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Ein Übersetzungsproblem melden
The install method recommended on these forums (a post by Saugus49 a while back) would install 1.13 alongside of the vanilla version so you'd always have both.
I'm with you on this one.. too many ammo types to keep track of, imo.
There are two options for this.. idr the difference between them exactly, but.. try the other. :)
Thanks for pointing out more of the options.. It's hard to remember them all.
Anyway, I wonder how old version of 1.13 I've been playing. Last time I played 1.13 (that was maybe a year or two ago), there were less features in the settings. Now, even the new game screen has lot more options. I first had attachments/inventory set to new/new but it was really confusing, so I switched it back to old.
The new targeting system was something I hadn't seen before as well, so I used the old one on that as well.
skill progress, new skills, better character customization (size, skin color, clothing etc.) and other things were new as well.
Also the max AP seems to have been pumped to 100 instead of default 25. It's really confusing right now. Can I switch it back somehow?
Edit:
Why does some of my weapons show the amount of ammo left in the weapon as ?? instead of number? Even if I eject the clip and reload the weapon, it still shows ??.
I'll start with the easy one.. This happens based on your IMP's stats.. It's been a while since I played so idr for sure which stat affects it. It's designed to reflect the real-world concept that only very experienced shooters are able to keep track of how many shots they've fired in a stressful situation like combat. A low stat gives ???, a medium stat gives something like [Low|Medium|High], and a high stat shows the exact amount of ammo remaining in the clip.
It's a little extra realism that I think takes the game further from 'game' to 'simulation'.
The advice on install of the mod was to copy your entire JA2:Gold folder system to something like C:JA2 and install the mod there. The reason for the instruction wasn't to allow both to coexist, but to prevent problems some players had with permissions in the Steam Folder not allowing them to install and/or play the mod. The fact that it means you have both is a happy coincidence.
The most recent release last I saw was Release 4870. There was an install and a patch at the time (a few months ago). I heard a new release was coming out, but I haven't seen it yet.
If your game mod is Release 4870 or higher, you probably have the current one.
You can switch back to the 25AP standard system. idr if that's an in-game setting or an .ini file change.
Just for info: the 100AP system starts as simply the 25AP system with everythng's AP cost (movement, shooting, etc, etc) multiplied by 4. With that lower granularity, there is the flexibility to differentiate weapons and actions more by modifiying from the new base AP cost by 1 to 3 in either direction. For example, 2 guns which used to both take 5AP to aim might now be 19 vs 21.. which would still round to 5 in the 25AP system, but allows them to be different in the 100AP system.
The change doesn't affect actual gameplay much, since the total amount you can do in a round is unchanged. Call it a 'flavor' or realism mod.
This has nothing to do with 1.13, but I was just wondering that how come my IMP character can't train one of the mercs.
Spider has 57 AGI right now, and I wanted to raise it slightly by training, and was thinking of doing that with my IMP guy who has 80 AGI and expert teaching. However, it's blinking in red, like I'm not able train her. Yes, I checked multiple times that I'm actually training AGI and Spider's a Student for AGI.
For some reason, Ira can train her, even though her AGI is slightly lower (72). She has expert teaching too.
I just don't get it.:/
What you're describing is what would happen in the self-train mode.. IMP at 80 can't, Ira at 72 can. My best guess, anyway. In essence, if I'm right, you have your IMP and/or IRA trying to raise their OWN AGI, while the student lacks a teacher.
Actually self-training is called "Practice" while the person teaching someone is called "Trainer". :p
Yes, I had both Ira and my IMP as "Trainer" while Spider was their "Student". And yes, all 3 mercs were in the same sector.
Ira is able to teach Spider to be more agile, but whenever my IMP tries that, the word "Trainer" keeps blinking in red (Same way Militia keeps blinking red if all nearby sectors are full of militia and you can't train them any further).
The weird thing is that my IMP's AGI is *higher* than Ira' (so you'd expect him to be BETTER Trainer than Ira), but he still can't teach Spider.
I can teach other people with other skills just fine, but not Spider with AGI. Oh well, I have other characters with high AGI who can do that. It would have been better with my IMP though, since he has Teaching (expert) ability.
Also, does having more Trainers teaching the same Student speed up skill increase? For example, Spider and Thor teaching medical to.. Grizzly for example. Is it more effective with two people teaching him at the same time?
If it is, does it affect the speed much, or is it just a small increase?
This is what happens when you work from memory and haven't played in a while. Glad you understood what I was getting at even if my memory of the terms was wrong
Sounds like you are doing it correctly. I don't recall any other dependencies.. High Leadership and a stat that you want to train that's higher than the student's and a student whose stat isn't above 80 or 85 (idr which) are all the dependencies I recall.. And with Expert Teaching, there's a minimum Ldr iirc.
Frankly, in my testing, Training didn't seem to be enough faster than Practice to make it worthwhile even 1:1.. if you have 2 or 3 Students with 1 Trainer it might be worth having the Trainer not doing something else. But all of this is my recollection of less-than-exhaustive testing. Try saving your game and running Practice, 1:1 Training and 2:1 Training for the same period of time and see how the results differ. Give it a fairly lengthy time.. at least a day or two.. cause idr if there's a random factor in skill improvement.
BTW, is there any way to make Enrico not complain about not making any progress? If you spend too many days without taking any towns, he starts sending e-mails, which also reduce loyalty in each captured town.
I like to progress slowly, and have the recently captured town full of milita before I move to the next town, which can take some time, especially if I make everyone regular instead of green militia, and if I don't have really good trainers.
Not to mention if there are any seriously hurt mercs, or lot of damaged equipment, I gotta take of those as well.
iirc Ldr is helpful any time you're teaching someone else. And Wis is helpful any time you're learning (including by experience). Other than that, when Training someone else, I think the stat you're training has to be higher than theirs by a certain amount (which idr atm). Not sure if more than that minimum difference makes it faster or not.
It's about IMP design for a squad in the 1.13 mod. There's some discussion in there of the various stats, their effects, and why I chose the ones I did for my mercs. Could be some of it would be helpful.
There's also a ton of info in the source material for the 1.13 mod, tho it can be hard to ferret out.