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Biff

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Posts posted by Biff

  1. Hey all. I'm trying to mod some of the mercenaries in my game. I think I've figured most of it out, but there's two slightly strange things that happen and I wonder if anyone knows why.

    The first thing. When I'm modding mercs, items, perks, etc, I place my newly changed thing back in to the correct GROUP and it always seems to work perfectly, except in the case of mercenaries... When I place those in their correct group, it creates a double portrait in AIM.

     

    image.jpeg.d4aafa11d5f08116253c452a0d5574f6.jpeg

    image.jpeg.c09d26a3f633abc59d3a86762f6f311f.jpeg

    The second portrait doesn't seem to break anything, and I can still only hire one Scully. I can even get rid of the second picture by placing the new changes in to the DEFAULT group instead of the MercenariesOld group, but then that creates a slightly different bug. It makes it so you no longer hear their voice during the Snype conversation, they type instead...

    image.jpeg.67d241196ea8a4f59d140da62b4c346a.jpeg

    But that's not a big deal at all, I'm just curious why it happens.

  2. 6 hours ago, troubleyoucalldw said:

    Seriously, can anything be done about this? Is enemy AI moddable? Can someone comment out the knowExactlyWhereAllMyMercsAre() function?

    There's a new mod on the Steam Workshop that might do what you're looking for. It says it stops enemies being able to magically move to your location.

    https://steamcommunity.com/sharedfiles/filedetails/?id=3020274812&searchtext=

    • Thanks 1
  3. 16 hours ago, MisterSlanky said:

    There are more than 2 IMP voices.  While there are only 2 sets of lines, there are multiple tone options for each gender that makes the voice actively sound different.

    I wish that were true, but I've checked the game files and each IMP has the same voice set assigned. There really is only 2 IMP voices to choose from.

    image.jpeg.232e22fa66eecf5a69ee44baf9e62c4e.jpeg

    • Sad 1
  4. Thanks, that's a useful mod. I just quickly tested it out using Fox with 100 in all stats.

    image.jpeg.269ab3a2cabfb73d0a7c6402860b6e5c.jpeg

     

    image.thumb.jpeg.35868bc83b5721aa866a984dab7c05b8.jpeg

    She starts with 13 APs and 6 Free Move. (stable mood)

    3 APs is base for all characters, +10 APs from her Agility.

    Free Move seems to be +1 for every 10 Agility after 40, I think.

     

    image.jpeg.fbb0deab2119076569389acb1acd4c89.jpeg

    This is same fight with Fast Runner perk. She gains +9 Free Move.

    I wonder how you got 10 Free Move, do you have the Frogleaping or Hit and Run perks?

    • Like 1
  5. 20 hours ago, sandman25dcsss said:

    Did you have 12 free movement on start of every turn? When assaulting the military base my Blood traveled out of the room he was hiding in, killed a couple of enemies with the Thing and then traveled back to that room. Next turn repeat, and then again. It was a bit repetitive though. Every melee attack is guaranteed critical with 200% damage.

    I think so. I'm not exactly sure how the APs are calculated, but 12 sounds about right for a guy like Blood. He also gets 5-6 Free Move APs.

    In my game I mostly used him for his throwing knives, but they were hilariously bad.

  6. Something like the Extended Ear upgrade from JA2 1.13 would be perfect. It allows you to easily speak to and command militia from around the map. The top options are grayed out if the individual militia is out of your line of sight. Simply telling all your militia to GET DOWN between turns makes a huge difference. You can even use it to position militia before a battle, though I guess that wont work in JA3.

    image.jpeg.d3be1fddd3b49678631e40bee6d36770.jpeg

  7. 7 minutes ago, 5Cents said:

    So i think, with JA3 Vanilla, all these QCB and no firearms-used fights are too uneffective. At least in highest difficult.

    Yeah melee feels very weak after all my testing. You can sometimes take out a few enemies with a knife in a single turn, but it requires the stars to align, a special build, and lots of luck.

    Blood felt almost useless when I used him, it's embarrassing how much his throwing knives miss.

  8. Does anyone know if the Ultimate Ninja Melee build video is legit? On there is an IMP called Bruce Lee that runs around one-shotting groups of enemies with unaimed knife attacks to the neck. At one point he kills 10 enemies with 10 stabs in a single turn and never misses.

     

    I did some testing. I gave Shadow the exact same stats as the Bruce Lee IMP. 

    image.thumb.jpeg.9cac887c80bc6ac84861eda9fc726b88.jpeg

    Shadow's unaimed CTH the neck ranged from 65-85% depending on if he was higher or lower LEVEL than the enemy.

    image.thumb.jpeg.55e0bc6caf47b0b782d1085be2700030.jpeg

     

    Even while surrounded by enemies that were all lower level than Shadow (+10% hit bonus) he still never managed to kill more than six. Unaimed neck stabs miss pretty often. In one test I only managed to kill a single enemy because I missed so much. Most enemies took at least 2 stabs to the neck.

    image.thumb.jpeg.4d56bddd5c9743a9dc24ff49a320ad3b.jpeg

     

    Am I missing something obvious? I get the feeling some of these melee build videos might be using the hidden never miss cheat.

    image.jpeg.b134a1a1bc791b1aa3f83b52141f3b3d.jpeg

     

    What do you guys think?

  9. 1 hour ago, sandman25dcsss said:

    You probably missed it was solo game, player used just IMP whole game. Melee can reliably kill 4-5 enemies every turn especially if having +50% damage, nothing else can.

    Gonna need video proof that someone can reliably kill 4-5 enemies with melee every turn.

    Such a build is not possible without heavy savescumming, but that pretty much defeats the point of actually dealing with wounds and managing resources. 

    You could probably finish the whole game with nothing but groin punches if you savescum enough, but that just means the PLAYER is casual, not the game.

  10. 2 hours ago, sandman25dcsss said:

    As punishing wounds do you mean +50% damage and 30 grit in heavy armor which make wounds beneficial instead of disadvantage? People play solo melee merc who intentionally stays wounded all game. It is really an excellent idea provided how long it takes to heal a wound.

    Nope, I didn't mean that oddball build. Running around half-dead, constantly managing your wounds, having fewer APs due to said wounds, and having to perfectly setup each turn to get 30 grit? That's a terrible way to play.

    I said "fairly" punishing. Meaning you're fairly punished for making mistakes, and those mistakes can stack up and snowball to disaster, especially if your squad leader dies.

    • Like 2
  11. 4 minutes ago, 5Cents said:

    It would be enough, to know how many enemies there will be in an unfriendly sector. Its feeling a bit lame, to know that they are enemies at all, plus the exactly amount of troops and their category too, before even met them. There should be more fog of war in general, imo.

    That's a good point. I'm still not even sure what the point of gathering intel is when we magically know so much about the enemy already.

  12. Quote

    JA is for casuals because it allows you to heal almost dead mercs with meds between fights, xcom2 does not have this type of healing or at least it is rather limited and requires putting first aid kits in grenade slots.

    That's not true at all. In JA2 it was always Dead is Dead mode. Almost every wound caused bleeding, and even a chance to cause permanent stat loss. Healing wounds took time and supplies which were limited, but you also had to maintain your battered gear during this, and hope you have enough ammo for the next fight, and watch for enemy patrols while you're healing.

    You couldn't just retreat to your state of the art spaceship to be healed, repaired, resupplied like you can in XCOM...

    Yeah JA3 is much more forgiving than JA2, but being wounded is still fairly punishing.

  13. Could make it so her device only works when the weather is perfect. Or make it so the device only works in sectors that have an obvious power source.

    Could even make it so the enemy has a small chance to hack Livewire's device, letting them know exactly where YOU are during the mission. There would be no setup, combat would start straight away, and the spawn area would be constantly bombarded from outside the zone.

    Or just remove Livewire from the game! 😁 

  14. I know what I don't want to see, I don't want JA to forget its lore and go completely meme crazy like the Fallout, GTA, and Far Cry games have.

    Look up the most recent DLC for any of those games for an example of how not to do DLC and updates.

  15. I read we have to connect to Haemimont's servers to play co-op mode, is that true? And does that mean we might get lag during peak times?

    Does the 'Dead is Dead' setting cause extra stuttering on co-op since it's constantly saving everything?

    It might just be my imagination, but the game seems to run worse on co-op during peak times with "Dead is Dead" enabled.

    Thanks in advance. 😁

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