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Carecat
Apr 27, 2004

Buglord

AG3 posted:

This may or may not be obvious, but as written in the OP you can wear Night vision Goggles on the head/face slot or helmet. If you wear it on the helmet (as an attachment), you will NOT get any benefit from it. This is purely to make switching between sun goggles/night vision goggles or taking them off more convenient (aka not take up space in your inventory). This is fairly easy to see at night, as you will get a bigger "light" radius around your character when the NVG are on your head/face than when they are attached to the helm.

You keep one on your helmet and then Shift+N swaps them for you.

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Burning Mustache
Sep 4, 2006

Zaeed got stories.
Kasumi got loot.
All I got was a hole in my suit.

AG3 posted:

This is fairly easy to see at night, as you will get a bigger "light" radius around your character when the NVG are on your head/face than when they are attached to the helm.

Pro-tip: Disable the light radius around your mercs py pressing "G" and use the END key to determine your merc's vision range. I think that "glow" around your mercs used to be a representation of that merc's vision range before 1.13 and is outdated and obsolete today.

It's also easier to navigate your mercs around actual environment light sources with the glow disabled.

Filthy Monkey
Jun 25, 2007

webcomics thread posted:

Attributes, you can dump medical, mechanical and explosives to the minimum because you won't make much use of them and it's easy enough to get specialists to handle them when you need it.

Just wanted to say that I disagree with dropping medical to 0. The other two, sure, zero the poo poo out of them. But dropping medical to 0 means that you can't even apply bandages, and if you aren't being cheesy and reloading every time a merc takes a hit that is likely something you are going to need. Even more so if you are playing on iron man. Somebody like Idiot on the first page has a pretty good idea of how stats should be distributed, though putting the 65 into health is arguable.

Also, you left reflex sights out of the gun additions list in the first post, and they are quite possibly one of the most useful you can stick on. Anything which decreases the AP to fire is great. Even better when combined with a 4x sight (which is more than enough for night-operations, could easily get by with 2x), to make the all-powerful ACOG-combo. Generally, once you get reflex sights, you try to shoehorn them on to every gun you use.

Filthy Monkey fucked around with this message at 14:34 on Jan 12, 2009

Perfidia
Nov 25, 2007
It's a fact!

Burning Mustache posted:

(very helpful information)

Thank-you very much for that, it helps with some of my "worries" that they had turned things into a game for boys to drool over all these guns etc :buddy:

I love the game for the interaction between your party, and the NPCs, and wandering around the country freeing the people etc. Also I absolutely love the Sci-Fi option for some reason, so I hope that has stayed about the same and not become too tough now. Any how, I will immediately start a 1.13 game and prepare to be awed from all the changes!

Filthy Monkey posted:

Just wanted to say that I disagree with dropping medical to 0.

Oh absolutely, it can turn into a disaster very fast if your character is separated a bit from the others and has no Medical skill. (Of course I normally take 35 in Mechanical and Explosives too, just to be a well-rounded character. I play so slowly that I get my other statistics up very high any way before I am finished. Wisdom is my favourite how ever, for learning faster.)

Dalaram
Jun 6, 2002

Marshall/Kirtaner 8/24 nevar forget! (omg pedo)
Here is a question for Sci-Fi- If I disable Sci-Fi mode, then can I still get the bug jelly for applying on my armor? I liked getting that extra percentage protection, and with ammo aplenty later on, the nuisance of the bugs is worth it.

Beeb
Jun 29, 2003

Good hunter, free us from this waking nightmare

Anyone happen to know where the setting for the time need for Bobby Ray's to deliver something is kept? I'm screwing around with the XML editor and can't find it :\

HoldYourFire
Oct 16, 2006

What's the time? It's DEFCON 1!

Dalaram posted:

Here is a question for Sci-Fi- If I disable Sci-Fi mode, then can I still get the bug jelly for applying on my armor? I liked getting that extra percentage protection, and with ammo aplenty later on, the nuisance of the bugs is worth it.

I should leave this for someone who knows a drat thing about JA2, but really, I doubt it.

Carecat
Apr 27, 2004

Buglord

Capn Beeb posted:

Anyone happen to know where the setting for the time need for Bobby Ray's to deliver something is kept? I'm screwing around with the XML editor and can't find it :\

I don't think that's a setting. I can't find it.

quote:

Here is a question for Sci-Fi- If I disable Sci-Fi mode, then can I still get the bug jelly for applying on my armor? I liked getting that extra percentage protection, and with ammo aplenty later on, the nuisance of the bugs is worth it.

Bug jelly might be different to compound 18 but I never tried sci-fi. There's some compound 18 in the hospital in Cameria and Jake the junk guy is meant to sell some as well.

BiggestOrangeTree
May 19, 2008

webcomics thread posted:

I don't think that's a setting. I can't find it.


Bug jelly might be different to compound 18 but I never tried sci-fi. There's some compound 18 in the hospital in Cameria and Jake the junk guy is meant to sell some as well.

Bug jelly is better. Only way I've seen in the original game to get over 100% armor.

Perfidia
Nov 25, 2007
It's a fact!

BiggestOrangeTree posted:

Bug jelly is better. Only way I've seen in the original game to get over 100% armor.

The jelly is like a third or a half again better than the Compound, so I usually have 123% (I think) armour when it is used for Spectra pieces.

Also I really doubt that you can get the jelly with out Sci-Fi, since it drops from the Queen bug as she dies. Of course with 1.13 you could cheat so that Bobby Ray actually sells it...

Beeb
Jun 29, 2003

Good hunter, free us from this waking nightmare

webcomics thread posted:

I don't think that's a setting. I can't find it.

Word. I'm finding all kinds of interesting table data though. I wonder if I could slip in a special gun for my IMP guys :3: I've beaten the game a few times now, now is the time for a broken game gimmick run :v:

Carecat
Apr 27, 2004

Buglord
Updated the weapon addon details a bit, I've got access to an awesome bobby ray's and a chunk of cash so I can actually play with them all.

Most importantly, I noticed folding/retracting slots reduce chance to hit by 1 and drum magazine fittings increase reload AP by 30%. The folding stock shows up on the weapon stats sheet but there's no change after you attach the drum adaptor to the reload stat, I'm wondering if it actually has an effect.

Carecat fucked around with this message at 19:55 on Jan 12, 2009

onionradish
Jul 6, 2006

That's spicy.
The default black wireframe was too dark for me to see some doors/windows. Here is a white wireframe I found on the JA2 forums (rehosted). Copy this WIREFRAM.STI file to your "Data-1.13\tilesets\0\" folder to use it; delete it to revert to the normal black wireframes.

TRONisLAW
Aug 4, 2007
Have a problem. Game runs great until the camera moves on it's own (merc spot's a enemy) then it crawls down the map till it centers on the enemy. When the camera is under my control I can scroll around just fine (no sideshow). Any advice?

mike10019314
Apr 13, 2007

CHAINSAW PENIS
ACTIVATE
:aaa::fh:

p.s. proofread your
posts or I'm out $10
who here is running this game in vista? every time i try the 1.13 patch any saves i make dont work, though they do work for the unmoded version do i need to update ja2 with its latest patch before using this mod?

mike10019314 fucked around with this message at 03:56 on Jan 13, 2009

Dr. Video Games 0031
Jul 17, 2004

mike10019314 posted:

who here is running this game in vista? every time i try the 1.13 patch any saves i make dont work, though they do work for the unmoded version do i need to update ja2 with its latest patch before using this mod?

The latest patch is included automatically in 1.13 to avoid version conflicts.

davidspackage
May 16, 2007

Nap Ghost
In the original game, I always like to make an IMP "supermerc" (though, if I recall right, you can make multiple IMP mercs in 1.13, right?) by setting Marksmanship at 35 (as well as Medical, Mechanical and Explosives) and just letting them tag along with a competent shooter until they've gotten a decent MRK count. Though again, if I recall right, 1.13 allows you to build stats from 0?

Anyway, I like my IMP merc being able to do all necessary tasks. If you're not afraid to 'sperg out a little, Explosives skill can be raised super fast from 35 just by placing and defusing a regular mine. They almost never explode and until you're at about 90, every defuse raises EXP by one point. If you're even more patient, which I'm ashamed to say I've been a few times, you'll get a stick of TNT with a detonator and set it/defuse it a few hundred times till you've maxed out Wisdom to 99 or 100. This takes lots of quicksaving too, on account of random explosions.

If you set Health to 65, I'd work hard to raise it (travelling with heavy gear). I think your AP count is reduced with low Health, and that necessitates a lot more quickloading since your merc is more likely to get shot and just drop.

Dyna Soar
Nov 30, 2006
One of you JA2 experts needs to make a gamey LP with 1.13 and the game as hard as it can be.

adamantium|wang
Sep 14, 2003

Missing you
Found out they've finally fixed the Steam version and you can patch it up to 1.13. Good to see I didn't waste my money after all.

Also I never realised until this play through that IMP mercs actually have an answering machine message if you try and contact them while on assignment/hired. I thought my manlove for Barry couldn't get any greater, boy was I wrong :o:

Carecat
Apr 27, 2004

Buglord
I wanted to make 40mm grenades be contact explosives but there's no XML setting for it. It's pretty stupid if you fire one at someone it bounces off their head and then falls to their feet and then explodes.

etalian
Mar 20, 2006

adamantium|wang posted:

Found out they've finally fixed the Steam version and you can patch it up to 1.13. Good to see I didn't waste my money after all.

Also I never realised until this play through that IMP mercs actually have an answering machine message if you try and contact them while on assignment/hired. I thought my manlove for Barry couldn't get any greater, boy was I wrong :o:

He a pretty good Bargin Merc since his high Wisdom means he gets more stats and levels pretty fast.

ducttape
Mar 1, 2008
Is there any way to get 1.13 to work with the wildfire version of JA2?

etalian
Mar 20, 2006

davidspackage posted:

If you set Health to 65, I'd work hard to raise it (travelling with heavy gear). I think your AP count is reduced with low Health, and that necessitates a lot more quickloading since your merc is more likely to get shot and just drop.

Yup any damage to your Health will reduce your AP plus getting hit also drains you energy bar too.

You can bandage to get some AP back but it's still not near the max for the character.

Other weapons like Tear Gas and Stun Grenades also trash Energy pretty good.

XTimmy
Nov 28, 2007
I am Jacks self hatred

etalian posted:

Yup any damage to your Health will reduce your AP plus getting hit also drains you energy bar too.

You can bandage to get some AP back but it's still not near the max for the character.

Other weapons like Tear Gas and Stun Grenades also trash Energy pretty good.
I always assumed APS where tied directly to Stamina, not health.

Also you may want to put this in the op :siren: reloading from an incorrect magazine size (say a 100-cmag rather than a 30rnd magazine) costs extra AP (I remember it being around 5) thats why those Cmag adaptors exist.

To get around this, spend a few minutes in quiet time loading your gun from the 100rnd Cmag then unloading the gun to get the 'correct' magazine size for the gun.

BiggestOrangeTree
May 19, 2008

XTimmy posted:

To get around this, spend a few minutes in quiet time loading your gun from the 100rnd Cmag then unloading the gun to get the 'correct' magazine size for the gun.

:siren: Protip: Do this with all your weapons that you have the correct caliber ammo in the wrong kind of magazines for.

Beeb
Jun 29, 2003

Good hunter, free us from this waking nightmare

Having a suppressed Krinkov (AKS-74u) is pretty much an easy button at night, holy poo poo.

Edit:

How do I use all the sounds in my \Data\Sounds folder? Most of them don't show up here in the XML editor:



I want to use Data\Sounds\Weapons\45\45-70 RIFLE SINGLE SHOT.ogg for a gun I'm making, but it's nowhere in the drop down sound options :('

Edit 2:

Ah, just add the location of the sound to Sounds.XML. Hurf durf. :doh:

Beeb fucked around with this message at 19:41 on Jan 13, 2009

Burning Mustache
Sep 4, 2006

Zaeed got stories.
Kasumi got loot.
All I got was a hole in my suit.

ducttape posted:

Is there any way to get 1.13 to work with the wildfire version of JA2?

Yes!
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=192159&page=1

Dibujante
Jul 27, 2004
Is this still being actively developed? I hear that multiplayer and a sprite improvement project have been on the back burner for a while but haven't seen any stuff come out of them in months.

Dr. Video Games 0031
Jul 17, 2004

Dibujante posted:

Is this still being actively developed? I hear that multiplayer and a sprite improvement project have been on the back burner for a while but haven't seen any stuff come out of them in months.

1.13 is still being actively developed. In fact, there were a few additions to the SVN last night (all database changes). Multiplayer was being developed by a single person mostly, and was dropped as he ran out of personal time and features to add. It was added to the main SVN trunk afterwards, and is pretty functional. The sprite improvement is another third party project made by people who aren't directly involved with 1.13, and that's pretty much dead as well.

Hackan Slash
May 31, 2007
Hit it until it's not a problem anymore

mike10019314 posted:

who here is running this game in vista? every time i try the 1.13 patch any saves i make dont work, though they do work for the unmoded version do i need to update ja2 with its latest patch before using this mod?

I ran into the same problem, using 1.13 with the gog.com version on vista. The two fixes I found that worked are either running JA2 as administrator, or changing the properties of the JA2 folder so that it is not read-only and turning off indexing. You can use whichever, but with the former you need to change the location of your savegames.

XTimmy
Nov 28, 2007
I am Jacks self hatred

BiggestOrangeTree posted:

:siren: Protip: Do this with all your weapons that you have the correct caliber ammo in the wrong kind of magazines for.

Works well for the M24...

Parias
Jul 17, 2000

My Generosity is again
LEGENDARY!

Woa, hold up - what's the story with this thing having multiplayer all of a sudden? Is this something I could now take over to a LAN party to engage in an all-day co-operative bash through the game's campaign mode, or is it currently limited to independent, session-configured engagements?

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Multiplayer is kind of broken. Explosives are completely hosed to the point they can't be used, line of sight and intercepts are just a bit strange and if the enemy takes camo and you don't (gentlemen's rules) prepare to get hosed in the rear end.

Also gently caress match ammo right off you gamey pricks.

Only tried a once off coop mission and it was pretty fun even though we got slaughtered. Never tried to do an actual coop campaign.

General Probe
Dec 28, 2004
Has this been done before?
Soiled Meat
Jesus, seems like they made a lot of changes since I last played 1.13 which wasn't too long ago. I also seem to remember it only being about 350mb. It's always fun when someone creates a JA2 thread because I always seem to learn something new (like Shift+N for switching goggles)

Carecat
Apr 27, 2004

Buglord
Capn Beeb I look forward to any weapons addon by you. There's quite a lot of cool guns strangely missing.

ValueWolf
Dec 15, 2004

Burning Mustache posted:

Pro-tip: Disable the light radius around your mercs py pressing "G" and use the END key to determine your merc's vision range. I think that "glow" around your mercs used to be a representation of that merc's vision range before 1.13 and is outdated and obsolete today.

It's also easier to navigate your mercs around actual environment light sources with the glow disabled.

Fuuuuuck how long has that feature been there? It's always bugged the hell out of me that the glow made it hard to tell when you were stepping into the light (and thus ensuring your doom).

Burning Mustache
Sep 4, 2006

Zaeed got stories.
Kasumi got loot.
All I got was a hole in my suit.

Fire it up fag posted:

Fuuuuuck how long has that feature been there? It's always bugged the hell out of me that the glow made it hard to tell when you were stepping into the light (and thus ensuring your doom).

The ability to disable the glow has been in since way before 1.13 I think :)
Also, another useful way to tell whether tiles are dark or well-lit (and therefore should be avoid), for instance, behind walls and other objects or inside buildings, is to move your cursor over a tile and hit the "F" key.
This will display lots of information about that tile, such as the range from your currently selcted merc to that tile, his gun range, and, among other things, the brightness of that tile on a scale of 0 - 15, allthough 3/15 is the darkest a tile can get in an outdoor level at night. Ideally, your mercs should always move on tiles no brighter than this.

XTimmy
Nov 28, 2007
I am Jacks self hatred
You can also press + and - in order to increase the size of the colored 'END' square, useful for higher resoloutions.

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
I've never played this before but I am a loving isometric tactical god. From Fallout Tactics to both Silent Storms to those crazy japanese strategy RPGs I think I've played all there is to play but this one.


That being said, can I just dive right into 1.13 ignoring everything you guys are trying to tell me and do just fine? I hate following newbie character sheet guides because I no longer feel like I'm in control of developing my dude(s) and half the fun of these games is figuring out what works and what doesn't and applying them to the following missions.

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Carecat
Apr 27, 2004

Buglord
Sure. It's fairly obvious how to get going apart from the skill picks for your IMP merc.

The start of the game is just a bit unforgiving. You might be up against really bad opposition but you don't have any gear. Then it doesn't explain anything about the gear to you so you'd have to work out what a good setup actually is.

Carecat fucked around with this message at 18:45 on Jan 14, 2009

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