Jagged Alliance 2 remake in 3D by bitComposer

Paleocon wrote:

Oh, and why when you kill a bad guy can't you loot what he shot at you with? Most of the time they just drop a handful of change and a couple bullets.

That's sad; in JA2 they'd drop it all. It'd be lousy quality, but you could still get it and repair/sell it.

Paleocon wrote:

How did you get that camera angle? It looks like a shallower tilt than the normal camera angle.

Mouse wheel changes the camera angle.

Quintin_Stone wrote:
Paleocon wrote:

Oh, and why when you kill a bad guy can't you loot what he shot at you with? Most of the time they just drop a handful of change and a couple bullets.

That's sad; in JA2 they'd drop it all. It'd be lousy quality, but you could still get it and repair/sell it.

Exactly. I purposely attacked a guarded roadblock because the troops there were pretty well equipped. I ended up shooting folks in the head because they were all wearing body armor, but none of them dropped any armor. Just handfuls of cash and a little bit of ammo.

I think the next merc I'll recruit will be a dedicated sniper. I understand that one shot kills rarely happen even when you're using .308 ammo on a successful head shot. That's a bit of a disappointment, but it will still be nice to pick off one or two folks at "downtown" range and draw the rest into a minefield or ambush.

Paleocon wrote:

Do the "retake" missions of bad guys become increasingly difficult and frequent the longer you wait? Should I try to blitz my way through the map to keep them off balance and keep them from regrouping?

They become more frequent the more income you steal from Deidranna. They also happen as direct reaction from you taking a valuable location e.g. a town with a mine. And they become more powerful over time - the more often Deidranna has to send squads the stronger the troops become that she sends.

Paleocon wrote:

I think the next merc I'll recruit will be a dedicated sniper. I understand that one shot kills rarely happen even when you're using .308 ammo on a successful head shot. That's a bit of a disappointment, but it will still be nice to pick off one or two folks at "downtown" range and draw the rest into a minefield or ambush.

A merc with both excellent marksmanship and dexterity should be able to one shot most of the time when you do not exceed the weapons range.

Excellent.

Okay. One thing that I wish was included in the Quest status log is hints that were given out by the quest giver. I suppose I could write the stuff down, but I'm so used to not doing so that I forget. Right now, I'm completely stumped on the location of the two remaining SAM batteries, so I've been tearing holy hell on the island trying to find them. So far, I've taken a farm with a dark secret, a university and hospital, a bunch of roadblocks, and a drug lord's villa and attached complex that looks like a prison.

My B team has had to repel three retake attempts. The first was the most difficult since at that time my B team consisted of Grunty, Buns, and Igor (all armed with AK's). Now that squad is beefed up with Meltdown and the African stabby dude (also with AK's).

I did some reconnoitering and found the barracks. It looks like a pretty beefy complex and I'm pretty sure I'll want to be a little better armed for that encounter. My A team is mostly up to level 5-6 now and the whole overwatch thing is starting to really click for me.

I had Wolf pop around a corner and shred three guys with the SPAS15 before running out of ammo. After that, he took off running down the street to get away from the last two dudes with machetes. Lucky for him, Steroid and MD were sitting on top the roof of the building across the street in overwatch. I had completely forgotten about them, but they lit up the side of the building with a SCAR-L and an M-16.

I'm actually finding that I'm making better cash out of Viking raids than I am by daily income from the ground I take. Key to that is having a decent mechanic and repair kits so I can sell off the loot at the local arms dealers.

Oh. Does the machine gun expert perkonly apply to belt fed machaine guns or all automatic weapons?

Okay. I just hired ivan. He's easily the most expensive merc I've hired to date. Is he worth it?

Quintin_Stone wrote:
Paleocon wrote:

Oh, and why when you kill a bad guy can't you loot what he shot at you with? Most of the time they just drop a handful of change and a couple bullets.

That's sad; in JA2 they'd drop it all. It'd be lousy quality, but you could still get it and repair/sell it.

I think In vanilla you could knockout enemy soldiers and steal their stuff but drop all was modded in if I'm not mistaken.

----

I noticed a thread about updates in the official forum . Michael said there would be two major updates with new features and one of them will be coming out soon . They'll announce something next week. He also said they are working on sector inventories. He admitted he got all the information about release schedule but he's not allowed to reveal the specifics.

I'm really itching for sector inventory I hope it comes out soon .

I'm not sure what "global inventory" and "sector inventory" mean.

Paleocon wrote:

I'm not sure what "global inventory" and "sector inventory" mean.

The ability to trade items when you're in the world map instead of, say, at the airport. It would be much faster trading items between mercs.

ebarstad wrote:
Paleocon wrote:

I'm not sure what "global inventory" and "sector inventory" mean.

The ability to trade items when you're in the world map instead of, say, at the airport. It would be much faster trading items between mercs.

cool. Would that work for mercs not in the same squad, but in the same sector?

Paleocon wrote:
ebarstad wrote:
Paleocon wrote:

I'm not sure what "global inventory" and "sector inventory" mean.

The ability to trade items when you're in the world map instead of, say, at the airport. It would be much faster trading items between mercs.

cool. Would that work for mercs not in the same squad, but in the same sector?

That I don't know. I think this was a feature of the original JA2, but I didn't play that so I'm not quite sure how it would work, though that sounds reasonable to me.

ebarstad wrote:
Paleocon wrote:
ebarstad wrote:
Paleocon wrote:

I'm not sure what "global inventory" and "sector inventory" mean.

The ability to trade items when you're in the world map instead of, say, at the airport. It would be much faster trading items between mercs.

cool. Would that work for mercs not in the same squad, but in the same sector?

That I don't know. I think this was a feature of the original JA2, but I didn't play that so I'm not quite sure how it would work, though that sounds reasonable to me.

That feature in JA2 was really handy. All you had to do was to find the object in the map (say, open a drawer, see a medkit) and it would be accessible from sector inventory when you were in the worldmap view. Objects could be passed from any merc to any merc no matter the squad they were assigned, as long as they were in the same sector.
Current inventory system is really weird, the "exchange items" button itself is weird anachronism. I want to be able to simply enter someone's inventory and drag item to other mercs mugshot in order to drop it to his/her inventory. That alone would make everything much smoother.

What if you use a stash house though for gear? I have an equipment drop at the vendor shack in cambria because it is a handy central location. Technically it isn't in my inventory but I absolutely need it. Can i still access it from sector inventory.?

in JA2, you could even simply drop things on ground and they'd be in the inventory. As long as mercs knew that such an item is in the sector, they had access to it via sector inventory.

Most wrote:

in JA2, you could even simply drop things on ground and they'd be in the inventory. As long as mercs knew that such an item is in the sector, they had access to it via sector inventory.

Cool.

I think my main quest line is stalled again. I met with the rebel leader, but don't know what the next step is. At this point, all I'm doing is tearing through the map looking for SAM sites. I suspect the major counterattack is forthcoming.

Also, I haven't been paying terribly close attention to the morale stat. All of my mercs are at "good" morale and I have made sure not to put folks with traits like "amazon" and "macho" together. Is there a way of telling which team members work well together? I figure Grunty, Igor, and Ivan are pretty much cemented at the hip. Are there other combinations that work well together? How can you tell?

Paleocon wrote:

Are there other combinations that work well together? How can you tell?

I posted this link in a spoiler above:
http://ndnw.net/JA2/relationships.html

It's really useful but it doesn't work too well for early game except for Grunty and Igor. I got Raven then got some cash and tried to recruit Spider and she refused. I got wolf instead and he was a great choice because he's a jack of all trades (65mechanic/44~medic and little explosives without specialization) . He also wields a mean Shotgun.

By the time I get Spider to join me I don't know what to do with her.

I think that putting Macho with women is a good thing but putting amazon with men is a bad thing. You still have to be careful because you don't want to put Fox and Steroid on the same team. Steroid also doesn't like Russians. The women in Jagged Alliance don't mind the sexual harassment as long as it comes from the right people.

The mercs don't interact with each other in this game, do they? The only comments I ever hear are related to taking orders, spotting something, or killing someone.

Paleocon wrote:

I think my main quest line is stalled again. I met with the rebel leader, but don't know what the next step is. At this point, all I'm doing is tearing through the map looking for SAM sites. I suspect the major counterattack is forthcoming.

In the rebel camp Miguel should have a quest for you that suggests what city to attack next.

Spoiler:

Go to San Mona and talk to the crime lord.

In case you want to spoiler yourself the locations of the to SAM sites other than the one near Cambria:

Spoiler:

One is at the bottom left of the map near Meduna. The other is on the bottom right of the map.

MEATER wrote:
Paleocon wrote:

I think my main quest line is stalled again. I met with the rebel leader, but don't know what the next step is. At this point, all I'm doing is tearing through the map looking for SAM sites. I suspect the major counterattack is forthcoming.

In the rebel camp Miguel should have a quest for you that suggests what city to attack next.

Spoiler:

Go to San Mona and talk to the crime lord.

In case you want to spoiler yourself the locations of the to SAM sites other than the one near Cambria:

Spoiler:

One is at the bottom left of the map near Meduna. The other is on the bottom right of the map.

Doh.

Spoiler:

I think I might have killed the crime lord in San Mona. I went up there looking for the SAMs and folks started shooting at me so I killed everyone that pulled up a red icon. Have I totally borked my game?

Paleocon wrote:
MEATER wrote:
Paleocon wrote:

I think my main quest line is stalled again. I met with the rebel leader, but don't know what the next step is. At this point, all I'm doing is tearing through the map looking for SAM sites. I suspect the major counterattack is forthcoming.

In the rebel camp Miguel should have a quest for you that suggests what city to attack next.

Spoiler:

Go to San Mona and talk to the crime lord.

In case you want to spoiler yourself the locations of the to SAM sites other than the one near Cambria:

Spoiler:

One is at the bottom left of the map near Meduna. The other is on the bottom right of the map.

Doh.

Spoiler:

I think I might have killed the crime lord in San Mona. I went up there looking for the SAMs and folks started shooting at me so I killed everyone that pulled up a red icon. Have I totally borked my game?

Spoiler:

The kingpin didn't show up as red for me, but I went there as part of the quest. Go to the mansion and see if he's there.

Ah. Okay. If he was the noncombattant in the posh building I might be okay. Even still i can't imagine he is too thrilled i just iced his entire army.

I don't recall him having a ! Over his head though.

What sort of weapon fires the 66mm missile?

So i downloaded a couple of mods earlier this week and it seems like my steam achievements aren't unlocking now. Anyone else encountered this issue?

Paleocon wrote:

What sort of weapon fires the 66mm missile?

rocket rifle, Auto rocket rifle, and LAW, i believe.

So I finally played through the tutorial. Not bad so far, though I'm not entirely sold on how the camera moves. In short, ALT-mouse rotates the camera using the camera as a pivot, so to get a different view on the current scene I have to rotate, move the mouse so the scene is in view again, rotate more if I hadn't rotated enough, move again, etc.

What I wish is that ALT-mouse rotated around the center of the viewed area, similar to how other games with this sort of camera work (Dragon Age, for example). To be more specific, if you draw a line straight out from the center of the screen, rotate the view around the point where that line touches the horizontal plane the characters are standing on. Or if the line never hits the plane or does so too far away, just pick a point.

As another slightly weird thing, when I move the camera in really close it goes to a panoramic view (fine) but then increases in height some distance so I can no longer see my team very well--I'm too far above their heads. I often found myself trying to zoom into the point where if I went any closer the camera angle would change, and fighting with getting this exactly right. With the touchpad on my Macbook, this is a PITA.

I am starting to encounter the harder situations. I just got to a depot area where I just killed of a couple dozen folks with very good equipment. Now the remaining 10 or so are holed up inside a building I can't seem to breach easily. The approach is rough with no good cover and the entries are all pretty bad from the standpoint of kill zones. It would have been really nice to have purchased the rocket rifle.

I looted most of the bodies I could get to, but the majority of them are sitting in the street in front of the building. The best piece of loot I got off them was a PSG-1 that I'll mate to a 20x scope. I hope this means I'll be able to hit them as they point their heads out of the windows.

The interface makes it even harder as you can't really get a feel for the building layout even if you are already inside it.

At this point, I might just bypass the area entirely or come back when it is dark outside.

grenades are your friends. Also, if it's the depot on the west side of the island by grumm, you can loop around to the west side and pick them through the loading dock side of the building.

Lucky Wilbury wrote:

So i downloaded a couple of mods earlier this week and it seems like my steam achievements aren't unlocking now. Anyone else encountered this issue?

Mods disable steam achievements. Any configuration files disable steam achievements.

Lucky Wilbury wrote:

grenades are your friends. Also, if it's the depot on the west side of the island by grumm, you can loop around to the west side and pick them through the loading dock side of the building.

I tried doing that but the interface is so clunky I couldn't target them even though I should technically have line of sight.

Paleocon wrote:
Lucky Wilbury wrote:

grenades are your friends. Also, if it's the depot on the west side of the island by grumm, you can loop around to the west side and pick them through the loading dock side of the building.

I tried doing that but the interface is so clunky I couldn't target them even though I should technically have line of sight.

I find rockets to be a good way to deal with enemies in heavy cover. One rocket to a wall with a couple baddies on the other side provides sufficient AOE damage to take them out, or at least soften them up for a CQ assault. If you don't have any heavy weapons it might be best to just get really close to the window and pop in and out of cover with every shot.