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But my daily is in the negatives now since I have over million in the bank so I hired a team full of legendary folk to train my main team and train the local militia.
So I got cash to just blow
Your situation is not hopeless tho. You can create a custom character that doesnt have a daily cost, but they have a flat cost you pay up front.
So if you run out of money and all your mercs leave, then at least you have that one character to fall back on.
Can make dude a melee character and not rely on ammo and just stealth kill enemies with the knife.
do those diamond caches around the map for extra diamonds to sell to get your money up.
Its wont be easy, but atleast you arent completely screwed and have to start a new game. You can still salvage your current save with that custom character.
@Paul has a point: hacking all the devices and intercepting diamond travel, accomplishing side-quests, etc.: they generate money income besides the mines.
The mines in the north are tough (Pantagruel you have to satisfy or fight the communists, Diamond Red is well defended)... the mine to Port Cacao is not that tough, so maybe take a south-eastern route. There are also so many quests around Port Cacaco that can help you increasing the income via loyalty.
Talking about ammo... that is really tough (at least was for me): Fleatown market at least allows you to purchase 7,62 WP a day; NATO is very scarce until you get to the Eagle's nest.
Also trading tiny diamonds for lootboxes in Fleatown is a good way to get some new weapons/useful items.
Are you spending a lot of time training militia and doing R&R? That's where I find a lot of my cash goes. Sometimes it's worth not training up militia.
My status: First Blood/Unforgiving. Liberated the starter island and the second peninsula, have 300k but there was a moment where things turned upside down and I was extending contracts of my two teams by 4 days each. Ivan is the most expensive merc on my team, most are tier one, the rest is tier two.
I did install the mining mod today. I didn't need the money yet and mines were running, but I want to take it slow. The 'mining timer' was harming my enjoyment even before I got issues with it. ;)
Much like you I had to scavenge for diamons / attack convoys and sell them to keep a squad of 5-6 (with 1 IMP and 1 MERC which both are free) when I had 1-2 mines and cities with low loyalty. Furthermore my first mine got to run out (I think it may be a random one that goes out like with JA2 and I just got unlucky).
That's the Jagged Alliance difficulty ramp for you. You always have a tough start (or VERY tough in case of Jagged Alliance 2, to a point of being hard to get into) but once you gain momentum - you get the pay off.
Ultimately all the people saying its immersion breaking - No it is not, it is a mechanic that should make you focus on your mission (remember why you are here and why it is kinda urgent?).
Also you are not supposed to fortify in 1 place whilst training skill levels and militia for 30 days straight. It would be like demanding that starting island in RPG's should allow you to reach max level if you grind long enough - No it should not, it destroys game design and makes choices of a squad composition important not only in terms of stats but also their salary.
If you remember about those things, play smart, control your spendings on mercs etc you will be fine regardless of the difficulty. Timer on mines is also forgiving and you guys are panicking too much about it - your financial problems are comming from your bad choices in game, not its design.
Like someone else said, don't try to fortify every place with full militia...it takes a long time, try to focus on the most strategic places and chokepoints where enemies tend to attack (their troops come from the forts, so taking these over can help defend your back ranks and let you focus troops on just a few key frontline places. For example the fort in sector G10 is a huge strategic place and if you take control of it you can control any enemy attacks going down river towards places like Port Cacao and Fleatown, since boats can't go around it. I haven't seen troops crossing the whole southern continent to reach Port Cacao myself, and if you do see troop movement that way you would at least have a lot of time to decide how to deal with it due to the slow travel time, whereas attacks downriver are fastest and can surprise you the most.
Speaking of militia, make sure your main squad is using their time wisely, are you spending a lot of time fortifying places with them and 4/6 are waiting around doing not much? It might be better to get a 1-merc squad only for militia training that you can move around while your main squad is focusing on objectives. Fox and MD are a good choice for this because of their teaching skill. Sometimes you may need to do 2-3 militia trainings on front lines in a newly-captured sector to make sure you don't lose it right away, but then you can have Fox finish up and also reinforce lost militia so you don't spend days moving your main squad around just to come back and do 1 militia training, that is a huge waste of their time, which translates to your bank account.