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Posts posted by Stuurminator
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But then where will I find love, money, and death spells in my area? 😮
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On 8/12/2023 at 9:14 AM, 5Cents said:
But after arriving and finished a few sectors, i became aware of, that CQB s not that fun, i thought it would be. Devs spoke about that topic and they wouldnt do it the same was, like in JA2. I recognized that, because it was to dangerous to sneak, hide and kill, with only one merc and almost no possiblities to confuse the enemy, with stones, Marvels, bobby traps. Sadly, that tactic didnt work, so i switched to sharphooting, where i had similar problems, but it was much more easier to play with.
Melee is plenty fun when you've got one or two melee experts out of a diverse squad. Then it's one more tool in your arsenal. I imagine it would get pretty samey if you tried to field a squad using nothing but melee. That's probably true with any character build, though - the gameplay really benefits when everyone on your squad fights a different way.
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On 8/8/2023 at 8:59 AM, qwaqwe said:
1. Based on JA1 story
2. Based on JA2 story
With all mercs, good balance, a lot of weapons, additional quests etc.
You're going to be waiting a while. These sorts of mods require extraordinary amounts of work.
Why don't you work on it yourself instead of waiting for someone to do it for you?
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Afraid not. Biff is done with Grand Chien.
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19 minutes ago, sandman25dcsss said:
If grave robbing or entering bunker is that important, they should request confirmation or at least give big red blinking warning. I am not going to carefully reread every long message to check if there is some 1 month long penalty there. Omryn said nothing when entering bunker, just started complaining when already inside. If I had claustrophobia, I would refuse entering and you would need to increase my salary or something.
When you investigate the mass grave, the message questions your morality before giving you the option to confirm you want to raid it.
Claustrophobes speak up when they enter an underground map, but only suffer morale penalty when combat begins. Not to mention that you can see they're claustrophobic at any time in their character screen.
Do you want every morale effect to be preceded by a pop-up message saying "WARNING: THIS ACTION WILL CAUSE _______ TO SUFFER A MORALE PENALTY, CONTINUE?"
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Bug or not, I'm fine with the long-lasting morale effects (so long as they're not permanent). I like feeling the effects of my actions for a long time.
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I'm playing my first game fully mod-free, but on subsequent playthroughs I think I'll pick up these:
- Descriptive Ammo Icons, because I can never tell them apart
- Trap is Mechanical or Explosive, because I know the disable/disarm distinction but struggle to remember which is which
- Explain Morale Influences, since I enjoy seeing the fruits (and consequences) of my efforts laid out before me
- Longer IMP Names, so I can format my IMP's name like the base game characters
- probably a zoom mod so I can see my mercs up close and the whole map at once
- some IMP options to change things up, but we'll see which specific ones when the time comes since there's more coming out every day
So mostly interface/quality-of-life type stuff.
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Wait, how did you manually enter turn-based in JA2? I never knew this was possible. All this time, I thought that was just a 1.13 feature.
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On 7/27/2023 at 5:08 AM, Siedepunct said:
I miss him since JA2, Colonel Leo Kelly.
Don't worry, I'm sure'll be an antagonist in JA4.
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On 7/22/2023 at 10:58 AM, Melliores said:
What I would also enjoy is the Shift + click function to move a single stack to your stash, instead of having to drag and drop it.
Just double-click it.
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Are you sure your characters are actually hidden? By default, the shortcut to enter hidden mode is "H". Otherwise, your mercenaries are just moving about in plain view.
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It was a close race for me, but I eventually chose Hamous because it would be least unlikely that he'd turn up in Grand Chien. I'd have loved to stumble across him in the middle of nowhere next to the wreck of some vehicle that couldn't possibly have gotten there.
Honourable mention to Madlab's Robot, which would be a fun change of pace but no longer has a niche in JA3 since you can create a mercenary that can tank entire firing lines anyway.
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You may want to ask your doctor to up the dose.
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36 minutes ago, cane said:
A hundred herb bushes later and still not a single wisdom gained. At this point I'm even questioning if it does train your wisdom
I know I've seen Livewire gain some Wisdom just from detecting things. Meanwhile, my 85 Wisdom IMP hasn't increased at all, presumably because Livewire detects everything first.
Interestingly, I've also seen Livewire gain Wisdom just from learning things, or so it seemed.
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A couple of my mercs have improved Explosives and I haven't disarmed a single thing, so I'm pretty sure throwing grenades can improve it.
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11 hours ago, DougS2K said:
No, it's the same few from the beta.
Are you sure? I'm pretty sure the beta only had four. The blonde and the mustached guy are new, aren't they?
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6 hours ago, sandman25dcsss said:
I recommend disabling automatic start of actions in options. Especially useful if you want to send 2 teams to the same sector.
WE CAN DO THIS?! 😨
I can't believe I never explored the settings and found this. This is a gamechanger.
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16 hours ago, div_zer0 said:
- In the squad management screen, I'd like to be able to change the order of the mercs within one squad by simply dragging them around (rearranging them changes the order how they appear on the left side of the screen during game play). Right now as a work around, I temporarily drag them to a new squad and the drag them back to the original squad in the order I want them.
You can also drag a merc's portrait on top of another merc's portrait to trade their positions in the squad. Still not optimal, but maybe you'll prefer it to your current method.
11 hours ago, shalak said:You can do it, if you enter the Sector Inventory from map view (right click the sector between squad icon and the sector border, couple of pixels wide - or change map filter to Inventory)
You can also hit 'H' to bring the sector inventory up from the sat view.
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Anyhoo, here's my IMP. Daughter of a wealthy Egyptian man and a beautiful Grand Chienese woman who watched too many John Woo movies and paid for private dynamic shooting lessons. Then she heard the president of her mother's homeland was kidnapped and, in an extreme failure of judgment, figured that training was equivalent to actual battlefield experience. Her privileged upbringing means she's less miserly or cynical than the typical mercenary, but don't worry, she's a quick learner.
My first IMP was CQC/Night Ops, but when I decided to start a new run for various reasons, I noted how heavily that character relied on the "Run and Gun" ability and how little a difference the darkness penalty actually made, at least at the ranges I was fighting with that character.
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On 7/15/2023 at 3:45 PM, LoboNocturno said:
the IMP merc was the key of the team back in JA2, had a letter of Chivaldori in his inventory and was just leading the team, just like Miguel was leading the rebels.
The letter is just in the inventory of the first merc you hired. It was only in your IMP's inventory every time because you created your merc before hiring anyone from AIM every time.
On 7/15/2023 at 3:45 PM, LoboNocturno said:Also in the intro where we meet Chivaldori in a rainy night somewhere in Czech Republic its our IMP that meets him there.
What are you basing this on?
On 7/15/2023 at 7:23 PM, DougS2K said:I was really hoping they would have added more IMP merc portraits before release and was shocked they didn't.
But...they did.
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JA2 doesn't really qualify as an RPG in the way that most CRPGs describe themselves. It includes RPG elements like individualized (and improvable) unit stats, quests, and "party members" with very strong personalities, but it offers almost no opportunity to define your own character besides very broad moral actions in the "how ruthless am I willing to be" sense. You could say it's as much an RPG as the Fire Emblem series.
JA3 appears to have massively expanded the roleplaying aspect just by dint of having dialogue trees and far more moral/quest decisions.
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10 minutes ago, Sirbastage said:
Trait Mr. Fixit. Bonus to Disarm, Hack, Lockpick, Unjam costs 1 ap. Disarm is in the game. The question is is it a viable way to acquire weapons.
Disarming soldiers of their weapons seems a little off-brand for that trait. I suspect that refers to disarming traps. The fact that it doesn't specify suggests there's only one type of disarming in the game, as well.
We won't know for sure until we get the game in hand, but I don't think we can disarm enemies. Call me pessimistic.
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I haven't seen it, and since melee seems to be more powerful in this game, I sadly suspect we may have lost disarming in the exchange.
It's a shame, too. I'm finishing up a JA2 game in which I made my IMP an expert martial artist, which was (predictably) situational at best, but useful for jumping the weapon progression queue.
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5 hours ago, ShadowMagic said:
We may assume we can also mod / remodel existing Mercs to make them represent their JA2 images much more? (*cough* Magic, Shadow, Scope, Scully, Reaper etc *cough*). That would surely bring the much needed JA vibe to the game.
I'm talking out of my ass here, but I assume the merc portraits/full-body dialogue images are just transparent PNGs (or some proprietary format that can be converted from a transparent PNG), so the challenge will just be finding a replacement image of sufficient size and quality.
Changing their models will probably depend on whether you can find a model in-game whose pieces you like, since it appears we can modify models easily enough by swapping parts around.
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Who is your favorite IMP?
in General Discussion
Posted
#2 is my favourite overall, which looks like a popular opinion.
The others aren't awful, but they have little details I don't care for:
I think that's overly harsh. The IMP has to be generic to fit whatever concept the player has for it (and many players use it as a self-insert). Any personality the devs include could conflict with what the player had in mind. I think they erred a bit too far on the side of caution, compared to JA2's IMPs, but I don't think this decision was due to laziness or just not caring.