Jagged Alliance 3

Jagged Alliance 3

DiceMan-Reinforcement-Lite
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!
wait4friend  [author] Dec 7, 2023 @ 6:00pm 
Reinforcements and game difficulty are not directly related, and there is no need to restart the game. In general, the reinforcement probability is based on random algorithms, making it unpredictable.

However, the following aspects may influence the reinforcement probability:
1. **Combat duration:** The early rounds of combat are considered a safe period, and reinforcements will not occur during that time.
2. **Difference in the number of units:** The greater the difference between the number of units on both sides, the more likely reinforcements will occur.

Therefore, you can try extending the battle to at least 5 rounds and maintaining a significant difference in the number of units on both sides. For example, leaving only 1 or 2 enemies.
SgtoPereira>>> Dec 7, 2023 @ 10:48am 
Hello. How is this Mod activated, I mean, how do the "reinforcements" appear on the map? I've already started several new games and in none of them reinforcements appeared, neither on my side nor on the enemy side. You need to play on the highest difficulty (I play on the second difficulty...) or you need to activate the Mod (I didn't see an option like that...), etc. Thanks.
wait4friend  [author] Dec 5, 2023 @ 5:08pm 
@Morianthi I will conduct further testing. If the presence of too many bodies does not impact performance, I will consider this suggestion.
Morianthi Dec 4, 2023 @ 8:32pm 
This looks interesting!

Would prefer if bodies don't disappear though. I don't mind having a messy battlefield -- that's what I signed up for after all; that and it's more realistic.
Caladan Dec 3, 2023 @ 3:10am 
Loving the idea of this mod but feel like it needs a few tweaks and options before being fully ready.
For now, I had to turn the mod off the following happened:
- In my second fight during a new playthrough on Mission Impossible, I had 3 army characters (very well armed, obviously) join the battle on the enemy side.
- Still tried fighting them, died a couple of times and then upon loading a save had another group of enemies spawn right on top of the first one.

Nevertheless, this has a lot of potential and I look forward to future updates!
wait4friend  [author] Dec 2, 2023 @ 3:49am 
@Anea "reinforcement unit body disappear after a combat" is not an issue. The bodies of reinforcements disappear intentionally designed to keep the battlefield neater.

There are 2 ways to get dropped loot from these reinforcements (if the DO drop any)
1. Any time they can be found on the satellite map. Press H on the satellite map to view them.
2. The body doesn't disapper until combat end. You can pick them up druing the comcat.
Anea Dec 2, 2023 @ 2:50am 
Same here, I really like the idea and the unpredictable mayhem and chaos it might produce, but and this is a deal breaker, until it is fixed.
I'm just in a playtrough with custom settings (5x Enemies) nearly took back Fort L'Eau Bleu with 42 Enemies and the reinforcements literaly spawned on top of my mercs.
I defeated them with some major casualties, at least i hoped for some nice loot since they were Elite Adonis, but the bodies disappeared after i killed them.
When this problem is adressed I will resubscribe to this mods, be cause it really seems fun, but not in it's current state
wait4friend  [author] Dec 1, 2023 @ 4:42pm 
The landing points are based on a random algorithm, with reinforcements appearing at different locations. We will optimize the probabilities in the future to achieve a balance.
hakansherif Dec 1, 2023 @ 6:09am 
i love this mod my only gripe is where the reinforcements spawn, should be at sector entry points not in middle of my troops :P
wait4friend  [author] Nov 30, 2023 @ 5:24pm 
Answer to some questions
1. Reinforcement algorithm is random but influenced by changes in the number of personnel on both sides.
2. Betrayal behavior only occurs with personnel reinforcements to the battlefield, not affecting NPCs, Mercs, and fixed enemies.
3. “All type enemy” means randomly choose Legion, Army, Adonis. "All type militia" meas Recrut, Veteran, Elite. All means all noraml class.
4. Save compatible. No need to restart a new game, and you can install/uninstall anytime without any damage to save.
5. This is a lightweight mod, with no current plans to add options, for now. However, there might be some differences in the full DiceMan version.
LionCat Nov 30, 2023 @ 4:06pm 
I suppose the main author will add more mod options and more detailed info soon lol.
Random reinforcement location will also be optimised. For now , just try some fun in a chaos battlefield :)
As long as you have some mod options , then you could turn off 'betrayal' function :JA3skull:
Baka Racker Nov 30, 2023 @ 3:01pm 
@Shyhalu It does. But it also sounds awesome. I love it and hate it simultaneously.
Shyhalu Nov 30, 2023 @ 9:45am 
Random betrayal sounds terrible.
Echo Nov 30, 2023 @ 7:53am 
A few more questions:
1) Can betrayal happen in any combat? Does it include your own mercs? Does it include named NPCs or just militia? Is it really random or do certain factors like morale influence it?
2) What level of militia is reinforcing? eg. Recruit/Veteran/Elite
3) Does "all enemy types" mean different types within the same faction? Or literally any type from any faction?
Echo Nov 30, 2023 @ 7:49am 
Looks interesting! Is it configurable? Eg. delay before reinforcement, toggle betrayal.

Also, it is save compatible? I'm planning to start a new campaign, but it would be inconvenient to abandon that if I need to disable the mod.