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Jagged alliance 2 gold 6 merc imp mod
Jagged alliance 2 gold 6 merc imp mod








jagged alliance 2 gold 6 merc imp mod

Rifle - context sensitive: hunting rifle, or general term including several categories of long-weaponsĭMR - Designated Marksman Rifle, different term for SR SA - Side Arm, a collective word including Pistols, Revolvers and sometimes MPs LBE - Load Bearing Equipment.including (but not limited to) Vests and Backpacks XP - XP-lvl/lvl/etc, Experience Points respectively Experience Level HLT - Health.i generally use "HP" instead, since that is what i'm used to, but just-in-case Merc - mercenary, the named characters you hire, or recruit, into your teamĮP - Energy Points (stamina/endurance/etc)īP - Breath Points, different term for EPĪP - Action Points, this defines how much a merc can do during a turn IMP - actually the ingame organization letting you create own mercs, but generally the term used for these characters

jagged alliance 2 gold 6 merc imp mod

MERC - also M.E.R.C., another source for recruiting mercs The latter i want to avoid, hence i took the offer of disabling the enemy typeġ.13 - JA2-113 / v1.13 / etc, relate to the JA2 v1.13 community-patch-turned-modding-platformĪIM - a source for recruiting characters (mercs) (*) the Sci-Fi mode adds a couple of weapons (prototype and fictional) which i would like to see - however, it also adds a rather lengthy quest resolving around fictional enemies. One could surely go on for a couple hundred lines, explaining/detailing this or that and the reasoning behind it, but IMO, the above is the more interesting part * disabled: AI Player 2 (aka "Arulco Special Division" ), Creature Raids, Crepitus (*), Zombies, Diseases, Food, Dynamic Opinions, Take Prisoners, Intel, Equippable Militia, Militia Ressources, Militia Volunteers, Private Military Company In addition i set LDR to grow 60% slower (during tests i had the impression that it grows too fast))

JAGGED ALLIANCE 2 GOLD 6 MERC IMP MOD MOD

* enabled: Allow Reinforcements, Drassen Counter Attack, Massive Counter Attacks, Strategic Militia Command, Individual Militia, Mines Require Workers, Advanced Repair, Sell Items via Sector Inventory (for 10% value), and sidenote: (the AFS mod slows down the progression of XP by ca 40%. A couple of squads team up for each counter attack).Ī very short list of changes i made - in particular i only list the micromanagement stuffs that i changed: Thus, modifying the easier level was simpler than the other way round.Įxample of changes, the enemy now has unlimited pool of troops (this only affects how easy they can replace losses), and the "Drassen/Massive Counter Attacks" consist of only 10 soldiers (plus a random number IIRC - and this is per "squad". The reasoning: the third and fourth difficulty levels throw a lot of enemies at you, resulting in more micromanagement - i don't like too much micro. I modified it a little to beef things a up a little. It is the second of four difficulty levels. In strategical, the time passes in selectable speeds modes of slow/medium/fast (called 1/30/60 minutes, although the latter 2 are really just a greatly speeded up "1 Minute" ). In strategical, you explore the world, give long-term assignments to your characters, do "auto-resolve" battles - also you have access to your in-game laptop, which allows additional options, like hiring more personnel. In tactical, you explore sectors, interact with NPCs (both in real-time, usually) and do "direct" combat (the latter in turn-based).

jagged alliance 2 gold 6 merc imp mod

It includes a "tactical" part and a "strategical" part. Jagged Alliance 2 was released in the late 1990's. Greetings generals and welocme to my Jaggeds Alliance 2 LP/AAR thread










Jagged alliance 2 gold 6 merc imp mod