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Started playing this again, forgot pretty much everything, two questions: Is there an easier way to deal with loot when it drops? Typically I do shift+S, shift+F and then go to the map screen to mess with the item list there. Is this pretty much the way everyone does it usually? It took me awhile to figure out how to open people's inventories from the map screen but I still haven't figured out how to trade/pass stuff around without going back to tactical. I hear about how people find wire cutters and other random stuff. Do you have to explore random rooms and mouse cursor over everything to see what's a possible container?
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# ¿ Jun 12, 2011 06:55 |
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# ¿ Apr 19, 2024 13:06 |
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Gadzuko posted:Sector inventory cleanup made easy: hit ctrl-shift F and ctrl-shift A after every battle. Unloads all guns, removes all attachments, sorts everything, turns all ammo into crates which you can drop on a gun to turn into properly sized magazines for it. It also picks up any dropped backpacks. Does anyone get a little bit of a graphics bug where if they move the camera around at night, while someone is moving during out of combat? The screen kind of just starts repeating itself until the person stops moving or you stop the camera. It's not completely debilitating, just a minor annoyance.
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# ¿ Jun 12, 2011 09:24 |
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What is your level really used for other than some benchmark of current character power? I know it kind of goes up whimsically with respect to your current pains, but does the actual level itself give you any bonuses? Reason I ask is that the Squadleader trait gives you +2 effective levels to surrounding mercs but I'm not sure what this really means or if it that trait is even worth it. Also, does noise go down even further if you use stealth in a lower stance or is using stealth while running enough?
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# ¿ Jun 12, 2011 20:52 |
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Yeah, seems to be the case. Squadleader really owns, enjoying it a lot more than generic marksman/night-ops dude. The extra AP generation is really nice. Still trying to figure out if only the squadleader needs extended ears to give +20 tile range bonuses or if it's the receivers who need it.
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# ¿ Jun 12, 2011 21:42 |
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When exactly is the Drassen counterattack supposed to trigger? It's been 3 days or so since the cutscene of Queen D screaming for the commandos to come in, but I've seen nothing and I'm pretty much packed to the gills with milita. Now however, earlier in the game on day 1, when I took the first two sectors of Drassen (but not the mine) I had to spend some time healing due to a really horribly unlucky shot on my IMP. While healing I did get jumped by like 13-15 red shirts but I thought this was just a normal patrol. Was that the counter attack? [e]Ah, it came on like day 9 I guess? Talk about a ton of time to train up a massive militia. Rascyc fucked around with this message at 02:42 on Jun 13, 2011 |
# ¿ Jun 13, 2011 02:02 |
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Do bodies ever get cleaned up? My Drassan is covered in like 40 bodies at this point and I get spammed by the "OH MY GOD!!" one liners from my mercs anytime I need to walk to my airdrop crate.sean10mm posted:I think I'm going to rewrite the merc xml file to better fit the merc bios. I could put up the modified XML file for download someplace if anybody else is interested in it.
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# ¿ Jun 13, 2011 17:16 |
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Blah, had my first iron man game over while defending the NW mines. Got assaulted by a merc force of 6 black shirts but then also got jumped by 13 red shirts from the other direction. I had two hurt guys that I had spent time training the milita instead of healing (mistake #1) so they manned the Alamo while I tried to help my militia (mistake #2) with my good guys. Got pincered so hard and the black shirts were so much better geared. Eventually just got dumpstered cause my force was too hurt. Should have stayed inside - the buildings in that town are terrible for defending too. Was also really surprised they came in with such an upgraded force. Serves me right for thinking the game was pretty easy after Drassen.
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# ¿ Jun 14, 2011 00:34 |
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I'm using the suggested 165%, from a post Psion made a long time ago. I still find the first grenades you find are ridiculously weak but I haven't toyed with them much.
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# ¿ Jun 14, 2011 03:30 |
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Does weight only matter if it goes above 100%? [e]I did find this buried in the thread: "50% is overdoing it. If I remember correctly, your mercs start losing AP at 90% burden. Therefore you should aim for 80-85% (to be able to pick up stuff/more ammo) for optimal performance. " Rascyc fucked around with this message at 19:23 on Jun 14, 2011 |
# ¿ Jun 14, 2011 19:12 |
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JackMackerel posted:She did. Until the update before this one. I think it was the Erma's weight plus the fact I had her carry her default gun just in case, but she was wearing SWAT fatigues. Dealing with the detailed information on weapons solved a lot of headaches for me. For awhile I was using a thompson and wondering why the hell it consumed SO MUCH AP for just a simple SMG and then I finally decided to start understanding those stats and saw it had a massive ready cost. Also getting in the habit of raising my weapons beforehand alleviated some of that problem too.
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# ¿ Jun 15, 2011 15:31 |
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There's just something about starting a new ironman run and watching Igor get his head blown off with the VERY FIRST BULLET FIRED IN THE GAME that sends a shiver up my spine. I really wanted to use Igor for once too! Oh well.
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# ¿ Jun 16, 2011 01:53 |
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Does anyone know if the slower rate of gear option just slows down the loot on soldiers or if slows down the overall progress level (thus effecting the shop too)?
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# ¿ Jun 16, 2011 06:47 |
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Chas McGill posted:I hired Blood based on his voice and the fact that he uses knives. What's he actually good for? I'm finding it hard to close in on enemies enough to use the knife before they can blow him away. I personally avoid all martial artists/throwing experts though in a game that has stuff like interrupts and erratic AI. Knife throwing is also the ultimate in save scumming I feel due to its nature of not always instant killing. You're just better off learning the loudness system and using silencers in my opinion. lipstick thespian posted:I actually ended up not using her this ironman game because of how retardedly broken Fox is in 1.13. Like I think the perfect AIM merc is just a dude with two levels of gunfighter plus ambidextrous using two colt delta elites with AET ammo. That poo poo is ridiculous. Fox, even with the insect phobia disability, was a goddamn crepitus killing machine. Snipers are just a bit slower cause they're snipers Of course afterwards, the combat traits makes stuff like Squadleader and Ranger feel a bit lackluster. I'm still not entirely sure I like Squadleader, especially as an IMP. Has anyone used it extensively with good results? sean10mm posted:If anybody liked my alternate traits I posted
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# ¿ Jun 17, 2011 16:54 |
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You have to be a little careful with it though cause it only takes effect on people who are lower level then you. I presume this means you don't get the effect yourself like you do with the other bonuses I'm thinking I'm going to try ranger though, that's something I haven't really considered but I hear rifle/shotgun is actually a fierce combination with Rangers.
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# ¿ Jun 18, 2011 02:30 |
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Stephen Rothman rubs me the same way. Constant uses of some Irish "eah'~" and "SUPER GROOVY!" He's still probably one of the best dudes for the start of a game too.
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# ¿ Jun 18, 2011 17:30 |
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That looks JA1's requirements vs JA2's. [e]Being slightly facetious, JA1's requirements are quite a bit lower than that :>. Steam's should be the correct one, by my estimation. It's a 1999 game afterall. Rascyc fucked around with this message at 17:27 on Jun 21, 2011 |
# ¿ Jun 21, 2011 17:24 |
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Those editors are not very good in my experience. Just use Textpad or Notepad++, or even simple basic Windows notepad.
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# ¿ Jun 22, 2011 15:56 |
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Dr. Video Games 0031 posted:I keep reinforcements on just because it substantially increases the odds of your militia successfully defending a city. Ah I see, the split option is for whether enemy, militia, or both arrive on the battlefield with different AP amounts. The actual reinforcement line is combined. Yeah disable that stuff pronto. Mobile militia w/ reinforcement enabled also leads to some pretty bizarre situations that are really un-fun to deal with.
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# ¿ Jun 24, 2011 17:05 |
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trucutru posted:So, I'm giving this new version a test ride and I have the following issue: While in combat, my mercs do not require AP to move stuff arounf their inventories. Wanna take a carbine from your pack? Zero AP. Is this a common bug or do I have to change some setting or what? What you might be referring to is the AP to ready a weapon. You can swap any weapons around and pull them out, but all weapons have different AP costs to ready to aim (which you can see in the weapon stats, should be the first stat on the right-hand panel I believe).
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# ¿ Jun 26, 2011 02:10 |
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Honestly I think it should too but I know I'd probably swear up a storm every time the game "swapped things around" for me as far as convenience. I wouldn't be surprised if it's a technical limitation either.
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# ¿ Jun 26, 2011 02:31 |
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Zereth posted:Weirdly enough my sniper doesn't even use AP for swapping a PSO-1 and PSO-3 scope! I would've sworn swapping other scope types took AP. Oh well, not complaining, it means I can just carry the one gun! EDIT: Or lose her weapon readiness.
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# ¿ Jun 26, 2011 06:46 |
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Honestly I don't think it's too hard of a game once you get the interface down. If you are running out of ammo though make sure you have drop all items on - it makes for a much better game overall. BTW after right clicking, mouse wheel up/down to control the aim adjustment. Tighter circle = more AP spent but it's usually worth it, especially with handguns.
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# ¿ Jul 1, 2011 02:08 |
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I hate automated installers for updates. Stupidly forgot to backup my INI files and the update overwrote everything.
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# ¿ Jul 13, 2011 01:48 |
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Only one difficulty level really jumps out at me personally. That seems like crazy talk for a PC game.
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# ¿ Jan 30, 2012 17:42 |
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Burning Mustache posted:Also, if the counterattacks are a problem, consider turning the "enemy reinforcements from nearby sectors" option (dunno what exactly it's called, but something like this) off. Also it always felt weird to take one sector and fight 60 guys and the rest would have like 3.
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# ¿ Feb 13, 2012 17:09 |
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"Eliminates" is sorely an understatement, even on the fastest settings.
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# ¿ Feb 14, 2012 00:49 |
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I think that's one of those engine limitations that they couldn't do anything about.
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# ¿ Feb 17, 2012 06:40 |
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Is there a writeup somewhere on what exactly AIMNAS does? I looked at the web page and it was just some guy's blog with nothing relevant that I could see. Ditto for ... Smeagal's mod or whatever.
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# ¿ Feb 18, 2012 03:54 |
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Hm, yeah, I think I'll just stick to 1.13 instead of AIMNAS. The WF Maps do look nice though, so maybe I'll try that.TonySnow posted:I am. The counter attack still happens as soon as I take the last sector of Drassen.
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# ¿ Feb 18, 2012 20:13 |
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Don't you need to start a new game if you change the counter attack option? I thought it was saved into save games but maybe not. Also it's not a real Drassen Counterattack win if you do other stuff before Drassen, in my opinion!
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# ¿ Feb 19, 2012 04:58 |
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What's the verdict on the squadleader? I remember using it early on and liking it but it seemed like one of those things that would become fairly average later on compared to something like Machinegunner.
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# ¿ Feb 19, 2012 19:57 |
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Was expert mode buffed or something, christ. Just got bent over in the first sector of Drassen by a couple of black shirts mixed in with red shirts. Oh derp had allow reinforcements set to true.
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# ¿ Feb 20, 2012 01:40 |
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I am having the damndest time starting an Expert game and I don't remember ever having this kind of trouble. Drassen Sector 1 is something like 25 guys and it's fairly difficult to get reasonable cover that defends against that many guys plus the southern reinforcements (this is my main gripe with entering the top sector from the west). Maybe I should try entering from another side of Drassen but going through the airport has always been my standard opener, specifically from the NE.
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# ¿ Feb 20, 2012 18:15 |
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Copper Vein posted:1.13 saves at the start of every round or every other round right? How do I access those saves?
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# ¿ Feb 21, 2012 15:41 |
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When did 1.13 start defaulting to 4 skill selections for IMPs (3 max for major though)? I always thought it was 3 (2 max for major) for the longest time.
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# ¿ Feb 22, 2012 04:52 |
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MUAHAA THE FRENCH posted:wait.
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# ¿ Feb 22, 2012 06:37 |
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Nordick posted:I already mentioned that "issue" a page or two back. Not that I know poo poo about 1.13's version history since I haven't followed it for like, a year and a half.
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# ¿ Feb 22, 2012 16:10 |
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What exactly is loot like if you don't use drop all items? I didn't think anyone played that way any more. I definitely don't get rich for alt-selling either. Is it better to just destroy items in the long run for the sake of balance on drop-all-items?
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# ¿ Feb 22, 2012 18:13 |
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Is there a working hotkey for reloading? Alt+R does nothing for me, and shift+r is team-wide reload which I don't want.
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# ¿ Feb 24, 2012 06:54 |
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# ¿ Apr 19, 2024 13:06 |
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That's reload everyone. Alt+R is suppose to be whoever is controlled at the moment but it just doesn't work and it has annoyed me everytime I play the game. Back to opening the inventory and reloading manually!
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# ¿ Feb 24, 2012 18:18 |