Jagged Alliance 2 Megathread v. "Delta goes psycho!"
82 replies, posted
UPDATE: Some random screenshots at the end of the OP!
You may or may not have heard of this game, but I discovered it a few weeks ago and fell in love. The thing is, it's quite complex to set it up and get it going, considering games from 1999 weren't quite as mainstream as those of today. But fear not! Despite the quite steep curve, the game becomes a lot easier once you get the basics down.
When explaining, I'm going to assume you have V1.13 and its most important features enabled.
I'm going to copy paste some parts from the old SA thread, mostly the installation of V1.13.
“[B]So, why should I try this game out,” you ask? Well, let me cite a few reasons:[/B]
- Tons of guns and attachments for them.
- Mustard gas.
- Dozens of mercenaries, most with distinct personalities and complex interactions.
- Mustard gas.
- Mortars. Sometimes with mustard gas.
- Lockpicking doors.
- Alternatively, just shoot the hinges off with a shotgun.
- Or blow it up with C4. Or a mortar round. Fuck if I care. Am I judging you? Hell no.
The latest official version is 1,12, but 1,13 is a fan-made patch that adds so much, they could have bundled it and called it an expansion pack and we'd be glad to pay for it. It actually adds a suppression system and all sorts of extra fun toys, plus the ability to toy around with the game files so you can have a higher income, or all guns unlocked from the start, or more.
Documenting the mod would be too long for the OP, but the most important changes are:
* Bugs fixed.
* Balance changed.
* 100 AP system to properly balance AP cost of actions.
* Much smarter AI (flanking, taking cover etc).
* Suppression system to make light machine guns more effective.
* Simulation improved, more detailed damage and weapon systems.
* More options and settings.
* Improved inventory menus and interface.
* Data externalized into XML files to make it easier to edit.
* Hundreds of new items, weapons, attachments, equipment.
* Multiplayer (Which wasn't in the original game. I kid you not.)
[B]Do I need 1.13?[/B]
Yes... and no. 1.13 makes the game more complex and harder to setup. But on the other hand, it really makes the game better and the basics are as hard to learn either way. The game is playable on it's own but 1.13 really refines it, I would recommend it.
[B]1. Purchase and install Jagged Alliance 2:[/B]
[URL="http://www.gog.com/en/gamecard/jagged_alliance_2/"]Good Old Games[/URL] - $9.99
Steam - $19.99
[B]2. Download and install 1.13:[/B]
You do not need to install any other patches first.
[URL]http://ja2v113.pbworks.com/[/URL]
[B]3. Copy your downloaded 1.13 files over your JA2 install.[/B]
[B]4. Set your options by opening the INI editor[/B]
[I]WTF is HAM?[/I]
HAM is a load of additional changes by the 1.13 modders that mostly effect gameplay. You can find a list of features [URL="http://ja2v113ham.wikia.com/wiki/HAM_Features"]here[/URL]. Most of HAM is disabled by default. A lot of it can be turned on through the INI but you need some [URL="http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=243620&page=1&fpart=1#Post243620"]extra files[/URL] to fully enable HAM.
[I]Gameplay settings of note:[/I]
Tons of junk here, you will probably want to up the game resolution, chance the CD/DVD drive option if you didn't install to C and disable the intro.
STRATEGIC_EVENT_SEND_TROOPS_TO_DRASSEN - Set to false to disable the massive counterattack when you take Drassen.
PRICE_MODIFIER - How much you make from quick selling items.
EXPLOSIVES_DAMAGE_MODIFIER - Makes explosives not suck, set from 50-100.
MERCS_DIE_ON_ASSIGNMENT - Set to FALSE to stop random death of unhired mercs.
STEALING_FROM_SHIPMENTS_DISABLED - Set to TRUE to avoid having to deal with Pablo.
CHANCE_OF_SHIPMENT_LOST - No lost Bobby Ray's orders.
There are tons more for you to fine tune.
Mostly the options are obvious but make sure to take Enhanced Description Box, Silent Skyrider, Show Movement Path, Show Wireframes and Use Metric System.
Do not use Enemies Drop All Loot, there is already a default INI setting to use improved loot tables.
[U]Difficulty Level[/U]
Depends on your INI file settings but mostly controls money, how experienced the opposition is, how quickly they attack you and how many of them there are. Novice/Experienced aren't too bad, you should be able to start on Experienced if you've played an isometric tactical game before.
[U]Bobby Ray's selection[/U]
How quickly you want to get cool guns and toys. This can have a big effect on difficulty, if you are new to tactical games try great or excellent.
[U]Game style[/U]
Realistic is regular, Sci-Fi is annoying. [sp]It adds giant bugs and some sci-fi guns.[/sp]
[U]Item Selection[/U]
How much equipment the game makes available.
[U]Inventory system[/U]
Should only be set to new. Old is the original unpatched system and much clunkier.
Now press go!
[URL]http://ja2v113.pbworks.com/ja2_and_1_13_hot_keys[/URL]
^Remember the hotkeys. Some, such as tab, are required to fully enjoy the game. (Tab is used to aim from rooftops to the ground, or vice-versa.)
A makes your merc automatically bandage his wounds.
B toggles your weapons fire mode, this also activates attached grenade launchers.
Shift + N swaps your night and sun goggles around, very useful.
Right click to change the length of your auto fire, the number of bullets fired is only a rough estimate.
When aiming burst or auto fire you can hold down left mouse and move left or right to sweep your bullets across that area.
You can build a custom mercenary with the IMP code you get on the laptop. Try not to have more than one or two, as this mercenary is supposed to be you and having too many of them is considered cheating.
The most important stats are Wisdom (how fast you upgrade other stats), agility (determines your AP count) and marksmanship (makes you actually hit shit in the early game, when all you and the enemies have are crappy pistols.)
Some good basic teams:
Ice/Blood/Grizzly/Magic/Wolf/Fox
Ivan/Igor/Iggy/Grunty
Raider/Raven/Spider
Stephen/Meltdown/Malice
(If you want to go with an all-crazy squad)
Fidel / Razor / Haywire / Maddog
Personally, I always take Barry (has nice marksmanship, wisdom and can disarm traps for you early-game.), Steroid (Very strong, decent marksmanship, can repair stuff quickly.) and then one other guy, whoever I'm feeling like using. Fox doesn't get along with Steroid, so avoid using both in the same squad.
[B]Sector Defense[/B]
You need to train rebels via the milita job option to hold onto the towns or the army will recapture them whilst you are away. You should at least train a full set of greens but a full set of blues is better. This takes some time but doesn't cost too much money.
[B]Income[/B]
Your primary source of income will be from captured mines, you can see the locations of them on the mines. Some mines will go dry depending on your difficulty level.
There are some other ways to make money but don't count on selling looted weapons unless you heavily boost the sale value in the INI.
[B]Raising stats[/B]
Leadership:
Train militia. If you have two people in the same sector training, some of the leadership may rub off from the higher skilled merc to the lower.
Strength:
Punching things, opening crates. You can increase strength rapidly by finding something you can punch indefinitely without penalty. These things include the crows that appear on rotting bodies, vehicles you don't own, cows, and the robot (if you don't own it).
Dexterity:
Punching (see strength), throwing knives, repairing.
Health:
Travelling, especially with heavy equipment (ie, your merc's weight percentage is over 100).
Agility:
Getting interrupts, crawling with stealth mode in the presence of enemies. Someone suggested an easy way to raise this was to crawl around in front of the bugs while you are using the elixir.
Wisdom:
Combine TNT and a detonator. Plant the bomb and disarm it. After doing this about 15 times your wisdom should increase. However, there is a chance that the bomb will explode as you try to disarm it. Another way to increase wisdom is using a merc as doctor. It takes a very long time to increase the stat this way, but it happens.
Marksmanship:
Goes up by firing weapons and throwing knives. Can be raised by throwing knifes at crows (they are not consumed), or shooting off otherwise useless .38 ammo
later in the game.
Mechanical:
By repairing things, picking locks, repairing
Medical:
Do first aid or doctoring. Someone suggested that if you beat up your militia and then heal them you can gain points easily.
Explosives:
Setting and disarming explosives. To gain this skill quickly, set and disarm a mine over and over in real-time.
[B]Stamina[/B]
Moving around the map will wear your mercs out quite quickly and they will need sleep to recover. Some mercs will need less sleep than others.
Getting shot, being exposed to some kinds of gas and running on the tactical view will lower stamina. Your mercs [U]will pass out[/U] if their stamina drops too low. Water bottles will boost stamina but the real way to recover is sleep.
[B]Health[/B]
Getting hit can reduce your AP and rapidly bleed out health! Get bandaged up to temporarily stop bleeding and reduce the drawbacks to your aim and AP, but you need to let them be patients with some experienced doctors in the strategic screen to let their health get back to normal. Ira makes a reasonable doctor for free.
The health bar has 3 conditions:
Dark red: Good. Completely healthy and no wounds.
Yellow: Very bad. Open wounds which can bleed, if the yellow bar is large enough. Fix this immediately by using a first aid kit. Not fixing this will eventually make your merc bleed (depending on how severe the wound is) and it will make him lose stamina as well as reduce the overall APs available, make him less accurate, etc.
Orange: Bad. This is an open wound that has been patched, and it will not cause immediate danger (unlike yellow). However, an orange health bar means your merc has a wound that requires more in-depth medical attention. You can fix this by having someone with a good medical skill use the "Doctor" option on your merc (in the strategic screen, on the left you will find a list of your mercs and what they are currently doing (Default: "Squad 1", which means they're assigned to .. Squad 1! Click on this for a number of other options such as Training (Militia or practicing skills), Repair, or Doctor. In order to heal another merc the doctor needs to have a medical kit in his hand and the patient needs to have the assignment "Patient"). Not fixing these wounds means your mercs don't have their full potential (APs, accuracy, etc.) available. Do not attack a sector with wounded mercs!
[U][B]Your primary objectives[/B][/U][B]
1) Create an IMP merc
2) Hire other mercs (unless you are suicidal/lucky/skilled)
3) Enter Omerta and contact the rebels
4) Free Drassen to secure a supply route
5) Secure towns and mines[/B]
[U]Getting started[/U]
You'll arrrive by helicopter in the crappy looking village of Omerta. There will be a number of enemies with pistols. These guys are pretty bad but you will have a really hard time if you don't have any particularly good guns.
Once they are all dead find a woman called Fatima inside a house in the middle right side of the map and give her the letter from your inventory. Then follow her off the map to the East. She will lead you to house where you meet the rebels. After the conversation you can talk to and recruit Ira who has an annoying voice but is free and can be trained up to be a medic/mule.
After this head to the top square of Drassen. You will have to work to clear all three map squares to claim the town which can be a little tricky. Once you hold it, train milita and look at ordering some supplies from bobby rays.
[I][U][B]Equipment[/B][/U][/I]
Don't forget: more equipment = more weight. Higher strength = you can carry more stuff. If the encumberance goes around 90%, you lose AP, so try to keep the weight around 80-85% for all of your mercs at most.
You'll need LBE (Load Bearing Equipment). LBE basically gives you place to stash shit, and without it, you only have your hands and pockets in your pants to keep stuff. Not good.
As a rule of thumb, have backpacks to keep mortar shells and guns in them, and vests + straps for ammo, grenades, gas masks, and whatever else you might need to reach for quickly.
[B]The A-Z of armor[/B]
Each piece of armor covers one of three zones, head, torso and leg. Protection isn't perfect, you can get hit outside your armor depending on the dice roll, see the "coverage" value.
Vests need armor plates to be effective.
PROTECTION is basically how good the armor is at stopping a bullet or other attack from reaching the target's flesh. It actually removes some (or all) of the bullet's damage potential. The higher the Protection value, the more damage it can stop. Also, the more protection an armor item has, the less it will be damaged by any attack it manages to block (partially or completely).
This value also takes into account any attachments added to the armor, such as Ceramic Plates. Please note however that the value shown in the Enhanced Description Box is not the ACTUAL value - it doesn't take into account the armor's status! To see the actual value, hover your cursor over the armor item in your inventory screen.
COVERAGE is also very helpful in stopping bullets. Actually, it determines whether the armor gets a chance to interfere at all! An armor item with low coverage is unlikely to prevent any bullet from slipping through and causing full damage to the target. For instance, a helmet with very good Protection value but very low Coverage value will simply not get the chance to stop the bullet! Waste of helmet space!
The DEGRADE PERCENTAGE icon looks the same as a weapon's "reliability" indicator, as they have a similar effect on two completely different types of items. In essence, it controls how quickly the armor disintegrates whenever it is hit by an attack, just as weapon reliability controls how quickly a weapon degrades through use. Powerful bullets with armor piercing properties will hurt an armor more, but a low armor degrade percentage helps balance this out. Degrade percentage is better when lower! A lower value means sturdier armor that does not easily degrade when struck.
When equipping soldiers, you're going to need to choose which roles they'll perform. Some of these roles can only be assumed in mid-late game, since you don't have all equipment yet at the start. Obviously.
Personally, I split my men up in these roles:
[B]Soldier[/B]
The soldier is the most straightforward one. You preferably want pouches for magazines, an assault rifle with semi-auto and burst/full-auto fire, and a few grenades, followed by camouflage and other things you might find important. Use ACOG scopes or at the very least 2x scopes.
[B]Point man[/B]
The point man is more important in night operations than day, but whatever. Give him a light and quiet weapon such as an SMG, slap subsonic ammo and a silencer on it, and start spotting targets for your snipers and other guys. Camo is a must, as are canteens. (Canteens refill stamina by drinking from them. Useful if you get hit a few times and need to get out of there.)
[B]Grenadier[/B]
The soldier, but with less utilities and more grenades. Preferably higher strength and another vest so you can make the most of the grenades. Mid-late game, you can slap a grenade launcher on the rifle so the range of your grenades can keep up with the better guns and ammo you get.
[B]Sniper[/B]
The sniper is... a guy with a sniper rifle. Give him a sniper rifle with excellent range and damage, and preferably also a machine pistol if they need to protect themselves in CQC. Go for headshots whenever practical.
[B]Designated Marksman[/B]
Not a lot of people are going to use these, but I find they combine the versatility of soldiers with the range of snipers. Have an assault rifle or rifle with good range, but make sure they also have some form of auto fire, since you'll be closer to the action. I always use the SCAR-H sniper variant or HK M416 20”. (My god, I feel like a gun nerd for stating that last one.) Use an ACOG scope or Battle scope (7x scope).
[B]LMG'er[/B]
Give him an LMG with a high ammo count. Their use is disputed, since LMG's actually have a lower ROF and thus lower suppression, considering the current suppression system, but their high ammo count means you can keep up the pressure while the rest of the squad gets closer for the kill. The high AP count for readying and shooting makes them abysmal in any other role, though. SAW pouches are mandatory, since you'll be burning through ammo.
[B]Heavy weapons[/B]
Only necessary in late-game to deal with the enemy tanks and flush out infantry. Rocket launchers or mortars. (But not both at once, since the weight would bring your merc to a crawl.) Have a spotter nearby for the mortar, and keep them protected. Havy carbines or SMG's for self-defence.
[B]Mules[/B]
They carry stuff that would weigh too much for your others. For example, I had Dimitri carrying mortar shells for Barry so he could 'waste' them a bit more.
Obviously, these roles are purely combat roles. Your medic can be a mule or designated marksman or whatever. These aren't set rules, but just guidelines. With the new settings in V1,13, all your men need to work together, since they aren't headshot machines any more like in V1,12.
[I][U][B]Weapons[/B][/U][/I]
Availability of equipment from Bobby Ray's is based off a "coolness" rating and the stock option you chose when starting a game.
[B]quote:[/B][INDENT]Current Coolness level = (Current Progress / 10), Rounded down, +1.
So, if your current progress is 15, the coolness level is (15/10=1.5), rounded down (to 1), +1 = 2.
To find your current progress, press V in tactical or strategic mode.[/INDENT][U]Ammo[/U]
Check calibers carefully. At the start of the game the army will use old weapons with weird calibers that your fancy modern guns will not take.
If you want to scavenge then you should be aware that for a few weeks most ammo will be 9x19mm. This is an SMG caliber so rifles, battle rifles and shotgun ammunition will be in very short supply. If you have a 10mm SMG or a 7.62mm battle rifle you probably aren't going to get anything in the field until the game has progressed to three cities captured.
[U]I don't know what drat gun to use, there's too many[/U]
Someone has gone to all the trouble of working out not only the best but also the best for how much you have available:
[URL="http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=199401&page=1#Post199401"]http://www.ja-galaxy-forum.com/boar...ge=1#Post199401[/URL]
If you use any custom weapon or balance mods this list is probably worthless.
[U]Explanation of gun stats[/U]
[URL="http://www.bookgallery.co.il/JA2PublicPosts/statsguide/statsguide.asp"]http://www.bookgallery.co.il/JA2Pub.../statsguide.asp[/URL]
[B]Which gun to use?[/B]
[U][I]Pistols[/I][/U]
+ Single handed. Can be used in akimbo, but don't unless your character is ambidextrous.
+ Very low AP cost to ready and fire. Excellent as backup weapons.
- Low accuracy, stopping power and range. Only use in panic situations.
[I][U]Machine Pistols[/U][/I]
+ Much higher RoF, and can thus kill enemies a lot easier.
+ Usually a higher ammo count.
- Needs a larger holster. A bit heavier than pistols.
[I][U]SMG's[/U][/I]
+ Uses pistol ammo, and is thus viable in the early game.
+ Starts getting a decent range and items.
+ Light, compared to other primary weapons.
- Lacks the stopping power of assault rifles and carbines.
[I][U]Shotguns[/U][/I]
+ Devastating in CQC. Even when missing, the sheer amount of pellets will force the enemy to cower and be suppressed.
+ Shotgun slugs, lock busters and shredder ammo make them quite versatile.
- Doesn't particularly excel in the outdoors, unless you get a duckbill.
[I][U]Rifles[/U][/I]
+ Good early-mid game range.
+ Usually has a heavier caliber than other available guns at that point in the game.
- Low, low RoF. Crap in CQC. Better alternatives are out there.
[I][U]Assault rifles[/U][/I]
+ Jack of all trades. When in doubt, take an assault rifle.
[I][U]Carbines[/U][/I]
+ Lighter than assault rifles, while keeping the ammo count and stopping power.
- Lower accuracy.
[I][U]Battle rifles[/U][/I]
+ Heavier caliber and stopping power
- Takes longer to ready and fire, making them worse at CQC than AR's.
[I][U]Sniper Rifles[/U][/I]
+ Excellent range, accuracy and damage.
- Low RoF makes them useless in CQC.
- Getting countersniped is bullshit.
- Stationary target? Enemy mortars ahoy!
Despite this, Sniper Rifles are amongst the most useful weapons in the game.
[I][U]MG's[/U][/I]
+ Huge ammo count.
+ High damage.
- Very heavy, costs a lot of AP to aim. (bad in CQC, again.)
[I][U]Heavy weapons[/U][/I]
+ Fun toys. Explosions, gas and such are devastating.
- Heavy.
- Ammo is usually scarce.
[B]Addons[/B]
You can attach tons of items to your guns. It's impossible to have more than 4 equipped at once (though some are combined, like the grippod, which is a grip and bipod rolled in one.), 3 if you want to use an underbarrel grenade launcher (the grenade is counted as the 4th addon, so you can't fire without leaving a blank spot.)
[I]Barrel extensions[/I]
Rather rare. Increases damage and range.
[I]Bipods[/I]
Increases accuracy when prone.
[I]Calibre kit[/I]
Allows you to use heavier calibres, or switch NATO weapons to Warsaw ammo and such.
[I]Foregrip[/I]
Lowers the penalty from full-auto and burst fire, but lowers overall accuracy.
[I]Grippod[/I]
Foregrip and bipod rolled in one.
[I]Flash suppressor[/I]
Rather useless IMO. Makes you harder to spot at night, but the sound still gives you away.
[I]Folding/retractable stocks[/I]
Makes your gun quicker to raise (costs less AP), but somewhat lowers your accuracy.
[I]Lasers[/I]
Enhance chance to hit at close ranges and a bonus to vision at night.
[I]Silencers[/I]
Flash suppressors with the added bonus of lowering your noise. Doesn't help if you don't use subsonic (cold) ammo, though.
[I]Scopes[/I]
Enhance range and accuracy, but give you worse tunnel vision as the magnification is enhanced (2x scope is good in CQC, 10x scope makes you only see a tiny line in front of you. Hence the importance of spotters for snipers.)
Reflex: For CQB guns
Kobra: Reflex for AK style guns
2x: For CQB to medium range
4x: For medium range
4x Combo: Has a built in reflex, giving you best of both worlds.
7x: Medium-long range
10x: Long range
Other scopes: Specialized scopes for guns that don't take regular ones.
[img][URL="http://i41.tinypic.com/11bovg6.jpg%5B/img"]http://i41.tinypic.com/11bovg6.jpg[/URL][/img]
Shows tunnel vision and why it'd suck in CQC.
[B]Efficient use of AP[/B]
* The right tool for the job
Use the right size of gun for the range you are working at. A lot of the time you won't have a choice but a sniper or support mercs are much better off swapping to their backup weapon when repositioning. You don't want to get a surprise interrupt at close range whilst holding a long range rifle or heavy weapon.
* The right stance
If you are in a situation where you might need to change your angle of fire a lot at close-medium range then prone might not be a great idea. It costs a lot more AP to look around when you are prone than the other stances.
* The right magazines
As pointed out by XTimmy reloading from magazines that aren't the right capacity for your gun costs more AP. You do not want to try and reload a SMG from pistol mags or an unmodified AR from drum mags when in combat.
* The right amount of firepower
Aimed shots always get good results but at close range burst or auto fire can give more efficient use of your AP. It normally takes two shots to kill a target, two aimed shots could cost 50-80AP but one burst might only be 45.
* Preparation
If you have less than half a magazine left then reload in any breaks in combat. Always move in crouch-run to avoid having to change stance for an interrupt. Position support mercs in advance of combat to cover where you estimate the enemy will be found.
* Muling
Like a lot of RPGs it's a good idea to use a non-combat character to carry the heavy stuff. Higher weight sucks your APs so let your medic carry gear or ammo you don't need for a round of combat. A soldier shouldn't be lugging a repair kit around.
[B]Burst and auto
[/B]
Waste of ammo right? Yeah there's less AP used but two shots is going to kill anyone? Well not exactly. Burst and auto have a lot of benefits, so long as you are within a reasonable range. Every shot is another chance to hit although that decreases some each shot. On top of that every hit reduces the target's armor even if it does no damage, so there is a lot more killing potential in giving someone several bullets. At close range you should be lighting someone up with three rounds minimum and you'll get a great CTH due to the range.
Tracer ammunition also boosts your chance to hit in burst and auto fire mode.
[B]Fields of fire[/B]
Stick to a wall at all times and you have one direction you are guaranteed to be covered from. Use walls and other obstacles to limit your exposure, standing next to a wall limits you to fire from only 180 degrees instead of 360.
[B]Rooftops[/B]
A mixed blessing. Makes a great prone spot for snipers and machine-gunners but leave them extremely vulnerable due to tunnel vision.
[B]Images
[/B](Shamelessly ripped from an [URL="http://lparchive.org/LetsPlay/Jagged%20Alliance%202/Update%201/index.html"]AAR[/URL], presumably made by the goons at the SA forums, judging by the humour in it.)
[IMG]http://lparchive.org/LetsPlay/Jagged%20Alliance%202/Update%201/2-update1_2.jpg[/IMG]
[IMG]http://lparchive.org/LetsPlay/Jagged%20Alliance%202/Update%201/9-update1_9.png[/IMG]
[IMG]http://lparchive.org/LetsPlay/Jagged%20Alliance%202/Update%208/2-update8_2.png[/IMG]
[IMG]http://lparchive.org/LetsPlay/Jagged%20Alliance%202/Update%208/3-update8_3.png[/IMG]
[IMG]http://lparchive.org/LetsPlay/Jagged%20Alliance%202/Update%2016/1-update16_1.png[/IMG]
[IMG]http://lparchive.org/LetsPlay/Jagged%20Alliance%202/Update%2016/6-update16_6.png[/IMG]
[IMG]http://lparchive.org/LetsPlay/Jagged%20Alliance%202/Update%2016/20-update16_20.png[/IMG]
If you have any questions or comments, by all means, go ahead.
No screenshots or videos?
I looks like a really complex and fun game, if you're into those kinds of things. Is multiplayer completely dead?
[QUOTE=DanTehMan;25230346]No screenshots or videos?
I looks like a really complex and fun game, if you're into those kinds of things. Is multiplayer completely dead?[/QUOTE]
As said, the screenshots will come later on. I'm tired now and I'll do it in like 24 hours.
Multiplayer has always been dead, because it's rather broken and a lot of stuff is imbalanced. But hey, kudos to whoever made it, since it was made by fans [I]from fucking scratch[/I].
Fucking loved this game when I was a kid. Played this waaaaay back in the day. OP needs pictures for that extra nostalgic value.
Are they ever going to make a third one?
Updated thread.
Also, I think they might be making a third one, but I don't even remember where I heard that.
I use to have this, played for like 2 hours and I didn't know where to go/do. Now I don't have the cds any more so I am doomed.
[QUOTE=Mr_Razzums;25249546]I use to have this, played for like 2 hours and I didn't know where to go/do. Now I don't have the cds any more so I am doomed.[/QUOTE]
Considering you bought it in the past, I'm pretty sure you could acquire it in another way legally.
Plus it's almost considered vaporware. Wait a few years and it'll be free for every one.
It's my favorite game EVER, too bad I couldn't take over that god damn prison and the military base (can't remember the name).
Lynx was a beast, you could beat the whole game just by giving him a good rifle and some armor, while other guys/gals serve as sidekicks.
Alma and Tixa? That shit was easy. Then again, I did drop mustard gas on them and then blew up 3 sections of walls, followed by flashbangs and stun grenades, so it's not like they put up much of a fight.
But I admit CQC is a bit skewed for the defender, seeing as getting interrupted there means you get 15 AP rounds into you in one turn.
Fucking best game ever. Glad they are making a 3rd game. Let's just hope it stays true to the originals in terms of gameplay.
AFAIK, it'll be a remake of JA2 with more replayability and better graphics, more mercs + interactyion and such.
[QUOTE=deltasquid;25249417]Updated thread.
Also, I think they might be making a third one, but I don't even remember where I heard that.[/QUOTE]
Jagged Alliance 3 was cancelled, but theres even better news for Jagged Alliance fans. They are remaking JA2, it will be called Jagged Alliance 2:Reloaded and it will get released somewhere in 2011.
[img]http://members.multimania.nl/cenf01/100919_11577_JA2_01.png[/img]
[img]http://members.multimania.nl/cenf01/100919_11577_JA2_02.png[/img]
[img]http://members.multimania.nl/cenf01/100919_11577_JA2_03.png[/img]
Google for Jagged Alliance 2:Reloaded if you want more info.
at a certain point in my life, this was all i played every day
Yeah i've played this for years too. Steroid and Lynx where awesome, Ira was an annoying bitch.
Steroid: Damnit to hell!
Ira: You got my ear!
[QUOTE=Bowser_nl;25250125]Yeah i've played this so much too. Steroid and Lynx where awesome, Ira was an annoying bitch.
Steroid: Damnit to hell!
Ira: You got my ear![/QUOTE]
when i was in holland, JA2 was really popular with all the gaming fans and shit
I was waiting for someone to make this thread. Too bad the game is really unpopular, it is awesome.
[QUOTE=Bowser_nl;25249966]Jagged Alliance 3 was cancelled, but theres even better news for Jagged Alliance fans. They are remaking JA2, it will be called Jagged Alliance 2:Reloaded and it will get released somewhere in 2011.
[IMG]http://members.multimania.nl/cenf01/100919_11577_JA2_01.png[/IMG]
[IMG]http://members.multimania.nl/cenf01/100919_11577_JA2_02.png[/IMG]
[IMG]http://members.multimania.nl/cenf01/100919_11577_JA2_03.png[/IMG]
Google for Jagged Alliance 2:Reloaded if you want more info.[/QUOTE]
That looks sexy as hell.
I hope they'll add more characters and remove none, and add all kinds of fun stuff.
Flamethrowers?
[editline]09:57PM[/editline]
[QUOTE=thisispain;25250141]when i was in holland, JA2 was really popular with all the gaming fans and shit[/QUOTE]
Go to Finland. The game was popular as shit back in the days. I'm not sure if it still is right now, but I wouldn't be surprised.
To put it into perspective, JA2 used to be to Finland what starcraft is to Korea.
With 1.13 there's around a million different sub-mods available on the JA Galaxy forums. Are there specific recommendations one should try?
Hmm, I haven't tried any mods except 1.13. It has everything I could wish for and even more.
Shadow was always in my team, a real professional. Although very expensive.
[QUOTE=junker|154;25250811]Shadow was always in my team, a real professional. Although very expensive.[/QUOTE]
Same. I also loved Nails and Lynx
Stephan is an excellent guy as well early game if you can afford to shell out a bit.
Personally, I prefer to train low-level mercs up from scratch than to buy the good ones. The expensive ones are only worth it during the final assault on Meduna, IMO, where you can use people to hold down sectors and train militia, repair stuff, transport items from Drassen and such.
[QUOTE=thisispain;25250141]when i was in holland, JA2 was really popular with all the gaming fans and shit[/QUOTE]
I think it was popular in the whole of Europe. Sadly it's fairly unknown outside Europe.
[QUOTE=Jericho_Rus;25250879]Same. I also loved Nails[/QUOTE]
Nails? He was the guy that didn't want to use any kind of body armour because he loved his leather jacket too much right? :v:
[editline]08:46AM[/editline]
[QUOTE=deltasquid;25250988]
Personally, I prefer to train low-level mercs up from scratch than to buy the good ones. The expensive ones are only worth it during the final assault on Meduna, IMO, where you can use people to hold down sectors and train militia, repair stuff, transport items from Drassen and such.[/QUOTE]
I always did that too. Always worked hard to train Ira, Miguel and Maddog so they where actually useful. Especially because they didn't want wages. Except for that black guy you can rescue from the jail, i always used him as a meatshield. He was just too weak.
Edit: I just remembered, that black guy was called Dynamo and that other spineless junky was called Shank.
[QUOTE=Bowser_nl;25263777]
Nails? He was the guy that didn't want to use any kind of body armour because he loved his leather jacket too much right? :v:
[/QUOTE]
Yep. Man, I just loved how the game was localized in Russia. They did a pretty good job on all of 'em except Ira. Man, she sounded like a dumb nerd with no life. Also, was I the only one who noticed that she was [I]probably[/I] named after Aerosmith? Ira Smith, Aerosmith, eh?
[editline]01:16PM[/editline]
Steroid sounded fucking awesome.
"Патроны кончились, адская задница!"
I forgot how sadistic this game is near Meduna. I have 4 LAWs and the game throws 4 tanks at me.
Did you watch the 7-minute speed run? Boy, it is awesome.
EDIT: Also, who do you have in your squad?
I wonder if this runs without a GPU.
[QUOTE=Jericho_Rus;25271499]Did you watch the 7-minute speed run? Boy, it is awesome.
EDIT: Also, who do you have in your squad?[/QUOTE]
I actually have two squads that do most of the work, with some random expensive guys thrown in as support.
Squad one, with whom I started:
my IMP who is a great marksman and semi-decent medic
Barry
Steroid
Grunty
Dimitri
MD
A second squad with
A second IMP I made, slightly worse shot but better medic than the first one.
Stephan
Scope
Raider
Raven
Miguel
And then I have Maddog, Fidel, Ira, Travor and Lynx with me just for shits and giggles.
Also, I modified the game to give me 200% the amount of cash it should be giving me, hence the awesome squads and vast array of guns I have.
[QUOTE=Zezibesh;25271714]I wonder if this runs without a GPU.[/QUOTE]
It will run fine. I used to run JA2 on utter shitboxes.
[QUOTE=Jericho_Rus;25271499]Did you watch the 7-minute speed run? Boy, it is awesome.
[/QUOTE]
Just watched it. That shit is insane.
"Snapperheads! Snapperheads! Snapperheads!" Ugh.
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