Subject: [MOD] Combat Evolved for Back in Action and Crossfire Posted by Glitch on Fri, 25 May 2012 09:50:09 GMT View Forum Message <> Reply to Message

Combat Evolved is a mod overhaul for the Jagged Alliance - Back in Action game that expands/improves the vanilla game in many ways, from adding items, fixing bugs, increasing difficulty, to restoring some of the soul the Jagged Alliance mercs used to have. To date, except the translations, this continues to be a one-man project so the development might be slow at points, depending on my time, but I'll always try to deliver compatibility patches with the latest game version within 24 hours from release. Other than that, if you feel like contributing in some way, drop me a line.

Added items: over 50 (new models, not only description pictures) with stats reworked from scratch, which will result in a change in gameplay and make all types useful;9 new gun attachments, offering more tactical approaches per weapon type;5 new ballistic vest types;11 other uniform/clothing items;13 new ammo types and modifies the stats for all ammo to reflect their real life counterparts;2 new grenade types;some more misc/quest items; Gameplay and difficulty changes: A.I.M. and freebie mercs are tweaked/changed (stats/gear/traits) to reflect their actual bios, improve immersion and add a bit of soul;Deidranna's soldiers gear and stats changed to offer a better game progression and to look like an actual army;Hillbillies stats and gear are changed (mostly for immersion purposes);Slight changes to certain vanilla quests;New quests (2 for now);Enemies amounts and levels in each area to enhance game progression and difficulty;Traders inventories and containers contents;Custom AI templates to fit the enemy soldier templates (recon, medic, grenadier, sniper, machine gunner, officer - over 20 AI templates). Enemy behaviour will now be varied and will involve better tactics;Increased number of templates for enemy soldiers (around 40) and hillbillies (7) allowing for greater variation in gear, tactics and looks;Medical skill and items (bandages don't heal hp anymore, canteens now restore energy, not hp, syringes can now be found in limited amounts) changed to encourage hiring of mercs with high medical skill;Modified militia stats, gear and given them concealable ballistic vests to make them more useful overall; Changes to stealth: Ever cursed when your stealthy merc sneaks to the door and then he/she just kicks the s**t out of the door raising alarm in a 100y radius? Well, no more! Door opening is stealthy by default (includes sounds and animations to fit);Running is now noisy, as it should be, you can't run at full speed towards an enemy without being heard; on the other hand, crouching and crawling are slightly stealthier now;Silencers have a greater impact on stealth approach; Fixes to the vanilla game: a lot of typos/description issues in the vanilla game;some attachment points for vanilla weapons;wrong ammo type for some vanilla weapons;wrong coordinates for some vanilla item icons;a bug where not all the hillbillies would spawn at farms; And last but not least, a slick new interface, MrRaven's [url:http://boards.jaggedalliance.com/index.php?/topic/1710-mod-az-gui-new-equipment-icons-pict ures/][color:#0000FF]Az GUI[/color][/url]

Page 1 of 39 ---- Generated from The Bears Pit [color:#8B0000]== Teaser screenshots ==[/color] Toggle Spoiler

[color:#8B0000]== Weapons ==[/color] Toggle Spoiler- AAC Honey Badger PDW - SV-98 - AR-57 - M1A SOCOM 16 - AS Val - Kel-Tec RFB - Magpul PDR - CZ 52 - Browning BAR Mk II - Browning 1919A6 - HK 416 - KAC PDW - Puma .357 Magnum - HK G28 - FAMAE SAF - ST Kinetics CPW - SVDS Dragunov - AEK-919 K - PKP Pecheneg - PK Machine Gun - Rheinmetall MG3 - VBR PDW 7.92 - Mossberg 590A1 - Diemaco C7A2 - IMI Galil AR - A-91 - Steyr Scout

Page 2 of 39 ---- Generated from The Bears Pit - Walther P99 - Bushmaster M4A3 - Makarov PM - Barrett M468 - KA-BAR Combat Knife - Beretta ARX-160 - Ithaca 37 Stakeout - VSSK Vychlop - PP-19 Bizon - PPSh-41 - Mosin-Nagant M59 - AK-74 - OSV-96 - Skorpion vz. 82 - SPAS-12 - baseball bat - PP-91 KEDR - Milkor MGL Mk. 1 - IMI Uzi - AEK-972 - SR-1 Vector - SR-2 Veresk - Glock 20 - Colt Delta Elite

[color:#8B0000]== Weapon attachments ==[/color] Toggle Spoiler- Sights set - Grip kit - Laser sight - Rifle suppressor - Folding stock - Gen II sights system - Sniper scope Mk II - PSO-3 Scope - Rifle sling

[color:#8B0000]== Armors and clothing ==[/color] Toggle Spoiler- Dyneema vest - SWAT Vest - Concealable ballistic vest - Combat Medic Vest - Dragonskin Body Armor

- Medic uniform - CQB uniform - Medic helmet - Trooper helmet

Page 3 of 39 ---- Generated from The Bears Pit - Blackhawk HPFU Pants - Blackhawk HPFU Jacket

- Neoprene mask - black skull face

- Short jeans - Black jeans - Leather jacket - brown - Leather jacket - black

[color:#8B0000]== Misc items ==[/color] Toggle Spoiler- Painkillers - Energy drink - Caffeine pills

[color:#8B0000]== Installation ==[/color] 1. By default, the mod uses Az GUI icons and pictures and the difficulty is set to normal. To install the mod with the default options simply extract the contents of the archive to the game folder. 2. To play the mod on easy difficulty, AFTER installing the default mod (see 1), extract the content of the CE-Easy.zip to the game folder (archive will be found in the game folder). 3. To play the mod with the vanilla-like icons and pictures, go to \bin_win32\textures\interface and delete all the file whose names begin with ui_equipment_. After that, extract the content of the CE-Vanilla-Icons.zip to the game folder (archive will be found in the game folder).

A FAIR WARNING: easy difficulty affects the amount of noise your mercs are doing when performing actions, the amount and levels of the enemies defending the sectors, the accuracy of the enemy soldiers and the hiring price of your mercs. It is recommended that you first try the normal mode and only if that is too difficult for you, install the easy mode. Starting a new game is highly advisable after installing the easy difficulty.

[color:#8B0000]== Requirements ==[/color] The mod is compatible with game versions 1.13e to 1.13g. Using any other game version will most likely result in crashes and/or unstable behaviour.

[color:#8B0000]== Known issues ==[/color] - all the handgun attachments will change the firing sound to suppressed (can't be fixed by mods yet). - the weapons with built-in silencer are not actually silenced (can't be fixed by mods yet).

[color:#8B0000]== Compatibility ==[/color] Given the fact that I ended up modifying quite a lot of files, there is most likely no direct compatibility with mods that alter config files. If there is enough interest in a certain combination of mods, most likely we'll be willing to make them compatible.

[color:#8B0000]== Changelog ==[/color] Toggle Spoiler v1.07.300812 added new weapons: PP-91 KEDR, Milkor MGL Mk. 1, IMI Uzi, AEK-972, SR-1 Vector, SR-2

Page 4 of 39 ---- Generated from The Bears Pit Veresk, Glock 20 and Colt Delta Elite;added new clothing/armors: Dragonskin body armor, Blackhawk HPFU pants and Blackhawk HPFU jacket;added new weapon attachments: PSO-3 scope and rifle sling;added new HP/energy restoring items: painkillers, energy drink and caffeine pills;changed mechanics for ARs and MGs;entirely reworked merc prices and tweaked stats based on a brand-new formula that considers each stat's utility in BiA;changed some enemy soldier loadouts;removed weapon and attachment types from the items descriptions for all locales;added type icon for attachments;sector loot continues, I hope it'll be done in the next version. Now, also the loot is slightly less abundant, it is more useful overall, which keeps it balanced but neater;traders shops almost 100% done, the progression should follow a decent curve now;added voices for hiring dialogs for M.E.R.C. is back mod mercs;added an easy mod option;added an option to use vanilla icons;fixed some misleading dialogs in some quests;lotsa other small things that I forgot to write down when doing them; v1.06.60812 included zero's M.E.R.C. is back with his permission. Many thanks, again;changed new mercs portraits, gear, stats and looks to fit CE;fixed an issue where the additional info was not displayed in the right textbox for the new mercs;decreased range for 7.62 NATO chambered ARs and rebalanced stats accordingly;tweaked accuracy and durability for some weapons;increased range for 5.45 chambered ARs;tweaked some stats for sniper rifles;changed syringe medical requirement to 0 as it should've been (thanks Gen. Drax);modified some merc stats;added icons in weapon picture for weapon types and removed weapon type from text descriptions;added 7 new weapons (PPSh-41, Mosin-Nagant M59, AK-74, OSV-96, Skorpion vz. 82, SPAS-12 and baseball bat)changed loadout for some enemy soldiers;rebalanced the numbers and levels of enemies in some sectors;rebalanced some mercs;modified loot sectors and trader inventories (this is spreading across several versions);modified a few dialogues for immersion purposes;made Deidranna slightly more difficulty and slightly more paranoid;fixed Blood not being able to use his medkit (thanks reVurt);fixed Steyr Scout magazine size (thanks reVurt);fixed AKS-74U attachment point (thanks Specter);fixed a problem with the Neoprene skull mask textures - this time for real! no joke! (thanks Aemun and Guy);fixed Nightblind and Night Ops tooltips (thanks Specter);fixed a loading screen tip about CQB (thanks Blondy);fixed the flat cap not having a name and description (thanks Landwalker);removed laser sight light ray; Note: If you have a vanilla savegame, a new game is highly advisable since there are too many changes that won't take effect and unwanted behaviour might occur. If you have a 1.05/1.05b CE mod savegame, it should be compatible, except for the fact that things like stats for the already hired mercs and content for the already looted containers won't come in effect. Also, if you have a 1.05/1.05b CE mod savegame avoid trying to hire the new mercs. The game will crash to desktop. v1.05b fixed a problem with the Neoprene skull mask textures;fixed attachment point for Automag III;added names and descriptions for 2 new quest items, round glasses and round sunglasses;fixed Dyneema Vest price; v1.05 added compatibility with game version 1.13e;added quest Key to your dreams;added quest Damn you, Romeo!;reworked from scratch containers content from sectors (Drassen airport, Drassen city, Water pump, Road block #1, Cambria mine so far);rebalanced Vicki from A.I.M.; v1.04 added a new weapon (PP-19 Bizon);added german translation;improved spanish translation;fixed some loading screen tips that were in german;tweaked a few mercs;Tony's and Jessie's shop inventories in San Mona reworked (as a side note, Jessie resupplies the uniforms on an hourly

Page 5 of 39 ---- Generated from The Bears Pit basis for all of you theme freaks out there);changed most of the remaining shopkeepers inventories; v1.03d added compatibility with 1.13c game patch; v1.03c fixed a problem with Ka-Bar Knife's resource id that crashed the game when a character equipped it;fixed Bobby Ray's page not becoming active after talking to Pablo; v1.03b added compatibility with the latest Steam patch (1.13b)started a full revamp of ingame containers, npcs and preparing the grounds for the addition of some new quests; v1.03 decreased the AK-47 price by 1,000 for the purpose of making the start slightly easier;increased the L85A2 accuracy in all the stances;slightly decreased M4's accuracy;increased 12 gauge's penetration value and price;changed descriptions for traits (thanks to luppolo for compiling [url:http://boards.jaggedalliance.com/index.php?/topic/982-wip-traits-list/][color:#0000FF]the trait list[/color][/url] and to Gonzo and Silveressa for the thorough testing and contribution);walking/running now generates more noise;door opening is now stealthy by default (changed perception value, sounds and anims, so it should not be immersion-breaking) - need feedback on this because I'm not sure i got to test all the possible variations;tweaked/changed some items icons and pictures;included Az GUI with MrRaven's permission;reworked all items icons and pictures accordingly to fit Az GUI;probably some other stuff that I forgot about; v1.02 fixed 9x18mm Makarov using the wrong picture as reported by DaBoss;fixed M16A4's name (thanks Marv);fixed Rheinmetall MG3's range and HK53's classification, thank you pat;Fixed the wrong ammo on Cliff, Sidney and Ivan's inventory as pointed out by pat;fixed the muzzle break typo in DSR-1 description reported by daedalusxxi;slightly increased the armor penetration and price of 12 gauge to make shotguns useful until the end of the game as indrid suggested;Added descriptions for the shemagh scarves;Recalculated TEC-9's RPM;Reworked some icons;added hruza's icons&pictures for vanilla ;added 2 new weapons;reworked the rednecks from the farms, added 3 more templates, fixed a vanilla error where not all were spawned;added loading screen tips;reworked all weapon models but 2 (now they shouldn't have different silhouettes while paused either);added model for laser sight;fixed attachment points for all added weapons;added localizations: ESP (by daedalusxxi), ITA (by Calippo) and FR (emmanuuel) (still need someone to help with GER);tweaked enemy soldiers a bit more, changed some templates;changed the medical items so that medics are more useful (and removed syringes from Bobby Ray's shop);modified some of the traders inventories and some of the containers throughout the maps. v1.01 [list] [*]Changed SPAS-12 description type to Shotgun (thanks Indrid); [*]Added descriptions for 9A-91 and CZ Scorpion EVO III (thanks Indrid); [*]Fixed a typo that added a KRISS to Scope's starting gear because I used AddItem instead of Attachment by mistake (thanks motorizer);

[color:#8B0000]== Credits ==[/color] First of all, a huge thanks to sbobovyc for his tools, without those none of this would be possible. Kevin MacLeod from http://incompetech.com for Junkyard Tribe (main menu song). Thanks to MrRaven for

Page 6 of 39 ---- Generated from The Bears Pit [url:http://boards.jaggedalliance.com/index.php?/topic/1710-mod-az-gui-new-equipment-icons-pict ures/]his great UI mod[/url] and for allowing me to make it a part of CE and modifying where needed. Credits to zero for his [url:http://boards.jaggedalliance.com/index.php?/topic/1793-mod-merc-is-back/]M.E.R.C. is back[/url] mod and thanks for his permission to include it in CE. I particularly want to thank daedalusxxi for the spanish localization, Calippo for the italian one, DaBoss for the german translation and emmanuuel for the (groovy!?) french localization. Thanks to Confus for the initial brainstorming, the nudge that I needed to get things moving and some weapons descriptions. Credits to the JA2 1.13 team for some weapons descriptions that I shamelessly ripped. Credits to SirTech for the mugshots. My girlfriend for not busting my balls while I was doing this the last weeks and even for assisting me with some data checking.

[color:#8B0000]AAAAAAAAAAAAAAND...[/color] .. last but not least, I do not consider this project closed or final in any way. I'll keep adding stuff and improving it at a steady pace. Hopefully now that there's something to show for, more modders may be interested in working together to take JA: BiA one step closer to JA2 1.13. With Stan's priceless contribution and his tools the game becomes more and more moddable by the day, so, while we're a huge way from JA2 still, BiA is starting to show some potential.

If you feel like supporting this mod (which is in no way mandatory but is really appreciated due to the fact that JA: BiA modding tends to eat up my time in which I could be otherwise productive ) you can [url:https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=36P89QZ9B3L2Q] donate through PayPal[/url].

[url:http://bit.ly/12LaRzI][color:#0000FF]Download CE v1.07.300812 (49.4 Mb)[/color][/url] and for Jagged Alliance: Crossfire

[url:http://bit.ly/15k7yk6][color:#FF00FF]Download CE for Crossfire v1.00.10912[/color][/url] Military base crash patch is included in the Crossfire mod.

Subject: Re: [MOD] Combat Evolved Posted by Deus Ex on Sat, 26 May 2012 09:18:07 GMT View Forum Message <> Reply to Message Hey man, nice mod. Just want to point out the SPAS-15 has been mislabeled as Type-Handgun in weapon description popup.

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Sat, 26 May 2012 12:59:30 GMT View Forum Message <> Reply to Message

Page 7 of 39 ---- Generated from The Bears Pit Hey, thank you for pointing that out. Fixed that and some other similar stuff, I'll update the 1st post with the link.

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Tue, 05 Jun 2012 13:00:40 GMT View Forum Message <> Reply to Message v1.02 is out.

Subject: Re: [MOD] Combat Evolved Posted by Blacksmtih on Wed, 06 Jun 2012 16:53:34 GMT View Forum Message <> Reply to Message Hi, TehGlitch, your mod is great! well done!!!

I'm a newbie in this mod stuff, but it's easy to see that you almost can recreate a game, i'll try to learn as much as i can, and maybe chage one or another thing too.

I'm from Brazil and i'll try to translate the game to portuguese, as soon as i figure it out.

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Wed, 06 Jun 2012 20:33:52 GMT View Forum Message <> Reply to Message Thanks

Unfortunately modding possibilities are actually quite limited, most of the important game mechanics are hardcoded. And by the looks of it they won't go out of their way to help the modders, so there's not much to play with.

Subject: Re: [MOD] Combat Evolved Posted by Deus Ex on Thu, 07 Jun 2012 11:07:07 GMT View Forum Message <> Reply to Message Modified containers? Better not be any more "handwritten notes" in them...

By the way, do enemies still teleport in on your location the moment you liberate a sector & exit to World Map? Bloody annoying...

Page 8 of 39 ---- Generated from The Bears Pit Subject: Re: [MOD] Combat Evolved Posted by Glitch on Thu, 07 Jun 2012 14:46:04 GMT View Forum Message <> Reply to Message Deus ExBy the way, do enemies still teleport in on your location the moment you liberate a sector & exit to World Map? Bloody annoying...

Should be taken care of. It was for me at least.

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Sun, 10 Jun 2012 12:50:51 GMT View Forum Message <> Reply to Message v1.03 is out. See first post for info.

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Tue, 12 Jun 2012 08:08:20 GMT View Forum Message <> Reply to Message Updated first post with the link to the version for the latest patch.

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Mon, 18 Jun 2012 06:52:11 GMT View Forum Message <> Reply to Message Some progress, new weapon in the next release:

Subject: Re: [MOD] Combat Evolved Posted by Burns on Tue, 19 Jun 2012 23:10:43 GMT View Forum Message <> Reply to Message Want to strangle teleporting enemies. This is the only issue I have (with the latest version of your mod). I'm actually tempted to start 3d modelling again.

So anyway how do i fix the enemy spawning right on top of me problem? Does it have something to do with there being more of them?

Page 9 of 39 ---- Generated from The Bears Pit Subject: Re: [MOD] Combat Evolved Posted by Glitch on Wed, 20 Jun 2012 07:19:00 GMT View Forum Message <> Reply to Message BurnsWant to strangle teleporting enemies. This is the only issue I have (with the latest version of your mod). I'm actually tempted to start 3d modelling again.

So anyway how do i fix the enemy spawning right on top of me problem? Does it have something to do with there being more of them?

Yeah, it's an issue with the enemies being more than spawn points, I'm going to address that in the next revision. Problem is, the only way to "fix" that is to have less enemies. A workaround to avoid enemies spawn ontop of you is to go to the edge of the sector before going to strategic map (the enemies 2nd wave spawn point is always the center of the map). Every mod that tries to ramp up difficulty has that issue (well, the only other mod is UAM and it has the same issue afaik). I hope that helps

Oh, regarding modelling, if you're willing to contribute/help the mod with new models, I'd be obliged as long as you keep the polycount to a reasonable value and try to keep the looks vanilla-like.

Subject: Re: [MOD] Combat Evolved Posted by Burns on Sat, 23 Jun 2012 14:21:55 GMT View Forum Message <> Reply to Message Gods, does camouflage do anything? Is it possible to edit enemy sign and accuracy? Is it possible to make prone stance less fucking useless?

Subject: Re: [MOD] Combat Evolved Posted by voodoolarry on Sat, 23 Jun 2012 16:33:29 GMT View Forum Message <> Reply to Message Can't get it to work! I just see the intro vids and then a black screen.. nothin more.. could you give me any advice?

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Sat, 23 Jun 2012 17:06:34 GMT View Forum Message <> Reply to Message BurnsGods, does camouflage do anything? Is it possible to edit enemy sign and accuracy? Is it possible to make prone stance less fucking useless?

No, camouflage doesn't do anything and they're not planning to make it work either, according to their statements. Enemy sign? Accuracy, possibly, although I wouldn't bet on a smashing

Page 10 of 39 ---- Generated from The Bears Pit success. The marksmanship/dexterity could be lowered to simulate that effect (yeah, I'm aware of the cheat-like accuracy of the enemies, it's a vanilla "feature" to offset the fact that the AI is dumb as a log). Stances affect accuracy of your shots and the noise level when you're moving. If you're hiding behind stuff, sometimes stances might work, but don't get your hopes up.

Ah, remembered that you asked about the 2nd wave of enemies spawning when conquering a new sector. Here's a patch to fix that, it will be included in the next version of the mod: download link voodoo larryCan't get it to work! I just see the intro vids and then a black screen.. nothin more.. could you give me any advice?

What game version are you using? And is the game working without any modded content?

Subject: Re: [MOD] Combat Evolved Posted by voodoolarry on Sat, 23 Jun 2012 19:03:20 GMT View Forum Message <> Reply to Message I'm using the english Jagged Alliance BiA updated to 1.11 on a Windows 7 x64 computer. The game worked fine without the mod, stopt working with the mod. So I deleted the game from my hard drive, reinstalled it, updated it again, tested the game if it works and gives me no problems. But when I apply the mod again I get the same problem! the problem still being, after the intro vids I don't get any loading screen, just a black screen and I have to close the game using CTRL+ALT+DELETE. thanks for helping me!

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Sun, 24 Jun 2012 10:53:06 GMT View Forum Message <> Reply to Message Unfortunately I don't have a mod version that's compatible with 1.11. If you want to use the mod you need the latest game version (or any other 1.13 version and I will provide you with a link for that if it's not 1.13d)

Subject: Re: [MOD] Combat Evolved Posted by voodoolarry on Sun, 24 Jun 2012 11:57:49 GMT View Forum Message <> Reply to Message Thanks! I didn't know about the 1.13 update, downloading it now to see what happens! edit: YES working fine now! thanks for the info! maybe you should change your first post and add a comment telling people they need the 1.13 update!

Page 11 of 39 ---- Generated from The Bears Pit Subject: Re: [MOD] Combat Evolved Posted by Burns on Mon, 25 Jun 2012 22:44:59 GMT View Forum Message <> Reply to Message I did some tinkering around with the Soldiers. I reduced the accuracy of level 5 soldiers a little bit. There is a massive jump in stats between level 4 and level 5 that is really unwarranted.

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Fri, 13 Jul 2012 11:30:20 GMT View Forum Message <> Reply to Message v1.04 is available for download.

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Fri, 20 Jul 2012 14:05:05 GMT View Forum Message <> Reply to Message v1.05 (compatible with game version 1.13e) is up.

Subject: Re: [MOD] Combat Evolved Posted by swatman89 on Sat, 21 Jul 2012 07:26:39 GMT View Forum Message <> Reply to Message Question: you write that this mod work good in 1.13 , what happen if tommrow i get update to 1.14 , the mod will stop work? or i can make that in steam it will not upadate my game any more more question is if i want to back the game to the original after i install the mod how i do that ?

And it look good!

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Sat, 21 Jul 2012 09:30:04 GMT View Forum Message <> Reply to Message Depends on what "1.14 patch" would change. It may or may not be directly compatible with this version of CE, but regardless, I try to keep up with game version, so you'll be able to continue playing. If you want to revert to vanilla game, simply go in \bin_win32 folder and delete the following folders:

Page 12 of 39 ---- Generated from The Bears Pit character configs interface sounds textures weapons

Subject: Re: [MOD] Combat Evolved Posted by Sam Hotte on Sat, 21 Jul 2012 13:08:39 GMT View Forum Message <> Reply to Message SWATMANor i can make that in steam it will not upadate my game any more

2 ways to achieve this: Either put steam client in OFFline mode; no steam game can be updated then until next time to you put steam in online mode. Or - while being in steam client's ONline mode, you can disable auto updates in BiA's properties in your library. This way this particular game won't be auto-updated while any other steam app you might have still can receive auto updates.

Subject: Re: [MOD] Combat Evolved Posted by Head_Hunter on Sat, 21 Jul 2012 22:59:49 GMT View Forum Message <> Reply to Message Can

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Sun, 22 Jul 2012 06:28:14 GMT View Forum Message <> Reply to Message You can. It's just that the healing system is changed. Bandages will only stop the bleeding, their healing efficiency is 0, if you're looking at one. Medkits, large medkits and syringes are the only ones that actually recover hp now. It's an incentive to use mercs with higher medical skull.

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Tue, 24 Jul 2012 18:08:30 GMT View Forum Message <> Reply to Message 1.05b is out, check first post for link and changelog.

Page 13 of 39 ---- Generated from The Bears Pit Subject: Re: [MOD] Combat Evolved Posted by Doc Croc on Tue, 24 Jul 2012 19:35:26 GMT View Forum Message <> Reply to Message Where could I find this patch?

Subject: Re: [MOD] Combat Evolved Posted by Sam Hotte on Tue, 24 Jul 2012 19:54:39 GMT View Forum Message <> Reply to Message In the download link at bottom of very first post in this very thread. As he said.

Subject: Re: [MOD] Combat Evolved Posted by reVurt on Fri, 27 Jul 2012 12:38:21 GMT View Forum Message <> Reply to Message First off, thanks for the mod, Glitch, it's pretty damn cool! I finally picked up JABIA this past weekend on a Steam sale, and while the graphics are prettier, it feels very much like a "lite" version of JA2. From what I've seen so far, Combat Evolved does a fair job of rectifying that somewhat.

A couple things of note.

1) Blood starts with a medkit he can't use. 2) When Doreen gives you her quest, she starts off saying "Hellow" instead of "Hello". 3) Bobby Rays lists the clip size of the Steyr Scout as 30. 4) I think I noticed the small pic for the HK53 showing an MP5 instead, but admittedly this was after installing Combat Evolved over top of a game and loading up a vanilla save without starting a new game.

Speaking of which, the first time I got Doreen's quest, I had already opened the container where you're supposed to find the item she wants just by exploring. The quest didn't add the item to the open container, so when I went back and looked (because it was a logical place to do so), it remained empty and I continued my fruitless search. Dunno if this is a mod bug or a game limitation.

Thanks for all the hard work!

Subject: Re: [MOD] Combat Evolved Posted by Specter on Sun, 29 Jul 2012 17:55:05 GMT View Forum Message <> Reply to Message small issue:

Page 14 of 39 ---- Generated from The Bears Pit the aks-74u anchorpoint seems wrong. the eotech gets attached in front and slightly above the muzzle

Subject: Re: [MOD] Combat Evolved Posted by Landwalker on Sun, 29 Jul 2012 19:14:50 GMT View Forum Message <> Reply to Message Looking darn good. Just a few things I noticed in the course of the first mission:

1) In Red's profile, "Nightblind" reads that is boosts morale by one step between 11PM and 3AM.

2) On the other hand, in Spider's profile, "Night Ops" does not provide the exact bonus (which is presumably "one step")

Subject: Re: [MOD] Combat Evolved Posted by reVurt on Mon, 30 Jul 2012 03:09:48 GMT View Forum Message <> Reply to Message Landwalker Edit: Additionally, I'm also running into a problem where putting some (Edit 2) make that any equipment into the sector inventory is causing it to disappear permanently. Not sure what that's all about. Pretty disconcerting when my shotguns, hats, armors, etc. are just... gone...

I have this problem as well. Found a possible workaround: Before futzing with the inventory, save your game. Then load that save. Weird, and a bit of a hassle, but it seems to work for me.

Subject: Re: [MOD] Combat Evolved Posted by Landwalker on Mon, 30 Jul 2012 11:34:45 GMT View Forum Message <> Reply to Message reVurtI have this problem as well. Found a possible workaround: Before futzing with the inventory, save your game. Then load that save. Weird, and a bit of a hassle, but it seems to work for me.

Huh. I tried saving and reloading, but still ran into the same problem.

After a bit more fiddling about and a few truly disastrous failures at taking Drassen Airport with the revised mercs against the newly professional army, I realized that this might not necessarily be a bad thing:

1) I can still put items into the sector inventory by "dropping" them, instead of directly moving them from the merc to the sector. Hassle, yes, but workaround.

2) While it's not exactly the preferred way to go about it, "deleting" items by moving them into the

Page 15 of 39 ---- Generated from The Bears Pit sector inventory would be one way to avoid the late-game clutterfest that arises from shopkeepers never "flushing out" their own inventory to get rid of all the garbage you find.

3) Of course, at the rate I'm going in this patch, #2 wouldn't matter, because based on my performance in Drassen I'm never going to get to the late game anyway... :/

Subject: Re: [MOD] Combat Evolved Posted by Sam Hotte on Mon, 30 Jul 2012 11:39:34 GMT View Forum Message <> Reply to Message What version of BiA base game are you running? Might be an issue with sector inventory of version 1.13 that AFAIK has been fixed with a later version like 1.13b or c.

Subject: Re: [MOD] Combat Evolved Posted by Landwalker on Mon, 30 Jul 2012 11:49:47 GMT View Forum Message <> Reply to Message Using 1.13e.

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Mon, 30 Jul 2012 13:07:21 GMT View Forum Message <> Reply to Message Wow, thank you all for the feedback and appreciation Now, let's get to it in an orderly fashion: reVurt 1) Blood starts with a medkit he can't use.

Yeah, I kept forgetting about that one, will be fixed in the next release reVurt 2) When Doreen gives you her quest, she starts off saying "Hellow" instead of "Hello".

Hah, I was aiming for some weird accent, didn't get it right it seems reVurt 3) Bobby Rays lists the clip size of the Steyr Scout as 30.

Oopsie, fixed in the next release. reVurt 4) I think I noticed the small pic for the HK53 showing an MP5 instead, but admittedly this was after installing Combat Evolved over top of a game and loading up a vanilla save without starting a new game.

Yeah, it seems that it's shaped rather like a sileneced MP5 or something, it's from MrRaven's

Page 16 of 39 ---- Generated from The Bears Pit icons, I will adress this as well at some point, although it's not a high priority right now. reVurt Speaking of which, the first time I got Doreen's quest, I had already opened the container where you're supposed to find the item she wants just by exploring. The quest didn't add the item to the open container, so when I went back and looked (because it was a logical place to do so), it remained empty and I continued my fruitless search. Dunno if this is a mod bug or a game limitation.

Hm, the item should be there no matter what, unless you opened the container before installing v1.05b, which adds the item. Can you confirm that?

Spectersmall issue: the aks-74u anchorpoint seems wrong. the eotech gets attached in front and slightly above the muzzle

Thank you, I'll look at it, it's a vanilla thingie I guess.

Landwalker 1) In Red's profile, "Nightblind" reads that is boosts morale by one step between 11PM and 3AM.

It's just visual, I guess I mixed stuff up

Landwalker 2) On the other hand, in Spider's profile, "Night Ops" does not provide the exact bonus (which is presumably "one step")

Subject: Re: [MOD] Combat Evolved Posted by Landwalker on Mon, 30 Jul 2012 14:02:34 GMT View Forum Message <> Reply to Message TehGlitch I really hated the FoTM Wolf&Fox, I'm trying to make every merc desirable for one reason or another. Well, consider that goal achieved! Deciding on which trade-offs to make at the start (Hmm, which two mercs do I want to get murdered by the airport security today?) is much more difficult. There's no obvious combination of Mechanical + Medical + Some sort of weapons competency all rolled into a two-person package, so the opportunity costs are felt much more. Especially since the new prices for mercs prevented me from rolling in with the demigod team of Wolf + Thor.

When you have as few skills as I do... yeah, it's been rough going. >_>

TehGlitch I think that's a vanilla issue. Huh. I had never run into it until installing this mod. Most curious.

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Mon, 30 Jul 2012 14:42:56 GMT

Page 17 of 39 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Landwalker Huh. I had never run into it until installing this mod. Most curious.

If you're certain that it's ever since you installed the mod I'll look into it. Please tell me how to reproduce it. And it'd help if you'd specify if that goes for any sector or just one in particular. And if it only happens in tactical or only in strategic map.

Subject: Re: [MOD] Combat Evolved Posted by Landwalker on Mon, 30 Jul 2012 14:59:19 GMT View Forum Message <> Reply to Message Sure, I'll take another look tonight when I'm back home and see if I can compare tactical vs. strategic and Drassen Airport vs. Other Sector (although that'll require me to be capable of liberating a second sector to compare it to). Right now all I can say for certain is that I noticed it in the tactical map for Drassen Airport.

Depending on how much time I have tonight and how successful my attempts to survive multiple sectors are, it might be a day or two before I can report back in.

Subject: Re: [MOD] Combat Evolved Posted by Landwalker on Tue, 31 Jul 2012 02:27:16 GMT View Forum Message <> Reply to Message So, got to try a couple of things tonight and see how it all went down:

Original Game Characters: Wolf and Fox Sector: Drassen Airport Waldo's Quest: Retrieved the key mid-mission, then went back to talk to Waldo to start the quest. The quest did not initially "trigger" as completed, but after some finagling (dropping the key and picking it back up), it worked fine. Sector Inventory: Moving items to the sector inventory caused them to disappear, seemingly permanently. Saving and reloading the game did not cause the problem to go away. Saving after moving items to the inventory had no effect, either. I know for a fact this occurred in "tactical mode," but I don't recall whether I noticed it in "strategic mode."

New Game #1 Characters: Malice and Steroid Sector: Drassen Airport Waldo's Quest: Did not unlock the cage until after the mission was over. Quest went off without error. Sector Inventory: Worked without error (tactical, then strategic, then back to tactical).

New Game #2

Page 18 of 39 ---- Generated from The Bears Pit Characters: Wolf and Buns Sector: Drassen Airport Waldo's Quest: Retrieved the key mid-mission. After completing the mission, the quest was given and resolved without error. Sector Inventory: Worked without error (tactical, then strategic, then back to tactical).

So, while I didn't have time tonight to take my tests to Drassen City and see what happened there, both of the new games I started worked without any problems. Either Fox is the problem (well, of course Fox being annoying as hell is a problem but that's always a problem), which seems improbable (but has not been tested yet), or my software was just having "mod's first-game jitters."

The reason I noted Waldo's Quest above is because I remembered that being sort of a "bwuh?" moment in the original game, and thought that maybe my retrieving the key "early" might have been what triggered the issue. However, it appears that that is not the case.

So, until / unless I manage to reproduce the error at a later date, I guess that's all I've got.

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Tue, 31 Jul 2012 05:37:26 GMT View Forum Message <> Reply to Message Thank you very much for your thorough testing. Was by any chance the original game started before version 1.05b?. That might explain the weird behaviour. I tried to reproduce it myself but didn't succeed in several new games.I'll keep looking into this, but I hope that maybe you get more info as you advance in the game.

Subject: Re: [MOD] Combat Evolved Posted by Landwalker on Tue, 31 Jul 2012 11:20:39 GMT View Forum Message <> Reply to Message All three games were started in the last couple of days, using 1.13e / 1.05b. I can't think of anything that changed between the original Wolf + Fox game and the subsequent trials (other than turning my computer off that night and back on the next day). If I run into anything like that again as I get through the game and can actually figure out how to reproduce it, I'll let you know.

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Tue, 31 Jul 2012 11:29:21 GMT View Forum Message <> Reply to Message Thank you, I'll keep an eye on the thread as well as actively try to figure out what might be causing it.

Page 19 of 39 ---- Generated from The Bears Pit Subject: Re: [MOD] Combat Evolved Posted by reVurt on Tue, 31 Jul 2012 13:43:07 GMT View Forum Message <> Reply to Message TehGlitch reVurt Speaking of which, the first time I got Doreen's quest, I had already opened the container where you're supposed to find the item she wants just by exploring. The quest didn't add the item to the open container, so when I went back and looked (because it was a logical place to do so), it remained empty and I continued my fruitless search. Dunno if this is a mod bug or a game limitation.

Hm, the item should be there no matter what, unless you opened the container before installing v1.05b, which adds the item. Can you confirm that?

Basically, that's it. Started up a vanilla game, opened up that particular container, found some alcohol. Later I installed 1.05b, loaded up an old save and noticed Doreen had a quest and took it, scoured the Drassen map on her behalf, reopened the container and found nothing. Restarted the game with 1.05b, accepted Doreen's quest, and found the item she wanted in the container.

My guess is the mod wasn't able to add the quest item to an already opened container. If and when you make some more complicated quests, you might want to strongly encourage the user to start a new game.

Thanks again for taking the time and effort to mod/improve the game, it is much appreciated!

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Tue, 31 Jul 2012 15:01:58 GMT View Forum Message <> Reply to Message Thanks for clarifying that. It's basically my bad, I forgot to mention that quests/certain other features may require a new game. Basically one can play without restarting, but will be missing on some of the newly added stuff.

Subject: Re: [MOD] Combat Evolved Posted by Specter on Sun, 05 Aug 2012 13:38:02 GMT View Forum Message <> Reply to Message one more thing I noticed: the two sectors east of san mona are supposed to be holding kingpins drug-operations, but host army enemies. I think it would fit the story better to use a farm-hicks-type or another kind of enemy there, with no uniforms and more... random weapons, like shotguns, smgs and pistols instead of ar-armed soldiers. maybe even re-introduce the axe/machete-enemy

Page 20 of 39 ---- Generated from The Bears Pit Subject: Re: [MOD] Combat Evolved Posted by Glitch on Sun, 05 Aug 2012 17:27:57 GMT View Forum Message <> Reply to Message Changed the 2 sectors you mentioned to hillbillies faction, it makes sense indeed. Thanks for pointing that out.

Doreen features in one more vanilla quest that follows the CE quest, that's why I let her live

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Mon, 06 Aug 2012 07:22:52 GMT View Forum Message <> Reply to Message v1.06.60812 is out, check out first post for changelog and download link.

Subject: Re: [MOD] Combat Evolved Posted by Specter on Mon, 06 Aug 2012 16:18:01 GMT View Forum Message <> Reply to Message 2 things:

1) the credit for reporting nightblind/nightops shouldn't be mine, but landwalkers' 2) in cambria, there is a supermarket-thingie southwest of the main t-junction. in there is a container in the western part of the main room. that container can't be opened, but contains stuff... maybe you could move the stuff to another container that can be reached. (I'll provide you with a screenshot if neccessary)

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Mon, 06 Aug 2012 17:08:45 GMT View Forum Message <> Reply to Message Specter2 things:

1) the credit for reporting nightblind/nightops shouldn't be mine, but landwalkers' 2) in cambria, there is a supermarket-thingie southwest of the main t-junction. in there is a container in the western part of the main room. that container can't be opened, but contains stuff... maybe you could move the stuff to another container that can be reached. (I'll provide you with a screenshot if neccessary)

1) Ugh, my bad, thanks for pointing that out. Fixed in the first post, fixed in the readme as well, will be in effect in the next version 2) Unfortunately I can't move it, no map editor was released. I already reported it a few days ago on the official forums, though. Let's hope they'll do something about it, and by that I mean move, not disable it like the rest of the misplaced containers

Page 21 of 39 ---- Generated from The Bears Pit Subject: Re: [MOD] Combat Evolved Posted by Specter on Mon, 06 Aug 2012 17:15:19 GMT View Forum Message <> Reply to Message TehGlitch 2) Unfortunately I can't move it, no map editor was released. I already reported it a few days ago on the official forums, though. Let's hope they'll do something about it, and by that I mean move, not disable it like the rest of the misplaced containers not "move the container" but "move the content of the container"... the result is the same, but you don't need a map editor

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Wed, 08 Aug 2012 05:25:47 GMT View Forum Message <> Reply to Message If they don't do anything about it til I release the next version, I guess I'll move the contents to other containers as you suggested.

Subject: Re: [MOD] Combat Evolved Posted by flagneau on Wed, 08 Aug 2012 16:10:23 GMT View Forum Message <> Reply to Message Hi,

I began to play your last version yesterday.

Here are some comments: - Please remove the "yes" of each mercs to answer to order, ilt's very boring - Are "unfinished business mercs missing in the list? - Soldiers doesn't heard the shot really close (Drassen airport) - Could you make camo working and helmet with night vision too? - That's harder to succeed which is a very good thing - Models for new armoured jackets are missing - Could you make mixing items like former JA? - New quests are very good more comments to come weel done

Subject: Re: [MOD] Combat Evolved Posted by Specter on Wed, 08 Aug 2012 17:12:36 GMT View Forum Message <> Reply to Message

Page 22 of 39 ---- Generated from The Bears Pit flagneau - Please remove the "yes" of each mercs to answer to order, ilt's very boring http://boards.jaggedalliance.com/index.php?/topic/1032-mod-no-acknowledgments-mod-no-ambie nt-sounds-mod-no-attack-error-sounds-mod/

Subject: Re: [MOD] Combat Evolved Posted by Specter on Sun, 19 Aug 2012 11:26:58 GMT View Forum Message <> Reply to Message TehGlitchIf they don't do anything about it til I release the next version, I guess I'll move the contents to other containers as you suggested.

There's another container like that in the grumm harbor area (south side of the northern building, the locker inside the office-room)

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Mon, 20 Aug 2012 06:21:07 GMT View Forum Message <> Reply to Message SpecterTehGlitchIf they don't do anything about it til I release the next version, I guess I'll move the contents to other containers as you suggested.

There's another container like that in the grumm harbor area (south side of the northern building, the locker inside the office-room)

Thank you, I'll try to identify/move contents in the next version

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Thu, 30 Aug 2012 19:01:52 GMT View Forum Message <> Reply to Message v1.07 is out. Check first post for download link and changelog.

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Sat, 01 Sep 2012 19:08:37 GMT View Forum Message <> Reply to Message Added version for Crossfire.

Page 23 of 39 ---- Generated from The Bears Pit Subject: Re: [MOD] Combat Evolved Posted by Glitch on Wed, 05 Sep 2012 05:45:50 GMT View Forum Message <> Reply to Message Added patch for Crossfire version military base sector crash.

Subject: Re: [MOD] Combat Evolved Posted by tuxrouge on Mon, 10 Sep 2012 15:48:48 GMT View Forum Message <> Reply to Message thanks for the last patch

The link is down. We need to substract two quotes at the end.

Subject: Re: [MOD] Combat Evolved Posted by Glitch on Tue, 11 Sep 2012 05:03:18 GMT View Forum Message <> Reply to Message Fixed, thank you for pointing that out.

Subject: Re: [MOD] Combat Evolved for Back in Action and Crossfire Posted by buggy on Mon, 29 Oct 2012 13:50:37 GMT View Forum Message <> Reply to Message Hi there, just leaving a message saying that this mod made the game much more enjoyable, thank you!

Subject: Re: [MOD] Combat Evolved for Back in Action and Crossfire Posted by yupper on Mon, 29 Oct 2012 23:33:25 GMT View Forum Message <> Reply to Message buggyHi there, just leaving a message saying that this mod made the game much more enjoyable, thank you!

Agree!

One thing I want to report is that the road block west of Alma is bugged (I think that's a vanilla bug). Militia recruits appear on the campaign map but not in the sector map. I suggest setting MilSlots to zero for that sector so people won't think you can recruit militia there and trek all the way to that sector with equipments for militia only to find it's bugged.

Page 24 of 39 ---- Generated from The Bears Pit Subject: Re: [MOD] Combat Evolved for Back in Action and Crossfire Posted by TWJunky on Sun, 04 Nov 2012 01:36:28 GMT View Forum Message <> Reply to Message Hi I just wanted to tell you that the mod has made the game much more fun. There is one thing that I think is a mistake the AKS 74U is marked with a AR and not as a SMG icon in the weapon discription.

Subject: Re: [MOD] Combat Evolved for Back in Action and Crossfire Posted by yupper on Sun, 04 Nov 2012 01:51:46 GMT View Forum Message <> Reply to Message TWJunkyI think is a mistake the AKS 74U is marked with a AR and not as a SMG icon in the weapon discription.

That's not a 'bug', it's more a 'judgement call.' http://thespecialistsltd.com/aks-74u-krinkov

For what it's worth, you can edit weapons.txt yourself and change it from an AR to SMG.

Subject: Re: [MOD] Combat Evolved for Back in Action and Crossfire Posted by DepressivesBrot on Sun, 04 Nov 2012 08:40:39 GMT View Forum Message <> Reply to Message Going by common definitions, the AKS-74u is just an unusually short carbine variant of the AK-74. I think that whole SMG confusion came about when certain games started erroneously calling it that.

Subject: Re: [MOD] Combat Evolved for Back in Action and Crossfire Posted by TWJunky on Sun, 04 Nov 2012 12:22:56 GMT View Forum Message <> Reply to Message Hi guys thanks for the fast answer. But I most oppose this. According to the weapons text the HK53 is also marked as a SMG. In size both weapons are equal and the HK53 fires an even more powerfull 5.56mm NATO round. Besides Waldo sells an AK47 and a AKS 74U. Why would I chose the the AK74U when I could spend 500$ more on a ak 47 which is far supirior in range and damage. Its not only a question of realism but balance as well. Additionaly teh Original JA2 description that has been ported into this mod also states that its a SMG.

PS: I will change that in the weapons text. Big thanks to yupper!

Page 25 of 39 ---- Generated from The Bears Pit Subject: Re: [MOD] Combat Evolved for Back in Action and Crossfire Posted by TWJunky on Sun, 04 Nov 2012 12:30:00 GMT View Forum Message <> Reply to Message by the way I just changed the AKS-74u to SMG in the weapons.txt document. But the blue ingame tag is still schowing it as a AR. Is that normal or did I do something wrong. Thanks for the help.

Subject: Re: [MOD] Combat Evolved for Back in Action and Crossfire Posted by DepressivesBrot on Sun, 04 Nov 2012 12:40:59 GMT View Forum Message <> Reply to Message That would point at an error with the HK 53, it does not make the AKS classification more valid Also, Vanilla had the M4 Commando under SMGs and everything from the Type 85 to the SVD in x39, so that most certainly isn't a reliable indicator. Ah well, why do I care anyway

Subject: Re: [MOD] Combat Evolved for Back in Action and Crossfire Posted by TWJunky on Sun, 04 Nov 2012 17:28:50 GMT View Forum Message <> Reply to Message you care because you want to make the game better Thanks for the input anyway.

Subject: Re: [MOD] Combat Evolved for Back in Action and Crossfire Posted by DepressivesBrot on Sun, 04 Nov 2012 17:45:51 GMT View Forum Message <> Reply to Message Actually, no. I couldn't care less about BiA, but I don't like those myths and half-truths flying around and thus try to keep a lid on them in this forum.

Subject: Re: [MOD] Combat Evolved for Back in Action and Crossfire Posted by yupper on Sun, 04 Nov 2012 23:47:03 GMT View Forum Message <> Reply to Message TWJunkyby the way I just changed the AKS-74u to SMG in the weapons.txt document. But the blue ingame tag is still schowing it as a AR. Is that normal or did I do something wrong. Thanks for the help.

I think it's fine. That's just the graphic icon added by CE. As long as you changed the 'GunType' entry, the game mechanics should register it according to your changes, at least in terms whether mercs with expertise bonous in a particular weapon type applies while using that weapon. You can always test it by shooting up your own mercs.

Page 26 of 39 ---- Generated from The Bears Pit The HK53 is also a 'hybrid', and it's odd that there isn't 'consistency' in terms of how it and the AKS74u are classified in this game. If there's a 'bug' here, I would say that it's the inconsistency

Subject: Re: [MOD] Combat Evolved for Back in Action and Crossfire Posted by Rathiel on Tue, 06 Nov 2012 10:06:23 GMT View Forum Message <> Reply to Message Hey guys, I really want to play the game again with this mod, but I'm actually getting frustrated pretty fast when i try to start a new game with it. So i wanted to share some points that frustrate me, in hope you can tell me a way to maybe adjust some files for it or to give me some advice.

The Beginning of the game is very frustrating, since my mercs start with handguns and maybe mps agains enemies with body armor, helmets and assault rifles.

To make things worse, since my weapons only have a range of 12-16m, most enemies hipfire, with as it seems to me, a way too high accuracy. While the Airport or Dras(s?)en was still ok and balanced, comparing the equipment of my mercs and the enemies. I'm hitting a pretty hard difficulty-wall when trying the Mine or Waterpump Station. I tried using the easy-files on the mod but that didn't really change anything.

What pisses me of the most, is the fact that enemies hear and see me at night over quite some distances (~20m+), even while proned and each merc having ~50% night camo. Im using two mercs with a high stealth value (80+) and one even has "chameleon" as trait (Fox + some other Female), yet it is impossible to even use a melee weapon on enemies, or even approach them silently.

This just doesn't feel right, since i get the feeling that mechanics like beating enemies trought tactics and stealth don't work, which is necessary to beath enemies that have way better equipment then me. Levels just end in a straight shootout which I always loose, because of missing ammo and the fact that i always get rushed by 4-5 enemies, once the first one spotted me and opened fire.

Well those points make me wonder if the game mechanics are actually working. Is the game/mod intended to work like this? Am I approacing the beggining of the game the wrong way ?

I hope you guys can give some insight one the mechanics and the start of the game.

Subject: Re: [MOD] Combat Evolved for Back in Action and Crossfire Posted by yupper on Tue, 06 Nov 2012 12:36:31 GMT View Forum Message <> Reply to Message Rathiel

Page 27 of 39 ---- Generated from The Bears Pit The Beginning of the game is very frustrating, since my mercs start with handguns and maybe mps agains enemies with body armor, helmets and assault rifles.

To make things worse, since my weapons only have a range of 12-16m, most enemies hipfire, with as it seems to me, a way too high accuracy. While the Airport or Dras(s?)en was still ok and balanced, comparing the equipment of my mercs and the enemies. I'm hitting a pretty hard difficulty-wall when trying the Mine or Waterpump Station. I tried using the easy-files on the mod but that didn't really change anything.

Personally, I think it's silly that someone would hire mercenaries and drop them into country to fight its army with little more than pistols. But then again, I also think it's rather silly that the biggest airport in that country is only defended by a handful of raw recruits with pistols. But I guess this is all for the purpose of 'game balance' and 'game progression.' Although the level of enemy opponents and equipments is determined by the passage of time in this game, you shouldn't see any ARs or kelvar armour on your opponents until at least after you've taken Drassen, even if it take a while for you to finish Drassen.

There aren't any real soldiers with real weapons until you try to take the Water Pump or the road block just west of Drassen. Since I have the DLC weapons, which usually arrives at Drassen airport just as I finish with Drassen, I normally hire 2 mercenaries along with my own custom 'IMP' merc, and dump my remaining funds into an order for 5.56mm rounds from Bobby Ray before I try to take the Water Pump.

If that option is not available to you, you can edit the game files to give yourself free weapons in the beginning. The file you are looking for is 'main_sectors.txt' which is located in ..../bin_win32/configs/

Under 'Sector (35, City, "c8_drassen_airport.lvl")' in that file, it lists all the containers you find in the sector. Simply add whatever weapons, ammo, and armour you want your mercs to have to a container of your choice. You can find the ID number for the items in the other .txt files in the .../configs directory.

For example, you can put a bunch of M16's in the locker with the note that reads 'No guns!' If you look in 'weapons.txt', you'll see the ID for M16AI is '6.' So in 'main_sectors.txt', you can go to the list of containers for the Drassen airport, and change

Container 03 { 890} // "No gun" note (barracks guns locker) to

Container 03 {6, 6, 6, 6, 908 1000} //Giving myself 4 M16A1 and a ton of 5.56mm ammo because the game is too damn hard

The other thing you can do to make the game MUCH EASIER is to download Starchris' 'Drop All Loot' mod and install the version for Combat Evolved. It makes dead enemies drop all of their equipments (and sometimes a bit more...) every time rather than only 30% of the time, and in perfect condition, including weapons, armour, boots, sunglasses, and ammo. I need to emphasize

Page 28 of 39 ---- Generated from The Bears Pit that this makes the game MUCH EASIER and imbalances the already horribly broken economy. With this mod, you'll find that you'll never have to buy anything, because you'll never run out of armour or ammo. Stuff will just accumulate because the traders will never have enough money to buy them. And if you increase trader money to liquidate your items, you'll be so rich, so quickly, that you'll be able to hire and equip the entire merc roster half way through the game.

Quote: What pisses me of the most, is the fact that enemies hear and see me at night over quite some distances (~20m+), even while proned and each merc having ~50% night camo. Im using two mercs with a high stealth value (80+) and one even has "chameleon" as trait (Fox + some other Female), yet it is impossible to even use a melee weapon on enemies, or even approach them silently.

I don't think night camouflage is working properly. But chameleon does work and adds a generic bonous to all camouflage conditions. As for melee attack, instead of trying to sneak stab like Skyrim, you should just order your mercs to run up and stab the enemy. If any of your mercs have ever been melee attacked by an enemy, you'll have noticed that they actually take the time to aim rather than fire shots blindly at point blank range. When they are hit, of course, it interrupts their aim and then they get stabbed to death. This will work on enemies too, especially if you have a merc with melee expertise. It's a silly, borked mechanic that you can exploit to your advantage, if you really want to melee in this game (and I am not sure you should want that....)

Quote: This just doesn't feel right, since i get the feeling that mechanics like beating enemies trought tactics and stealth don't work, which is necessary to beath enemies that have way better equipment then me. Levels just end in a straight shootout which I always loose, because of missing ammo and the fact that i always get rushed by 4-5 enemies, once the first one spotted me and opened fire.

Yes, stealth in this game is not any where nearly as rewarding as in JA2. Shotguns and sniper rifles are all you need to finish the game. You just sort of have to make the best of it, since BitComposer simply couldn't delivered what they promised and have pretty much abandoned the game in its current state. Although enemies 'rushing' is sort of what makes combat rather easy in this game. On outdoor maps, You can just line up you merc and place them in prone stance and guard mode, and they will literally pick off enemies rushing to their deaths. For indoor maps, I use grenades, which basically achieves the same effect--or I just order Nails to run into a room with a CAW. I think there is a mod that enhances the enemy AI--can't remember what it's called--that makes them stay put more and require you to hunt down enemies more often. I am not sure that would make the game more fun given stealth is horribly borked in this game. Look in Starchris' 'Gateway to mods' thread and see if you can find anything that would help.

Combat for me is hit and miss. There are battles where I pull off everything perfectly....my mercs are well positioned behind obstructions, catch the enemies in a cross fire, coordinating their targeting, when enemies charge around the corner of a building so they can climb the ladder to reach my rooftop sniper, only to run head along into a shotgun blast from Nails who is waiting around the bend. Then there are battles where things go horribly wrong, usually because of

Page 29 of 39 ---- Generated from The Bears Pit something stupid and game mechanics related.

Clearly, most of the mechanics in this game are only partially working (e.g. camouflage). The one mechanic that does work and works well is stances. Sniper rifles should always be fired while prone or kneeling, the running stance maximizes the speed and damage of shotguns, etc.

Subject: Re: [MOD] Combat Evolved for Back in Action and Crossfire Posted by Rathiel on Tue, 06 Nov 2012 15:17:42 GMT View Forum Message <> Reply to Message Thanks for the Reply yupper, well thats actually pretty discouraging to hear.

I also had the feeling the game was really a mess when released and BC isn't supporting it in any way.

Well actually i do have the dlc guns, but no ammo, in addition i really dont like starting with ARs right after taking Drassen, i want the feeling i really earned them, so just adding them to the game right from the start doesn't sound all that nice to me.

It's sad the stealth mecanics arn't working, but i remembered they did in the vanilla game, didn't they ? I used to kill quite some lone patrolers right after release. Guess thats quite another hit on my mood to try the game again.

Well, guess i still have to stick to Silent Storm when I want to play a nice turn based tactical shooter. Can't stand the JA2 graphics :sick:. Anyways, thanks for the help!

Subject: Re: [MOD] Combat Evolved for Back in Action and Crossfire Posted by yupper on Tue, 06 Nov 2012 22:04:28 GMT View Forum Message <> Reply to Message Rathiel It's sad the stealth mecanics arn't working, but i remembered they did in the vanilla game, didn't they ? I used to kill quite some lone patrolers right after release. Guess thats quite another hit on my mood to try the game again.

It sort of works, just not very well because night camouflage isn't working (at least, last I checked, the reports on the official BC forum all said it wasn't working). In JA2, your mercs can stealth kill an entire map if they are never discovered. But once you trigger an alarm, the entire map goes into 'lockdown mode' and every enemy defender is on the lookout for your mercs. In JABIA, you can literally blow up one portion of the sector with grenades and explosives, and enemies in other portions of the sector will still be completely oblivious and go about their normal activities in spite of the fact they are carrying squad radios (a feature BC never fully implemented).

Page 30 of 39 ---- Generated from The Bears Pit I have managed to sneak up behind enemies a few times. If you pause the game, and scroll to an enemy, it will show their 'cone of perception.' Using Fox and a SMG with silencer in prone or kneel stance, I've managed to get within a few paces behind enemies and burst mode them to bits. But there really isn't any point in going through that aggravation since there is no working 'alarm' feature in the game. It's much easier to simply shoot them from a distance since the other enemies in the sector will never be aware of your mercs' presence in the sector no matter how much noise you make, unless they are already nearby.

There is something you can do to make the game more interesting in the beginning. You can change the level of enemies at the Drassen airport to make