / climbing, so it's not a good idea to carry them into combat. That makes sense. Thanks!
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I'm pretty sure somebody posted about mercs being able to repair while riding in the hummer. If I set a merc that's in the hummer, but not driving, to repair, he gets out. What am I missing? Also getting a runtime error that effectively CTDs when telling the repairing Steroid to get in the hummer from the map screen.
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Hmm, mine has no kit buttons. Maybe I buggered the install?
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edit, ignore this post
Jarf fucked around with this message at 22:19 on Feb 25, 2012 |
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Jarf posted:Who wants this? Jarf, do you mind if I link to this post in my LP thread? I think there are at least a few people in there who don't have the game, and who might jump at the chance for a gifted copy.
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FiddlersThree posted:Jarf, do you mind if I link to this post in my LP thread? I think there are at least a few people in there who don't have the game, and who might jump at the chance for a gifted copy. Fine by me.
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echronorian posted:Thanks for the tips. There is a LOT to learn in this game, which is great since I nearly lost my left hand in an injury yesterday and need an in depth game I can play one handed. The game can pretty much be played with a mouse, though there are a few shortcuts (like the ever necessary CTRL+SHIFT+F/A/M), that you'll need the keyboard for.
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echronorian posted:Thanks for the tips. There is a LOT to learn in this game, which is great since I nearly lost my left hand in an injury yesterday and need an in depth game I can play one handed. I don't think you really need any other hotkeys except for sorting inventory. After every battle push shift+f, shift+s to sort the sector inventory. Alternatively just push ctrl+shift+f and it will do both of those commands for you. Then you can push ctrl+shift+a to auto make ammo boxes (which you can drag on top of weapons of matching caliber and it'll put equvivalent clips in the merc's inventory). More info here: http://ja2v113.pbworks.com/w/page/4218351/ja2_and_1_13_hot_keys Edit: Double clicks will also make your dudes run instead of walk.
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Is there any way to activate Sci Fi mode after you've started a game of 1.13? I'm about half way through and I want to try out all the future weaponsy stuff.
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I don't think you, you can try changing the weapons from sci fi mode to regular mode to see if they appear, but i doubt it works. So, i looked at the XML files and there are recon, stealth ops, medic, mechanics and field op armors, basically improved version of regular twaron, guardian, kevlar vests and the like. They look pretty good and seem awesome but for some reason they're blocked entirely from the game. You can't buy them in BR nor does the enemy use them. Anyone know if it's alright to put this on Bobby Rays or will it crash my game?
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Mad Pills posted:going back to the airport just for ammo is really tedious If you're using 1.13, get the ice cream truck early and keep a crate of ammo in it for each caliber you're fielding. That should hold you until you get a few SAM's knocked out and can fly a few mercs back & forth with ammo crates in their hands. E: Or complete the Estoni quest for gas
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Who should I hire to train milita in Drassen while I romp around and take bullets to the head? I'm using Flo, Igor, Barry, Ira, Gumpy.
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Mans posted:So, i looked at the XML files and there are recon, stealth ops, medic, mechanics and field op armors, basically improved version of regular twaron, guardian, kevlar vests and the like. If I remember correctly they were added a few years ago before the new inventory, basically you could attach things like knives and canteens and other miscellaneous bits and pieces to them in order to free up space in in your mercs' inventories. They may also have had camo bonuses (I think the stealth ones make you sneak like a mad bastard too). Can't see any reason why they wouldn't work if you enabled them with the XML editor, but they don't really serve much of a purpose now that there's a load of webbing and assault vests in game.
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# ? Jun 10, 2024 17:55 |
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Sistergodiva posted:Who should I hire to train milita in Drassen while I romp around and take bullets to the head? I'm using Flo, Igor, Barry, Ira, Gumpy. A leveled Ira is one of the best militia trainers in the game, but Hitman, Wolf, Ice, and Len all do fairly well at training militia, and Buns does a sort of okay job too (she hates Gumpy, though, so she probably won't sign on with you).
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