Or a savescumming orgy aka playing vs rng, not the game itself, which isn't difficult at all, only very boring. Townltu: I think Arulco Vacations may fits most to what i believe to recognize as your preferences, Make sure to have a scout in every travelling group, perhaps also radio operator, a spy, Manuel asap. Trigger_massive_counterattack_at_drassen = TRUE However to make the game even more insane, my additional recommendations for ja2options.ini: "only ever played 1.13 once before" will probably end in quick party wipeout on insane, Its not insane difficulty if enemies drop all, even if its "on" in a mod by default,Īs it destroys financial balance if you sell these itemsĪnd item balance when you play with the recommendable "minimum item progress".Ħ too much, i dont play with food, ja2 is not a restaurant simulator )ħ mercprofiles.xml contains all data, btw its only insane if you make them worse, not if you improve them. I think battles with militia are utterly boring and dont fight with them, unless for artillery strikes from other sector.ĥ. However I recommend to make hard saves after major steps in case gamebreaking stuff happens.Ĥ again check ja2Options.ini, dunno whether they get better, Latest sci may have minor bugs, rarely major, To get latest main trunk 1.13 version, check "Depri's builds and packages" thread, I think Arulco Vacations may fits most to what i believe to recognize as your preferences,īest played with sevenfm's enhanced ai exe, both have their own subforum on bears pit. would love some help, advice, info or just general comments. should i use the one in data-1.13\binary data folder or the one in data\binary data folder, or was there something i did wrong? Tried to edit mercs with PROEDIT.EXE, but it didn't work. How much micromanaging is required with the food system? Will my mercs eat automatically if there is food available in the sector they're in or do i have to feed each of them individually when they're hungry? And can food give you temporary bonuses as in some games or are they purely to avoid hunger?ħ. When militia and enemy patrols fight each other and none of my mercs are there, the ones that die don't seem to drop their gear. So if specially equipped militia are a lot better than ordinary militia there are some sectors i would like them to leave gear untouched.ĥ. If using this option tho, there would be some sectors where i store all the gear for my mercs, where i don't want the milita to touch any of the gear. Would militia become much more efficient if i equip them with high-end assault rifles, LMGs, snipers and armor? If so it would be neat to be able to do that. though i still haven't figured out how yet. Seems there's a way to equip your own militia with guns and armor. Is this still true or could i edit the ini file to allow 50 mercs for instance?Ĥ. Saw something once it wasn't recommended to have more than 32 mercs. Is there a way to make it more interesting?ģ. Sci-fi game mode doesn't really add much to the game. I can't get the IMP gear selection screen to work and this is a feature i'd really like to haveĢ. Have a few questions that i may as well ask since i'm already writing this post:ġ. Would really appreciate some help and good advice. I'm running 1.13 7609 (are there newer versions that are better and stable?), and i'm wondering if i could run into problems installing them and if i should install them in any specific order. Then there's the question of compatibility. ![]() I also wouldn't mind people recommending mods that are in line with the things that i'm interested in. So if someone wants to tell me the major features of these mods, or point me to pages that explain them in detail, i'd be grateful. Several of these i've had problems find out exactly what they do tho, as i run into a lot of "page not found" when clicking links (especially on Bear's Pit forum). These are some of the mods i consider trying: ![]() More crafting recipes would be neat and so would more facilities that let's me do stuff. Mods that add more interesting stuff to the sectors in the game are of interest to me. I also want to add new npcs both recruitable and questgivers, and i want to make more of the original npcs reacruitable. What i want to do is play the original campaign in 1.13, but with mods that add weapons, armor, ammo types and other cool items. I feel i lack info on what some mods do and i'm not sure about the compatibility these mods have with 1.13 or each other. From previous experience with mods in other games i would like some advice on this instead of spending hours or days to make it work through trial and error. I want to start a new 1.13 game on INSANE difficulty and i'd like to try out a few other mods as i've only ever used 1.13 before.
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