Jagged Alliance 3

Jagged Alliance 3

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DiceMan-Reinforcement-Lite
   
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1.163 MB
Nov 29, 2023 @ 11:42pm
Dec 8, 2023 @ 3:57am
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DiceMan-Reinforcement-Lite

In 1 collection by wait4friend
JA3-Rougelike
9 items
Description
A lightweight Reinforcements & Betrayal mod. It's save compatible.

1. Random Reinforcements: Both sides have the chance to receive reinforcements of varying sizes under random conditions. Player reinforcements consist of militia, while enemy reinforcements include all enemy types.

2. Random Betrayal: Individuals on both sides have the opportunity to join the opposing force and turn against their former allies in different battlefield situations. And you have chance to control betrayed enemies, temporarily.

3. Reinforcement Locations: Reinforcements for both sides can randomly appear at different locations on the battlefield, such as behind the player at a exit zone or even airdropping directly in front of the player.

Note
  • This lite version mod includes only basic functionalities. If you desire more Rougelike features, consider tring the full version DiceMan-Full , or check my other Mods wait4friend's JA3-Rougelike
  • Welcome anyone to draw inspiration or code from the DiceMan series, but please give me a SPECIAL THANKS :-) .
25 Comments
wait4friend  [author] Jan 12, 2024 @ 4:33pm 
The lite version is an experimental algorithm. And in DiceMan-Full version, with a better algorithm , the airdrop points are more scattered. Most of the time, they will be within 5-10 tiles of the player.
Skooma Dealer Jan 12, 2024 @ 12:39am 
Most of the time when enemies arrive, they spawn on top of my mercs, like in their square. Is there a way to turn that part off?
wait4friend  [author] Jan 11, 2024 @ 11:38pm 
@SKooma, sorry, but I didn't understand what you exactly want. Can you explain more?
Skooma Dealer Jan 11, 2024 @ 8:19pm 
When this mod is on, it's superb, but is there a version of this that doesn't have enemies spawning in the same square as my mercs?
wait4friend  [author] Jan 10, 2024 @ 5:24pm 
Actually not. If you consciously disable some options, they won't conflict.

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Due to DiceMan modifying various aspects of enemies, such as stats, perks, weapons, armor, loot rate, etc. In theory, it may not be compatible with other mods that have similar functionalities.

However, DiceMan employs runtime modifications, meaning the changes take effect at the beginning of each battle. In most cases, DiceMan will override static modifications made by other mods.
p6kocka Jan 9, 2024 @ 9:39pm 
I am using the Nightmare mod and Rato' s overhaul. I think these two mods aren't compatible with your mod, are they?
wait4friend  [author] Jan 9, 2024 @ 5:07pm 
@p6kocka good point. And the "the enemy should match the mercs level" is a feather of the DiceMan-Full, try it if you like it. This lite-version includes only basic functionalities.
p6kocka Jan 9, 2024 @ 10:36am 
Great idea. But sadly unbalanced. Only the second mission...3 or 4 enemy well armed soldiers appeared with a leader who literally erased my soldiers in 3 turns.... the enemy should match the mercs level at least.
wait4friend  [author] Dec 11, 2023 @ 5:34pm 
@feanture Great suggestion. In future full versions, I might increase the rondom probability of reinforcements who match the current enemy affiliation.
feanture Dec 11, 2023 @ 5:22am 
Great mod! Can you please consider changing the reinforcement type from random to current enemy Unit affiliation? Right now Legion can have Army or Adonis reinforcement which is break immersion in my opinion. Thank you!