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Turn-Based Tactics Ultimate Jagged Alliance 2 + 1.13 Mods TOPIC

KazikluBey

Cipher
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Joined
Feb 10, 2007
Messages
785
PC RPG Website of the Year, 2015
Is there a way to play with the AI mods without 1.13?

Are there any variants of 1.13 or otherwise that are actually focused on making the game more enjoyable and challenging in a non menial way as opposed to autistically simulating things that either don't matter at all and just add visual clutter or ultimately detract from the game because they don't interact well with the basic systems?
Stracciatella is a little better on the AI front than vanilla I think, but it's not an overhaul. It lets AI climb roofs, and I think they are less likely to hang around inside break light radii for example.

The closest you'll get to a 1.13 with better AI and less fluff is 7609+AI by Sevenfm. He's Russian and didn't like the Bear's Pit logo's addition of a Ukrainian flag, so he withdrew from the English speaking world. You can find the download links in the description on his Youtube videos.
 

Nutmeg

Arcane
Vatnik Wumao
Joined
Jun 12, 2013
Messages
20,146
Location
Mahou Kingdom
Is there a way to play with the AI mods without 1.13?

Are there any variants of 1.13 or otherwise that are actually focused on making the game more enjoyable and challenging in a non menial way as opposed to autistically simulating things that either don't matter at all and just add visual clutter or ultimately detract from the game because they don't interact well with the basic systems?
Stracciatella is a little better on the AI front than vanilla I think, but it's not an overhaul. It lets AI climb roofs, and I think they are less likely to hang around inside break light radii for example.

The closest you'll get to a 1.13 with better AI and less fluff is 7609+AI by Sevenfm. He's Russian and didn't like the Bear's Pit logo's addition of a Ukrainian flag, so he withdrew from the English speaking world. You can find the download links in the description on his Youtube videos.
Based. Death to the Imperialists who seek to destroy Russia. It removes fluff? Is there a list of things removed?
 

KazikluBey

Cipher
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Messages
785
PC RPG Website of the Year, 2015
Based. Death to the Imperialists who seek to destroy Russia. It removes fluff? Is there a list of things removed?
He didn't remove anything, but it's based on 7609 which is an old version of 1.13. So, every feature since ~2014.
 

raeven

Educated
Joined
Aug 29, 2020
Messages
273
Is there a way to play with the AI mods without 1.13?

Are there any variants of 1.13 or otherwise that are actually focused on making the game more enjoyable and challenging in a non menial way as opposed to autistically simulating things that either don't matter at all and just add visual clutter or ultimately detract from the game because they don't interact well with the basic systems?

The closest would be the last 'stable' release, 7609 or 4870.

I'm with you though, on the whole.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,427
has anyone played any 1.13 total conversion mods such as Arulco Revisited, Vengeance, Urban Chaos, etc? Any recommendations?
I only played Urban Chaos and it was waaay back when. I remember it added a lot of pointless items like a box cutter knife that could be brought through airport security on arrival.
Biggest selling point was more urban environments for more cqb and less sniper mole popping and redone maps. At some point you'll know the vanilla layouts by heart and any change
to the landscape is a welcome one. That said, the conversion made it clear to me that it's possible to have too much urban combat.

I also remember playing something called Deidriana Lives. Pretty zany, looked like something made by and for folks that are bored out of their skull with the base game.
Biggest selling point was, again, redone sector maps, more enemy outposts etc.
 

Strange Fellow

Peculiar
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Joined
Jun 21, 2018
Messages
4,040
Steve gets a Kidney but I don't even get a tag.
I've barely touched any of them except Wildfire, which I played most of the way through. Sounds like it's similar to those other projects, in that it's all right as a way to play new maps. Also similarly, the maps are more cluttered than in the base game, which may be a good or bad thing depending on your taste. The new mercs are garbage but what can you do. All in all, recommended if you already know the vanilla sectors like the back of your hand.

I don't know how well Wildfire works with 1.13 though, if at all.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,427
I never came back to wildfire after the initial release which was a fucking buggy mess. It appears it was eventually patched to stability, but eeeh what's the point if you can just have 1.13 without the bad aftertaste.
The new mercs were indeed garbage, but the mortal sin was in them replacing old mercs.
 

Papill0n

Educated
Joined
Dec 11, 2021
Messages
59
Most mods are essentially map and item packs and the odd custom Merc here and there because anything more ambitious is quite hard to do. Notable exceptions are Urban Chaos, Bloody grounds, Islancd Coup, Demise of Man, Renegade Republic, Fight for Freedom and a few others I failed to recall from memory. The technical aspects of these mods usually depend on which version of Ja2 or Ja2 1.13 they branch off from.

Then there are some novelty mods that I covered in that other thread here https://rpgcodex.net/forums/threads/my-recent-jagged-alliance-2-mods.141294/ and which I guess I should reupload them on occasion.

If you want to play stracciatella with custom maps and some custom gun stuff, there is this mod https://thepit.ja-galaxy-forum.com/index.php?t=msg&th=25129&start=0&
 

index.php

Arcane
Joined
Jul 5, 2013
Messages
882

JA2 Stracciatella Release 0.21.0​


Posted on November 6, 2023


The Jagged Alliance 2 Stracciatella team is proud to present a new release showcasing about a year of work. It includes several new features, plenty of bugfixescompared to previous versions and the original game, clean-ups of the old code base and a notable speedup.
Through 340 commits at least 44 bugs were fixed, 23 of which are known to affect vanilla.

New Features:​

  • Improvements to the Android port
  • Middle-click mouse scrolling support
  • Modding Improvements
    • More hardcoded values and assumptions are now externalized to additional or improved json files for easy editing in JSON: translations
    • More extension points for LUA scripting: strategic-level content
IMPORTANT: We changed the default directory where configuration and save games are located on Windows machines, in order to interfere less with Windows folder protection mechanisms. For now the old directory inside the Documents\JA2 folder still works, but a warning is printed in the logs, instructing you to move the files into the AppData\Roaming\JA2 directory. This will be changed in one of the next versions to only consider the new folder.
IMPORTANT: If you are switching between the nightly and release versions of JA2 Stracciatella on Android before you might need to uninstall the old APK before installing the new release. Make sure to backup your data before doing this as it might erase your save games.
We are shipping pre-built packages for Linux, Windows, macOS and Android. This should help users to easily get started with Jagged Alliance 2 Stracciatella. For users willing to take a risk we also provide automatically created nightly builds.

Download​

http://ja2-stracciatella.github.io/download/

Main Changelog:​

Enhancements​

  • Enhancement: Do not update the entire screen texture every frame (#1755)
  • Enhancement: [Windows] Change Stracciatella config dir location to AppData (#1864)
  • Enhancement: Implement tab to view logs in Android launcher (#1782)
  • Enhancement: Tactical: scroll by middle-mouse dragging (#1490)
  • Enhancement: Warn if 1.13 is installed (#1693)
  • Enhancement: Replace rapidjson with rust based implementation (#1773)
  • Enhancement: Remove remove_dir_all rust dependency (#1905)
  • Enhancement: Reduce CPU usage of the main menu screen #1927
  • Enhancement: Add an option to use precompiled headers (#1836)
  • Enhancement: Proposal: Revamp calling of the game loop (#1807)
  • Enhancement: Refactor timer control (#1818)
  • Enhancement: Remove a check for profile ID 53 in HandleSuppressionFire (#1753)
  • Enhancement: Remove HandleSight NOWHERE error logging (#1801)
  • Enhancement: Upgrade rust-version to 1.63.0 (#1904)
  • Enhancement: Upgrade string_theory to 3.8 (#1907)

Modding Improvements​

  • Enhancement: Externalize Flo’s weapon deals bonus (#1734)
  • Enhancement: Externalize translations (#1833)
  • Enhancement: Strategic-level modding support (Event, Quests and Facts) (#1832)
  • Enhancement: Setting blades like knife or machete below 3AP is causing a crash, when enemies or militia is trying to use it. (#1840)

Bugfixes (vanilla)​

  • Bugfix: Unfair bloodcat fight - stats farming (#1780)
  • Bugfix: Fix memory leak in DrawMercsFaceToScreen (#1912)
  • Bugfix: Tried to create item with Invalid ID while scrolling through items cheat (#1925)
  • Bugfix: HandleTownLoyaltyForNPCRecruitment: no loyalty to increase if we’re n… (#1798)
  • Bugfix: Blood type possible inconsistency (#1808)
  • Bugfix: Error: “Strategic_Movement.cc: Failed to add movement event.” in tactical screen (#1703)
  • Bugfix: Fix assertion failure in GetSelectedAssignSoldier (#1775)
  • Bugfix: Fix bug in two FindGridNoFromSweetSpot* functions (#1876)
  • Bugfix: Game reliably crashes in this particular situation. (#1856)
  • Bugfix: Incorrect random number (#1810)
  • Bugfix: Minor visual AP bug when firing burst fire + talon (#1765)
  • Bugfix: Properly restore two Path AI variables upon return from function (#1698)
  • Bugfix: Right ALT key doesn’t work the same as left ALT key (#539)
  • Bugfix: Segfault on killing any next enemy, even if you leave and re-enter sector (#1664)
  • Bugfix: Use correct gridno to calculate cost of a swipe attack (#1708)

Bugfixes​

  • Bugfix: Attempt to remove dead merc from list results in CTD (#1788)
  • Bugfix: Bug report for simplified-chinese (#1784)
  • Bugfix: Cannot shoot soldiers. Only mouth icons appears. (#1723)
  • Bugfix: CAWS some burst fire weapon sounds are missing/not playing. (#1764)
  • Bugfix: Crash when loading original 1.02 savegames (#1861)
  • Bugfix: Crash when right-clicking on item’s attachement (#1863)
  • Bugfix: Crosshair doesn’t change back to movement after hovering an enemy (#1778)
  • Bugfix: IsThereASoldierInThisSector uses wrong SGPSector to index method (#1799)
  • Bugfix: LMB doubleclicks on Android version after introducing touch controls (#1710)
  • Bugfix: Mercs “bored/resigned - low morale” quotes are not beign played when selecting merc (#1757)
  • Bugfix: Missing sound of RPK-74 in burst mode (#1714)
  • Bugfix: Mouse cursor “jumps around” when double-clicking on mercs (#1369)
  • Bugfix: Nordic keyboard layout. equal key to select all mercs does not work (#1844)
  • Bugfix: Ordering more than one merc to repair vehicle causes them to repair items instead (#1813)
  • Bugfix: Prevent overly long IMP nickname (#1827)
  • Bugfix: Properly test if a group’s only member is a vehicle (#1705)
  • Bugfix: Random crashes when opening emails on the in-game laptop (#1591)
  • Bugfix: Strange input handling on follow-up shots. (#1735)
  • Bugfix: Strategic map view of D15 Drassen SAM lacks information (#1745)
  • Bugfix: Weapon choice vectors are incorrect (#1794)
  • Bugfix: Enemy item status minimized when killed with cheats (#1924)
  • Bugfix: Fix bug in InternalTacticalRemoveSoldier panel logic (#1920)
  • Bugfix: Compiling with clang on mingw64 (#1816)

Editor​

  • Editor: When you add a regular rebel army to a sector using the map editor, then after won fight with enemies, any attempt to leave this sector causes a crash. (#1886)
  • Editor: When you mark at least two items in terrain tabs in map editor, then when you click on X (closing current window), then map editor crashes. (#1896)
  • Editor: When you want to add a key to a door in map editor, then after this you can’t close the window with editing lock attributes. (#1892)
  • Editor: When you scroll types of characters in map editor, it sometimes crashes. (#1890)

Maintenance Work​

  • Maintenance: Changes required for C++20 compatibility (#1823)
  • Maintenance: Clean up SGPStrings and remove many uses of C string functions (#1713)
  • Maintenance: Remove some unused files and one function (#1706)
  • Maintenance: Remove three unnecessary functions handling video refresh (#1837)
  • Maintenance: Should we bump the cmake_minimum_required value? (#1828)
 

Papill0n

Educated
Joined
Dec 11, 2021
Messages
59
So I just recently found out some guy was playing our Ja2 1.13 FFF SET mod and put it all on youtube :D

#1 Fight For Freedom (WW2 Theme) | Jagged Alliance 2 Mod | Novice / Ironman - YouTube

It's cool to see other playstyles and really enlightening to see what changes are not immediately evident for other players. What features do they even use, how long does it take them to figure new stuff etc.
I'm absolutely gonna have to watch more of the videos, there's hours and hours no end. Maybe this dude actually finished it, we'll see. Head's up! :D
 

Papill0n

Educated
Joined
Dec 11, 2021
Messages
59
Well I looked at the videos with my fullest attention and it was very interesting. He almost managed to finish the game (but missed out on a lot of content when maps were neither mines nor roads, also non-surface sectors).

FFF's endgame (there are several variants) depend on the player's quest situation. That's not the case in Vanilla, the game just ends with Deidranna dead. So actually doing quests makes a difference in FFF when it comes to the endgame.

I learned that custom quests are extremely hard to figure, especially because we're all used to the Vanilla quests and you can't raildroad a player to follow your quests in a sandboxy game like Ja2. With developer's insight it's brutal to watch how players can get stuck sooooo close before figuring the quest out. It would have been great to be on the livestream back when it happened to drop the spoilers :D

Anyway I was cheering for this guy and whenever he figured something, no matter how minute, I was soo happy about it :D
 
Self-Ejected

Atlet

Self-Ejected
Vatnik
Joined
Nov 11, 2017
Messages
1,610
  • "As of 09-Aug-2022, and at least on my system, Linear Interpolation and Near Perfect With Oversampling do NOT look as crisp as fullscreen vanilla does with display driver scaling. Pixel Perfect Centered seems ok, but obviously doesn't scale the display to fullscreen (640x480 native with black "borders").

  • Mouse cursor movement in LI and NPwO graphics modes is not as accurate or responsive as it is in fullscreen vanilla."

October 2023 update: I still prefer to play vanilla JA2 (or 1.13) over Stacciatella. On my systems (all of which are brand new), non-Stracciatella JA2 still looks and plays better than Stracciatella JA2 as long as I employ fullscreen display driver scaling.

https://lilura1.blogspot.com/p/jagged-alliance-2-stracciatella.html

So, is it true, is it better to play pure vanilla, instead of Stracciatella? What do you guys think? I want to play JA2, but not 1.13.
 

KazikluBey

Cipher
Patron
Joined
Feb 10, 2007
Messages
785
PC RPG Website of the Year, 2015
Didn't notice anything looking better with 1.13 than with Stracciatella, on Linux. Stracciatella also fixes a number of vanilla bugs, though.
 

Spike

Educated
Joined
Apr 6, 2023
Messages
615
Is the Wildfire expansion good/worth it? Also what about Unfinished Business? I own pure vanilla JA2 and never checked these out. Edit: I vaguely remember being told to avoid Wildfire and Unfinished Business.
 
Self-Ejected

Atlet

Self-Ejected
Vatnik
Joined
Nov 11, 2017
Messages
1,610
It might be time to play 1.13 again. Can you share some settings such as tuned suppression that makes it feasible to use a SAW on one squad member? Also if you have tuned settings for faster middle game progression to make it harder or other interesting settings please let me know.

Oh, should I play the main branch or some LOBOT fork or something? I can compile the code so source repos are good too.

Is playing without gun drops really necessary for balance? I hate it.

One more thing is whether there are any cheats save games that could help me tune the .ini for specifics stages off the campaign.

Are you playing it? Which setting, mods etc are you using?
 
Self-Ejected

Atlet

Self-Ejected
Vatnik
Joined
Nov 11, 2017
Messages
1,610
Anyone remember if it would be better to train a merc with a teacher than to train solo, aka, practice? Not considering the teaching skill, that is.
 

Zero CHAR

Novice
Patron
Joined
Jan 12, 2024
Messages
57
Enjoy the Revolution! Another revolution around the sun that is.
I want to make a night ops/stealth character for my next game instead of NotRambo, does anyone have the IMP quiz answers for that?
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,070
I didn't find a way to make a stealth melee character. Even in best scenario of night time and around buildings my melee dude kept dying when I was testing unless I would lead them to closed doors and I would wait on other side to jump them. I even hired some of the best mercs for this..
And on more open maps even with best night goggles trying to do some crawl stealth knife shit just meant you found yourself alone vs multiple enemies fast as my sight range was only few tiles better then enemy one. I found night vision gear disappointing.
Maybe this shit works better in vanilla, seems JA1.13 AI swarms whatever place they think your guys are at.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,427
If you want to confuse the AI, try two teams operating in different parts of the map, drawing attention. Think bigger.
Well, even in vanilla, melee is just a way to cull stragglers before the real thing begins (also steal guns off elites and rooftop snipers if you don't play on drop all).
You can get it to work at the early game and in some sectors with lots of trees or buildings.

One thing to remember - never use just one guy, a team of two is a minimum, the other guy needn't be a hth specialist (consider it a training exercise for physical stats).
You basically need a second pair of hands for a coup de grace when the rng decides you've had your fun. Even then, it can get save-scummy if you want it done really clean,
I think it's best to mix it up with throwing knives and suppressed guns for a bit of extra reach, at a point you decide to switch to the "real" loadout.

NVG is basically extra tiles worth of sight range. An absolutely critical advantage at range and when the enemy isn't alerted yet, but doesn't do squat in melee and in rooms when it's not an issue because everyone already sees everyone.
 

Papill0n

Educated
Joined
Dec 11, 2021
Messages
59
Well, even in vanilla, melee is just a way to cull stragglers before the real thing begins (also steal guns off elites and rooftop snipers if you don't play on drop all).
You can get it to work at the early game and in some sectors with lots of trees or buildings.

[...]

NVG is basically extra tiles worth of sight range. An absolutely critical advantage at range and when the enemy isn't alerted yet, but doesn't do squat in melee and in rooms when it's not an issue because everyone already sees everyone.

Yeah, Ja2 and stealth melee don't mix too well. In Vanilla, make sure to use characters that are best fit to do that, such as Razor. In 1.13, there may be certain unbalanced traits that can help. And you can mod for example the general sighting range to be shorter and for movement and melee attacks to use less AP so that you have a bigger chance of actually sneaking up on someone. But unmodded, it doesn't sound much fun.
Throwing knives are a different beast, they may work very well, but it's still a grindy thing to play with a lo of RNG involved.
 

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