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Posts posted by chr_isso
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Does anyone else have lags on the world map?
If i hit the play button, game would lag and i would not see movements until I hit pause button - then everything moved but I can't see it in real-time.
am I alone with this? -
16 hours ago, brato said:
Best: combat.
Worst: inventory system. No sorting, merging, can't easily equip-switch 2 items for one two handed gun if inventory is full...
this.
the inventory system really drives me nuts... -
3 hours ago, Warmonger said:
Over one year into the game? It is out just for few weeks now ?! Explain.
DUDE! WHAT'S MINE SAY?
Mate, he meant ingame time.. you know ... one year since you (A.I.M )was hired to rescue the president..
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3 hours ago, sandman25dcsss said:
Use Show CtH mod to know if the scope works or not.
this can be used to verify it, but can't be the solution to the issue.
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42 minutes ago, D13 said:
Yes, if a game like this is well made, there are many "valid" approaches to play and finish it, requiring different strategies, and that can make subsequent playthroughs more interesting. I haven't finished JA3 yet but so far it seems to be doing this well.
I'm playing my initial campaign with a "realistic" mindset: I have a mission and a clear objective, I want to reach it as efficiently as possible, taking no unnecessary risks, and if something does not help with the mission it will be ignored. For me part of the fun is to figure out what NEEDS to be done, what actions have positive risk/reward ratio, and what are distractions that might overstretch my merc team and financials. Example: if our task is to free a hostage, and some villager tells us about an unrelated place where "dangerous and scary things" are happening - the rational reaction is "thanks for the heads-up, we'll stay well clear of it, good luck though" 🙂
Or when a stranger asks us to take a massive detour and attack a heavily fortified sector, all in exchange for an unspecified reward - I'll pass. Had that stranger offered a more tangible reward, like military support by a faction he controls, I might have decided differently.
okay and then there's players like me how take every task, who wants to explore almost every sector of the game and who ... takes his time and creates youtube videos if I discover something interesting or something that might be useful for "casual" players.
but i guess both approaches to a game are totally fine.- 1
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Reduce UI Scale so I can see more inventory at the same time...
And maybe add a Sort Function for the Sector Stash.. -
well you can move to the Major's Base right away and "finish" the game.
But what is finished anyway? Not having played the nice quests, the awesome laughs and so on ... this is, at least for me, a huge part of the game. -
On 7/25/2023 at 2:00 PM, Warmonger said:
Sry, too late. While my game is spoiled with it anyway now. I don't think I have the desire to do that anymore. I put the game away.
dude, this is part of the game/story...
it's meant to happen as it's a major "turnaround" point / plot twist in the game! -
So I decided to rescue Bill and landed on Sector D10.
Upon checking the Sector, i realized how far apart the enemies are and decided to melee-yolo with shadow.
It was so fun that I already did it like 10 times, always with different approaches and I actually tried to speedrun it - since it's a racetrack!
How fast can you go?- 2
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22 hours ago, Jaywalker said:
It's not about like or dislike, it's about setting the correct expectations.
Jagged Alliance 3 is a sequel to Jagged Alliance 2, not the 1.13 mod: "1.13 had it" is NOT a valid argument to include any feature or function.
Is the inventory management in JA3 too basic? Yes.
Should it in any way resemble 1.13? Absolutely not.
So on and so forth on pretty much any topic.couldn't have said it better. get my thanks for that.
JA3 is a promising base for all the mods that are to come, i guess we can all stay tuned.- 1
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2 hours ago, Melliores said:
The price very much matters.
Some comparisons :
At 20 loyalty the price of training militia might be anywhere from 1500 to 1800 for 4 militiamen.
At 100 loyalty this drops to 600 for each round of training.
You also have to add to the cost the wages of the mercs doing the training - the more leadership and certain perks/talents they have, the faster it will be.
So if you save some money and time, you will be able to train more militia for the same amount of money. About 3 to 4 times more militia. That will help with overall finances.
okay, but you don't usually wait to train militia until it reaches a certain percentage of loyalty, so I simply would not take that into consideration.
Plus on sectors where you simply can't get any loyalty at all (outposts) the costs don't matter at all..
Regarding perks/talents: See my video. I made the comparism sheet at the end. -
Ah, okay that's a fair point, I didn't check for that since ... you need the militia anyway, so the price does not really matter, does it?
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I just made a Video on this topic, maybe you wanna have a look.
Just one short hint: to me it seems that loyalty does not effect training times.
The tooltip says so, but it doesnt. I guess this needs a patch, please.
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2 minutes ago, Hyperlord said:
Gave you a like for the video 🙂 🙂
appreciate it 🙂
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1 hour ago, Remi1987 said:
My most annoying issue is squad travelling in the grand strategy map view.
I have a trillion misclicks in the command view regarding travelling. squads accidentally start travelling when I try to click a sector etc. Also the cancel button is at times right mouse button and at times left mouse button. Very confusing.
MY SUGGESTION: Have a single click as a waypoint, and have a 2-3 second mouse click HOLD to confirm an entire travel journey. Then the right click, with a pop up warning, to cancel.
Then the icons are also not intuitive enough. When the game is on pause I want to see a red pause button, and when the time is moving, a green play button.Bug: Pathfinding and combat; I've missed an encounter, screenshots here. I moved the sea squad a sector up and the enemy was heading down. Reloaded the game, screenshotted the issue, and find a work-around.
Screenshot also shows that from my H10 sector I couldn't go directly to H9, I had to go first to G10 prison (see 1st screenshot below).
Looking fwd to see devs fix this, there are many bugs in here still.
(Regardless of this, game is FANTASTIC)You're on water, there is no aquatic/boat combat.
So you can't encounter enemies on the route. You could have moved to Fleatown Market if you wanted to combat the enemies yourself.
plus, what @sandman25dcsss wrote: Disable all automatic actions in the options. -
Even though it would love this option, this would make the game way to easy.
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6 hours ago, D13 said:
Can enemies also see in all directions, or do they have an invisible vision cone? Does it make a difference from which direction we approach them?
I made a video on this.
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Is it possible to include this into an existing savegame?
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4 minutes ago, Bearson said:
Strangely I havent found any dragunovs and m24s yet, so still using gewehrs for sniping 🙂
FN FAL is using 7,62 NATO, not WP
FAMAS is just too underpowered for me ATM.
why did I combine sentences with an AND?
Dragunovs AND FN-FAL (not 7.62WP) AND M24 (not 7.62WP) AND Shotguns (also not 7.62WP)
First M24 was to be found on the Haunted Mansion for me, one of the dead soldiers in the upper corner, close to the locked shack/building.
but i agree: FAMAS + AK47 feel underpowered! -
M-14 is not my favourite, but dang, Dragunovs and M24. Pure Love.
You get plenty of 7,62WP so I got 5 Mercs with Dragunovs and FN-FAL / Shotguns as secondaries.
Some also carry MP5 or FAMAS as third option. -
24 minutes ago, Bearson said:
Another thing:
When all mercs in a squad are selected, the one with the highest stat for an action (lockpicking, disarming explosives etc) doesnt get picked automatically.
yeah, good point! it's always the closest one.
That's why i usually pick Livewire, send her across the hole map - she is so smart (Wisdom) that she finds all the stuff.
Barry defuses, someone else picks it up.
But it's laborious. -
Sorry mate but it seems you did not understand how the game works.
even in the first few sectors it's totally possible to not get hit at all.
If you're smart, you grab those Gewehr 98 from the Graveyard and snipe the shit out of the enemies.
Maybe I will make a video on this topic.- 1
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18 hours ago, Warmonger said:
JA3 is a true follower of JA2. It uses better graphics of course and creates a more complex world. The KI acts good, better than the one of JA2, the fights are advanced with all these additional options and fun to watch. The atmosphere? Well, it is growing but the "Major" fx does not come up to "Deidranna2 whom I hated from the first moment on. The "Major" for now is not really existing while Deidranna always was. Well the atmosphere of JA 2 is hard to reproduce and I forgive it away, if does not work at once. So we have only this management difficulties of the stuff, healing, supporting and so first of all to be made better. JA2 was simple and good with that, while it also always lacked depots and I used to have depot-sectors where I put in what did not need currently for later. Anyway it is a good game. But if it will get the evaluation of 90 will depend at least maybe on these management questions.
how many hours are you into the game yet?
The Major is perfectly fine...- 1
DevDiary 16 - Patch Roadmap
in DevDiaries
Posted
Hell yeah, I love it!
Awesome update!!