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Jagged Alliance 3 from Haemimont Games

ERYFKRAD

Barbarian
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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Has the developer finished patching this game yet or what
Do believe so, yeah. Haven't seen activity of any significance in a while.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,784
Location
California
Is there any point in leaving behind weapons for militia to use. It doesn't sound like the "use ordinance" helps the militia fend for themselves. They get toppled so easily, I think it's not even worth building them up at all.
 

Zombra

An iron rock in the river of blood and evil
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Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
I think militia just use stock militia weapons; they don't equip loot that I've ever seen. But you must be playing on some extreme difficulty if fully trained m can't fight back at least a little.
 

Cyberarmy

Love fool
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Joined
Feb 7, 2013
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8,702
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Smyrna - Scalanouva
Divinity: Original Sin 2
Is there any point in leaving behind weapons for militia to use. It doesn't sound like the "use ordinance" helps the militia fend for themselves. They get toppled so easily, I think it's not even worth building them up at all.

They get a bit better after levelling up but still can't fend of more than 2 attacks.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,515
Location
Grand Chien
Is there any point in leaving behind weapons for militia to use. It doesn't sound like the "use ordinance" helps the militia fend for themselves. They get toppled so easily, I think it's not even worth building them up at all.
What. Militia are just cannon fodder used to defend your bases while you train up, or are busy elsewhere.

You're meant to use the free mercs to keep retraining new sacrifices to Khorne every time they die, while you destroy the rest of the map freely

It's worth training them up when your bases are full and you don't have anything else for your free mercs to do
 

Mark Richard

Arcane
Joined
Mar 14, 2016
Messages
1,216
Is there any point in leaving behind weapons for militia to use. It doesn't sound like the "use ordinance" helps the militia fend for themselves. They get toppled so easily, I think it's not even worth building them up at all.
Militias don't use the stash. I think 'use ordinance' only applies with mercenaries present, giving permission for auto-resolve to use the rarer items in their inventory such as grenades to further increase the odds in your favour. It's just a guess though. I never used mercs to support my militia.

A fully trained militia on the default difficulty is able to fend off multiple Legion attacks, though there's some degree of randomness to it. The most common outcome is losing 1 man, but on the odd occasion bad luck strikes and you lose more, and obviously this tips the odds in their next fight. If you're not on an ironman run, reloading can offer a completely different result. Militia are vital throughout the majority of the game as a defensive force. It's difficult to consistently make money without them, because if your mercs are busy defending, then they're not taking new territory. You can't turtle up forever because mines eventually run dry. In my experience the militia only lose relevance when the late game triggers, as they're facing more powerful units and you'll probably have enough cash saved up to just go for the finish line without worrying about holding territory.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,784
Location
California
Thanks. I think what happened is that I triggered a nasty story event that sent out better kitted out enemies across that map and completely wiped my progress :D
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
12,040
Location
Flowery Land
Biggest point of militia is deterrence. The strategic AI seems to view them (especially Elites) as more of a threat than they are on tactical level. After the late game trigger, I had a group of advanced enemies just sit outside my most profitable mine (rather than attack), waiting for reinforcements that would never come, long enough to wipe them out with my newly hired C team.
 

GloomFrost

Arcane
Joined
Dec 9, 2014
Messages
1,121
Location
Northern wastes
Thanks. I think what happened is that I triggered a nasty story event that sent out better kitted out enemies across that map and completely wiped my progress :D
I know what you are on about, same thing happened to me. Not the best game design idea, still a great game though. Started a new playthrough without any hard feelings.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
12,040
Location
Flowery Land
I had a rough idea of the counterattack coming after the camp. I survived it with some initial setback, having to fight in some pitch battles and accept serious injuries (but not death) on my mercs to get through it. I suspect that's how it was supposed to go. Helped that I already had 2 teams out and running well before the attack with plenty of cash in the bank.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,784
Location
California
I'm getting my ass raped exploring the underground tunnels. Feels good. I'm having a lot of fun making bomb traps, detonating them with bullets etc to survive.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,515
Location
Grand Chien
Guys, top 5 IMP builds

For me Stealth Sniper and Melee have to be in there, not sure what else is good though, thoughts?
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
12,040
Location
Flowery Land
One detail I noticed and haven't seen anyone praise yet: The pre-combat AI for Legion, foreign mercs, and native army all differ. Legion is very sloppy with watch overlap so it's entirely possible to liberate entire sectors with stealth kills. Army is pretty decent at keeping everyone in at least one other member's vision at all times so you can't stealth kill everyone, but messes up on occasion. Foreign mercs seem to very rarely become isolated enough for it to be possible. It's a nice thing I'm surprised a game that isn't dedicated to stealth included.

Guys, top 5 IMP builds

For me Stealth Sniper and Melee have to be in there, not sure what else is good though, thoughts?
Leadership. Everything else has plenty of AIM employees, but only two non-legendary mercs have any leadership, and one has only 50. IMP has no special abilities so there will always be an AIM merc who can do just as well or better, but Leadership is needed yet rare.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,515
Location
Grand Chien
Guys, top 5 IMP builds

For me Stealth Sniper and Melee have to be in there, not sure what else is good though, thoughts?
Leadership. Everything else has plenty of AIM employees, but only two non-legendary mercs have any leadership, and one has only 50. IMP has no special abilities so there will always be an AIM merc who can do just as well or better, but Leadership is needed yet rare.
I meant in terms of how to kill enemies. I'm not counting Leadership as a 'build' because you can add it to any build really
 

3 others

Augur
Joined
Aug 11, 2015
Messages
273
Guys, top 5 IMP builds

For me Stealth Sniper and Melee have to be in there, not sure what else is good though, thoughts?
Pencil-necked laptop dweeb with maxed out LDR, EXP, MED, MECH who makes squads travel fast and cleans their guns while the real killers are banging hookers after firefights.
 

raeven

Educated
Joined
Aug 29, 2020
Messages
306
Guys, top 5 IMP builds

For me Stealth Sniper and Melee have to be in there, not sure what else is good though, thoughts?

Best IMP is no IMP. Game feels more balanced that way. Plus the IMP voiceover is shit and they have zero personality.

My second playthrough was mission impossible / Ironman and I had no issues forgoing an IMP character. My squad was Barry, Livewire, and Buns, then I hired Thor and Ice before leaving the island, finally rounding out with Blood. Thors leadership was enough. Fucking fantastic squad.

Damn this game was a real blast....
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,515
Location
Grand Chien
Guys, top 5 IMP builds

For me Stealth Sniper and Melee have to be in there, not sure what else is good though, thoughts?
Pencil-necked laptop dweeb with maxed out LDR, EXP, MED, MECH who makes squads travel fast and cleans their guns while the real killers are banging hookers after firefights.
Yes but then I'd have to call him '3 Others' =(
 

3 others

Augur
Joined
Aug 11, 2015
Messages
273
imp.jpg

Time to take out the trash!
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,784
Location
California
Any tips for enjoying JA2? I found the combat familiar to my time with Wasteland 2 + 3. I tried JA2 for a bit using stracciatella, made it to the airport, then got tired/bored of the slow movement speed. Granted I was still using mere pistols, maybe the game/fun picks up as you progress to SMGs/Assault/etc
 

raeven

Educated
Joined
Aug 29, 2020
Messages
306
Any tips for enjoying JA2? I found the combat familiar to my time with Wasteland 2 + 3. I tried JA2 for a bit using stracciatella, made it to the airport, then got tired/bored of the slow movement speed. Granted I was still using mere pistols, maybe the game/fun picks up as you progress to SMGs/Assault/etc

You can increase the game speed in the game.json file of your stracciatella folder.

Imo this turns the game from "sufferable" to "enjoyable". Pretty much a required change.
 

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