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Shrike30
I'd be interested, too. Let me know if the conversation moves over there.
Arethusa
Cool. Good to have more people.

One thing I've noticed is that the weapon distribution probability tables are realy, really screwy. Or someone air dropped a few crates of Sphinx 3000s into Arulco a while back, because I keep finding them.
Austere Emancipator
That should be easy to fix. Changing EnemyGunChoices.xml such that the grunts only get the more common guns is no problem at all. I'll check if it allows the same weapon choice to repeated on the list, so that it'd make some guns more common than others.

Arulco is supposed to be an Eastern European country, right? Opinions on what the standard issue long arm of the Armed Forces of Arulco should be, and what its standard sidearm? And how limiting should the lists be -- should they be almost completely filled with standard Eastern Bloc military gear, or should they be portrayed more as a rag-tag group with slightly more weapons from the world over but still a core of AK-47s/AK-74s/whatever?
Arethusa
I thought Arulco was supposed to be a tiny, fictional South American country? In either case, I advocate rag tag with a core of post Cold War surplus (ie not just old Russian stuff, but also really old Russian stuff, old Western stuff like CETMEs, etc). I don't mind a mix or even something rare like the Sphinx popping up; I just think stuff like that should stay rare.
hyzmarca
Assuming that it is a former member of the USSR (or were Commnist at any point in time), a AK varient would be preferable.
Besides, the AK is the classic OPFOR weapon.

Newer weapons should be available but limited to the more elite troops.
Wounded Ronin
QUOTE (Arethusa)
Cool. Good to have more people.

One thing I've noticed is that the weapon distribution probability tables are realy, really screwy. Or someone air dropped a few crates of Sphinx 3000s into Arulco a while back, because I keep finding them.

This is the way I rationalize it. The gold and silver mines produce tens of thousands of dollars each day, and the backstory states that Deidranna appropriates most of that, spends very little on the state, and uses it mostly for her luxuries but also for pumping up her military.

Maybe Deidranna is something of a collector, since she's obviously a person of refinement. She obviously is really interested in small arms since she has her rocket rifle program. I think the collector in her made her blow millions equipping her army with these rare pieces.
Wounded Ronin
QUOTE (hyzmarca)
Well, you can repair some ceramic trauma plates by shoving a couple of new ceramic balls in and covering up the hole. I wouldn't trust one if I had a choice, but it is better than nothing, certainly.

The ceramic plates seem to degrade before the armor does so that could work.

Personally, I'd rather not see armor be repairable. If you have to buy more stuff from Bobby Ray's and distribute it among your personnel that would make the planning aspect of the game more challenging, which I like.
Austere Emancipator
Deidranna is Romanian, and Enrico Chivaldori, who is in exile, contacted the mercs in Prague -- that's why I figure it's Eastern European.

AK-variants should probably be the most common rifles, but should I go for 5.45x39mm's or 7.62x39mm's?

The gun choices work so that if the game decides a particular enemy has, say, a Low Powered Pistol, then it takes one at random from a list of max. <=50 guns. If I can put the same gun repeatedly on the list [Edit]and apparently I can[/edit], then I can bloat all the lists to 50 so that some guns can only be carried by 2% of certain kinds of enemies.
Wounded Ronin
QUOTE (Arethusa)
QUOTE (Austere Emancipator @ Aug 25 2006, 02:23 PM)
Umm, I don't think so. I think that only switches between a few strategic things, ie. the bugs (and something else?). All the basic data is the same.

In the meanwhile, 5.56x45mm and 7.62x51mm Glasers became Mk 262 Mod 1s and Sierra MatchKings (as opposed to generic, low-quality HPs), respectively, while the cold-loaded Glasers for the same became M995s and M993s, and ammo weights were changed to be as accurate as I could manage without going full-out Google on all cartridge, magazine and belt clip weights.

I'll hold on doing anything to the armor until I've (or someone else has) thought it through.

[Maybe this should be moved to General Gaming?]

Certain items do get replaced or swapped out on realistic, though. Rocket rifles, XM25s, etc are only available on Sci Fi. You might be forced to make copies of the armor items with the reparable trait changed and just swap in place on Realistic, but I don't know.

And, actually, I think once we get a few people here interested (Ronin, Critias maybe, a few others?), we should move this over to The Bear's Pit.

Unfortunately, rocket rifles do appear in realistic. Sniffle.
Wounded Ronin
QUOTE (Austere Emancipator)
Deidranna is Romanian, and Enrico Chivaldori, who is in exile, contacted the mercs in Prague -- that's why I figure it's Eastern European.

AK-variants should probably be the most common rifles, but should I go for 5.45x39mm's or 7.62x39mm's?

The gun choices work so that if the game decides a particular enemy has, say, a Low Powered Pistol, then it takes one at random from a list of max. <=50 guns. If I can put the same gun repeatedly on the list, then I can bloat all the lists to 50 so that some guns can only be carried by 2% of certain kinds of enemies.

The 5.4's are more recent, right? My hunch would go that she'd give them the more recent thing since she's just spending so much time militarizing.



Incidentally, here's a comment re the AP costs someone posted on the Bear's Pit:

QUOTE

Make sure you let them know that the AP cost based on length only applies to readying the weapon, not to firing it. I saw someone mention that and they're dead wrong. =)


Someone else said:

QUOTE

Right.

And this is why I've been pushing for an increased range for draw cost.

I apologise if this has already been done but I think draw cost should be adjustable from 1 to at least 20 APs and should be toggleable for the next shot to accomodate weapons like bolt action rifles and such. One day I hope to get a new AP factor for cocking manually cocked weapons but for now a greater draw cost would be cool.
Austere Emancipator
I've got the "draw costs" ranging only from 0 to 6, because I'm still kind of trying to take into consideration the fact that one JA2 turn is 25 seconds and one AP is roughly 1 second. Of course that doesn't work as an actual scale, but if it takes longer to point a weapon at the enemy and pull the trigger than it would to run to him and beat him upside the head then there's something horribly wrong with the costs.

Current Low Power Pistol table:
2% .38Spl
2% HK P7M8
2% VIS-35
2% M1911
4% MP-446
6% Stechkin APS
8% CZ-52
10% Skorpion
14% MP-443
20% Makarov PM
30% Makarov PMM

The tables actually allow for a huge range of AR-wielding baddies, so I'll start them off with AK-47s at the lowest end and go up to the newest AKs, AEKs and ANs at the top.
Arethusa
QUOTE (Wounded Ronin @ Aug 25 2006, 07:07 PM)
This is the way I rationalize it.  The gold and silver mines produce tens of thousands of dollars each day, and the backstory states that Deidranna appropriates most of that, spends very little on the state, and uses it mostly for her luxuries but also for pumping up her military.

Maybe Deidranna is something of a collector, since she's obviously a person of refinement.  She obviously is really interested in small arms since she has her rocket rifle program. I think the collector in her made her blow millions equipping her army with these rare pieces.

I don't know, I have trouble buying that. Random rag tag troops at the beginning of the game shouldn't be carrying worn out but ridiculously expensive competition guns like the Sphinx. I'm fine with the higher echelon troops packing some nice stuff, but I think the rag tag, Aristide outing/Haitian loadout should be predominant.

QUOTE (Wounded Ronin)
Personally, I'd rather not see armor be repairable. If you have to buy more stuff from Bobby Ray's and distribute it among your personnel that would make the planning aspect of the game more challenging, which I like.

I definitely agree with that.

QUOTE (Austere Emancipator)
Deidranna is Romanian, and Enrico Chivaldori, who is in exile, contacted the mercs in Prague -- that's why I figure it's Eastern European.

Yeah, but names like Enrico? Arulco? Obviously the location's never nailed down, but I think they were pretty clearly trying to make the whole thing sound "South American".

QUOTE (Austere Emancipator)
AK-variants should probably be the most common rifles, but should I go for 5.45x39mm's or 7.62x39mm's?

7.62x39mm, in my opinion. Still the most common stuff out there. Don't make it too homogeneous, though. I'd definitely like to see a rag tag mix with everything from PPSHes to Garands to CETMEs in there.

QUOTE (Austere Emancipator)
The gun choices work so that if the game decides a particular enemy has, say, a Low Powered Pistol, then it takes one at random from a list of max. <=50 guns. If I can put the same gun repeatedly on the list [Edit]and apparently I can[/edit], then I can bloat all the lists to 50 so that some guns can only be carried by 2% of certain kinds of enemies.

I'm surprised it's limited to <= 50 after all the work they did to externalize that stuff. Not that 50 isn't workable, but 255 or 1024 would give a bit more freedom. Might be doable if requested.

QUOTE (Wounded Ronin)
Unfortunately, rocket rifles do appear in realistic. Sniffle.

Ugh. That needs to change.

QUOTE (Wounded Ronin)
The 5.4's are more recent, right? My hunch would go that she'd give them the more recent thing since she's just spending so much time militarizing.

Ideally, I think it'd be best to set it up so that 7.62x39mm ends up primarily in the hands of the lower level troops while the elite guys mainly get 5.45x39mm and 9x39mm. Not terribly unlike how it is right now in a lot of Eastern bloc countries, really.
Arethusa
QUOTE (Austere Emancipator)
I've got the "draw costs" ranging only from 0 to 6, because I'm still kind of trying to take into consideration the fact that one JA2 turn is 25 seconds and one AP is roughly 1 second. Of course that doesn't work as an actual scale, but if it takes longer to point a weapon at the enemy and pull the trigger than it would to run to him and beat him upside the head then there's something horribly wrong with the costs.

I think you could go slightly higher than 6 without stressing realism too much. I'm mainly thinking of true sniper rifles and platoon level GPMGs, though.

QUOTE (Austere Emancipator)
Current Low Power Pistol table:
2% .38Spl
2% HK P7M8
2% VIS-35
2% M1911
4% MP-446
6% Stechkin APS
8% CZ-52
10% Skorpion
14% MP-443
20% Makarov PM
30% Makarov PMM

Bit heavy on the Maks, isn't it?

QUOTE (Austere Emancipator)
The tables actually allow for a huge range of AR-wielding baddies, so I'll start them off with AK-47s at the lowest end and go up to the newest AKs, AEKs and ANs at the top.

Speaking of the AN, have you seen its stats? There were some posts about it being pretty broken in one of the forums.
Austere Emancipator
I'm pretty sure I've already changed the stats of every serious firearm in the game. Right now it seems like all the guns are broken, but that might be because I'm still in early parts of the game with nothing better than Kevlar Vests, but I've got MP5s with JHPs ("Glasers"), HK53s, SL8s, SKSs etc. as guns for the main squad.

The list is Makarov-heavy since that's apparently been the standard LE and military issue sidearm in most of Eastern Europe for most of the post-WW2 period, and I figure that'd be the main source of cheapo handguns for Deidranna's Crap Squad. The better pistol list now has a wider selection of modern Western handguns and lots of modern Eastern guns. Obviously if you want Arulco to be SA instead of EE there's going to be disagreements over the gun lists. smile.gif

The thing with the serious sniper rifles is that to make use of them you basically have to use repeated Aim actions, so I currently only have them pegged at 5 and 6. The GPMGs are all 6s, but I certainly could pump some of them (MAGs, for example) even higher, 7- or 8-ish. But that's the absolute maximum -- any more than that, and it's a bloody useless gun in the game as it is.
Wounded Ronin
QUOTE (Austere Emancipator)
I'm pretty sure I've already changed the stats of every serious firearm in the game. Right now it seems like all the guns are broken, but that might be because I'm still in early parts of the game with nothing better than Kevlar Vests, but I've got MP5s with JHPs ("Glasers"), HK53s, SL8s, SKSs etc. as guns for the main squad.

The list is Makarov-heavy since that's apparently been the standard LE and military issue sidearm in most of Eastern Europe for most of the post-WW2 period, and I figure that'd be the main source of cheapo handguns for Deidranna's Crap Squad.

The thing with the serious sniper rifles is that to make use of them you basically have to use repeated Aim actions, so I currently only have them pegged at 5 and 6. The GPMGs are all 6s, but I certainly could pump some of them (MAGs, for example) even higher, 7- or 8-ish. But that's the absolute maximum -- any more than that, and it's a bloody useless gun in the game as it is.

I've found that the Zylon vest with trauma plates more often than not protects my merc's hitpoints but the vest quickly degrades and is less helpful after my trauma plates are smashed. Kevlar vests are a little bit low-end in the game as is.

That being said, Kevlar vests *should* be able to make you impervious to most handgun cartridges to the body, right? Maybe you should beef up the armor values of torso and leg armor while editing the protection provided by helmets so that shots to the head give you more stamina damage to reflect being dazed by a round to the head even if the helmet is not penetrated. Just a thought.
Austere Emancipator
One problem with the armor is that if I assume a Kevlar Vest to be III-A with good coverage, then the differences between Spectra, Twaron, and whatever else there is in the game are going to be minimal (slightly lower weight, slightly lower degradation, that sort of thing). That'd be realistic, of course.
Shrike30
My impression is that this was supposed to be central/south american, based on the names of most of the characters involved.

Given that, for handguns the concentrations of .38s and 1911's should jump noticeably. A variety of .38 revolvers are reasonably common all over the world, and the 1911 circulated fairly heavily in C/SAm.

As for rifles, I'd stick mostly with 7.62 AKs and G3/CETME type rifles. The G3 is extremely common in the third world. I'd also have some SKS's (more for variety than anything else).
Austere Emancipator
The names and the geography do hint at Central or South America, but the plot apparently doesn't.

If you go with SA, you should definitely put in a lot more old US stuff. You'll also end up with shitloads of unused weapons, what with all these very new, less-than-common Russian guns in the tables.
mfb
well, depends. we could say they were a Soviet puppet state that we never got around to overthrowing because under Soviet rule, their gold output was crappy. turns out that at some point, the country was to be the staging point for a major force, hence the AK stockpile.
Austere Emancipator
Sure you can put all the Soviet guns in there, but the MP-44X-series, the AEKs, etc. might be a bit harder to excuse. Not that that's necessarily a bad thing.

Doing these lists is a bit more work-intensive than I thought. I only just finished the Poor Rifles, 4th out of 11. Taking a break.
mfb
hm. point. how about if we turn it around--it was a Soviet puppet state that the US really wanted. so the CIA and the KGB sponsored merc-backed coups and counter-coups all through the latter half of the 20th century, leading to a horrendously high guns-to-humans ratio, with lots of both American and Soviet arms stockpiles.
Arethusa
That sounds good to me.

I think I'm coming to agree with capping draw costs at 6, including GPMGs. Those kinds of weapons should be extremely potent, and as it is now, they're not really represented accurately. 8 for true sniper rifles might not be unreasonable, but I'm not sure. Probably best left at 6.

One thing I've been wondering about with armor: why not replace a bunch of the fancy, unreasonably good armor with real equivalents, like II, IIA, III, etc? Would still allow for normal game progression, and all it really needs is new descriptions and possibly new pictures. Could even add in real Spectra at the end, though it would (as in real life) be only a little better than IIIA.

Another thing that really needs to be addressed is mag capacities. They've added a bunch of new ones, but there are still weird things like Glock 17s carrying 15 rounds left over from the main game. A lot of the original weapons are still using original graphics, too, which were very often terrible. If I had my computer right now, I'd just redo all the old stuff myself, but this borrowed laptop doesn't have photoshop.

[edit]

Scratch that. They've fucked up a bunch of stuff with new guns, too. 14 round capacity Mk23? High Power and Sig Pro only in .40 S&W? There's probably a lot more of this that needs to be fixed.

[edit2]

Yep. 15 round mag Micro Uzi (which uses a slightly smaller picture of a Mini Uzi?!). 30 round mag Uzi and Mini Uzi. PPsh with 75 round drum. It's not like this is carryover from the original, and it's so easy to get right. I don't understand this.
Ed_209a
I passed on an invitation to the guys at the GURPS Gun Geek Thread on the SJGames forums. Lots of firearm enthusiasts there. Gave them links to the thread on Bear's Pit.
Arethusa
No! You gonna bring the feds down on us, man!
Austere Emancipator
Changing the armor stuff wouldn't be too hard, but the mag sizes will take quite a bit of time to get right. Apparently, the magazine table requires all mags of one caliber to be listed next to each other, and the whole file needs to be in order and numbered -- so, if you wish to insert 18-round 9x19mm mags, you need to re-index every mag that comes after that, which is several hundred mags. And then you need to write up descriptions and stats for 18-round FMJ, JHP, AP, cold-loaded FMJ, cold-loaded JHP, etc.
Arethusa
Yeah, I know how they work. I tried doing a realism edit for the original JA2, and the limitations there (only two mag sizes per caliber, among others) drove me crazy. I still think it's worth doing, even if there are more pressing issues.
Austere Emancipator
It's certainly worth keeping in mind. It's just one of those things that I, personally, am not going to edit in, because it'd just take too much time. And the same goes for re-describing the armor -- I'll just change the ratings, prices, degraderates and repairability, probably also Coolness, and let the rest of it be.
Wounded Ronin
QUOTE (Arethusa)
Yeah, I know how they work. I tried doing a realism edit for the original JA2, and the limitations there (only two mag sizes per caliber, among others) drove me crazy. I still think it's worth doing, even if there are more pressing issues.

You know, it seems like an odd way to logically organize your game, by having mags be classified by size rather than by affiliated firearm. I mean, I suppose it eliminates clutter as long as you have only "pistol mags" and "SMG mags", but there are going to be really obvious limitations vis a vis realism if you do it that way.
Wounded Ronin
QUOTE (Austere Emancipator)
It's certainly worth keeping in mind. It's just one of those things that I, personally, am not going to edit in, because it'd just take too much time. And the same goes for re-describing the armor -- I'll just change the ratings, prices, degraderates and repairability, probably also Coolness, and let the rest of it be.

Yeah, it can be tough to be t3h witty about every single piece of equipment.

"This armor was rated as IIA by the NIJ. It makes you feel like Superman...as long as the other guy dosen't have a rifle! KE KE KE KE KE ROFL!"
Austere Emancipator
I went back and re-did the EnemyGunChoices.XML (up to High-end SMGs this time) to suit a more rag-tag Middle/South American setting, such as discussed above. Less ex-Soviet stuff, much more M1911s, Thompsons, Garands, M14s, etc. But damn this is slow work.
Arethusa
QUOTE (Austere Emancipator)
It's certainly worth keeping in mind. It's just one of those things that I, personally, am not going to edit in, because it'd just take too much time. And the same goes for re-describing the armor -- I'll just change the ratings, prices, degraderates and repairability, probably also Coolness, and let the rest of it be.

I'll take care of the fluff text and the pictures when I'm able to. As for weapon capacities, I'd offer to help, but with at least with the way things were laid out when I had to edit a dumped text matrix and then recompile the executable, it was a mess and definitely not something two people could likely take on without constantly tripping over eachother. If that's changed, though, or there's anything you'd like to throw my way to split up the work load, let me know.

QUOTE (Wounded Ronin)
You know, it seems like an odd way to logically organize your game, by having mags be classified by size rather than by affiliated firearm. I mean, I suppose it eliminates clutter as long as you have only "pistol mags" and "SMG mags", but there are going to be really obvious limitations vis a vis realism if you do it that way.

It sort of makes sense in the context of the original game. It was, after all, released at a time when it was shocking to have more than one type of pistol, let alone different calibers of ammunition. Not that I think that excuses shoddy and quite honestly lazy game design and programming, but it sort of explains it.

QUOTE (Wounded Ronin)
Yeah, it can be tough to be t3h witty about every single piece of equipment.

Man, some of these descriptions are already pretty damn groan-worthy. I'll take some dry text over a lot of it.

QUOTE (Austere Emancipator)
I went back and re-did the EnemyGunChoices.XML (up to High-end SMGs this time) to suit a more rag-tag Middle/South American setting, such as discussed above. Less ex-Soviet stuff, much more M1911s, Thompsons, Garands, M14s, etc. But damn this is slow work.

Sounds good, though don't cut out all the Soviet guns. At least personally, I'd like to see a mix with a solid, if less substantal Eastern Bloc presence. And like I said, let me know if I can help.
Austere Emancipator
I'm trying to keep a healthy mix of both Eastern and Western guns, both at the lower end and the higher. For example, the low-end SMG/shotgun list currently looks like this:
2% Beretta M93R
2% Ingram M10
2% Ingram M11/9
2% Type 85
2% Micro-Uzi
2% Mini-Uzi
2% Benelli M3
2% AEK-919K
2% Neostead
2% Sterling L2A3
2% Steyr TMP
2% Thompson M1928
4% PP-93
4% Winchester 94 Trapper
4% Carl Gustaf M/45B
6% Thompson M1A1
6% Remington M870
6% Saiga 12K
6% Agram 2000
8% Colt SMG
10% UZI
10% Skorpion
12% PPsh-41

...though that might be a bit too much variety, with 23 separate guns for 50 slots. The low-end rifle list, on the other hand, only has 12 guns, with something like a 60-40 split between AK-47s and variants/clones, SKSs, Mosin-Nagants, etc., and Garands, Mini-14s, etc. I didn't dare place M14s, FN FALs and G3s into the low-end rifle list, because select-fire 37-damage weapons are a bit scary even if the AI won't hit shit with them.

If you wish, I can send you all the xml's I've edited (now revision 479 compatible). Then we just have to make sure we aren't both editing the same things at the same time. smile.gif
Arethusa
Sounds good. If you've got AIM, that would probably be a better way to coordinate this.
Austere Emancipator
Nope, sorry, the only IM I've got is ICQ, from way back when. I'm uploading the xml's onto a wiki page so that whoever wants them can download them at will.

One thing some fellow gunhead could do is go through Weapons.xml again and hammer some sense into the Accuracy and Range attributes. I've got those values for ARs and MGs set too high and not variable enough -- and accuracy in particular could easily range from significant negative values for many handguns and the crappier long arms to the 10+ positive values for sniper rifles.

[Edit]AmmoTypes.xml
Armours.xml
EnemyGunChoices.xml
Items.xml
Magazines.xml
Weapons.xml
Note: these might not work on earlier builds, so you might want to update to the latest revision if you have not already done so.[/Edit]
Arethusa
I'm a little reticent to do that because I'm not familiar enough with the JA2 mechanics to know just what a point of accuracy in either direction means. I realize they're abstracted, to a degree, but it seems like there's real potential there to screw it up SR3 choke rules style.

Range is easier, but for consistency's sake, I'm not sure if I should be looking at effective range or maximum (low angle) range or what. I mean, effective range for a shotgun loaded with buckshot's not going to be more than 75-85m (roughly), and I think that would just piss me off with the way JA2 handles ranges. Same for pistols not being able to make it to from the front door to the other end of a shack.
Austere Emancipator
I'm assuming they're straight percent figures added or subtracted from the Chance To Hit calculation. My rule of thumb was originally that average handguns would be zero while long arms hover above and below 5 for the most part, but reasonably the values could range at least from negative 10 to positive 15 or so.

With the ranges, well, I don't know how to handle those things any better. smile.gif From a hit probability standpoint I'd say long arms should mostly take an "effective range" value, simply because they are usually quite easy to hit with at their max in-game range, which gets a bit freaky with 500-meter ranged assault rifles. After all, they can still be fired well beyond the in-game max range.

Oh well, it's 9 AM again, I guess I better hit the bed soon.
Arethusa
Hm. Now that we're getting into mechanics, might be time to get a thread started on the Bear's Pit. Well, maybe tomorrow.

I think with rangers, might be best to do effective range with long arms and max range with pistols and shotguns, just to keep things playable. That's very nearly what the game already does.

By the way, what xml editor are you using? I'm not extremely familiar with this format. I've been using Cooktop, but probably not as well as I could be.
Austere Emancipator
Wordpad all the way. smile.gif The heavy lifting of changing versions (which included thousands and thousands of various multi-line search/replaces) I did with the EditPad demo version
Crusher Bob
Notetab Light is also worth a look.

From what I remember of what I did to the JA2 ranges, back when I edited my JA2 files was scales the ranges by the weapon type. So pistols and shotguns were (realworld range/10)*2, SMG were *1.5, and rifles were .75.

This gives the sample values of:

CODE

weapon        RL Range   JA2 Base Range   Modded JA2 Range
9mm pistol        60m             6                           12
shotgun            80m             8                           16
9mm SMG        150m           15                           23
5.56mm AR      550m           55                           41
7.62N AR         900m           90                           68
Arethusa
QUOTE (Austere Emancipator)
Wordpad all the way. smile.gif The heavy lifting of changing versions (which included thousands and thousands of various multi-line search/replaces) I did with the EditPad demo version

Man, hardcore.

I think everyone involved in this should get MoonEdit. I can't run a dedicated server, but I'm hoping someone else can.
Crusher Bob
borken linky. should be moonedit
Arethusa
Fixed it. Missed a w. Sneaky w.
Shrike30
Finally finished moving, setting up my box, and got this mod installed.

Is it just me, or are there a ridiculous number of local militia to get into fights with? I was digging on the interface upgrades and the better range with weapons (finally, I can hit something with a handgun!), but on the road to Drassen I bumped into what the map indicated to be 5 bad guys.

"No problem," I figure... early game, 5 guys versus my 3 should be a cinch. I was certainly not expecting to see that 5 guys skyrocket, with tons of lead flying my way. Maybe I should poke through their forums some more, see what other tweaks they've made.

I do like the single-shell shotgun reloading, though smile.gif
Austere Emancipator
I imagine that happens when the enemy has somehow spotted you and calls for reinforcements from bordering sectors -- just like you can call for reinforcements from nearby militias. You can turn these settings off in the Ja2_Options.ini file in the Data-1.13 folder. Personally, I would suggest turning moving militia OFF, or else you will never have to fight any battles other than city/strategic objective assaults.
Shrike30
Yeah, I'm learning more about this as I poke at their forums. There seems to be a variable for turning off cross-sector reinforcements (without turning off mobile militia) but I think I'll take your advice re: mobile militia. Field fights are amusing (and some of the out-of-town locations are pretty interesting).
Wounded Ronin
Well, I like writing. If you guys are busy revising weapon stats or armor types maybe I could help by writing new groan-worthy text for the items that don't already have an appropriate description. How would that work out? I could just email the text to you or paste it here and that would give the edits a nice completed look while saving you guys work.
Arethusa
If we can just get a MoonEdit server running with those files open, you can edit them at the same time as the rest of us.
Kagetenshi
If the Linux or FreeBSD versions will compile for me, I can probably set up a server. No guarantees, though.

~J
hyzmarca
QUOTE (Arethusa)
QUOTE (Wounded Ronin)
Unfortunately, rocket rifles do appear in realistic. Sniffle.

Ugh. That needs to change.

But rocket rifles are realistic.

http://en.wikipedia.org/wiki/Gyrojet

Apparenty, some people actually carried gyrojets in Veitnam.
Kagetenshi
So much for that idea. Hadn't realized MoonEdit wasn't open source—you guys are on your own, sorry.

~J
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