Lets Play "Jagged Alliance 2" with mods (no videos)
Posted: 2021-01-07 22:11, Thursday
Greetings generals and welocme to my Jaggeds Alliance 2 LP/AAR thread
Jagged Alliance 2 was released in the late 1990's. It includes a "tactical" part and a "strategical" part.
In tactical, you explore sectors, interact with NPCs (both in real-time, usually) and do "direct" combat (the latter in turn-based).
In strategical, you explore the world, give long-term assignments to your characters, do "auto-resolve" battles - also you have access to your in-game laptop, which allows additional options, like hiring more personnel. In strategical, the time passes in selectable speeds modes of slow/medium/fast (called 1/30/60 minutes, although the latter 2 are really just a greatly speeded up "1 Minute" ).
I play with the v1.13 and AFS mods.
Preparations
- difficulty: Experienced
It is the second of four difficulty levels. I modified it a little to beef things a up a little.
The reasoning: the third and fourth difficulty levels throw a lot of enemies at you, resulting in more micromanagement - i don't like too much micro. Thus, modifying the easier level was simpler than the other way round.
Example of changes, the enemy now has unlimited pool of troops (this only affects how easy they can replace losses), and the "Drassen/Massive Counter Attacks" consist of only 10 soldiers (plus a random number IIRC - and this is per "squad". A couple of squads team up for each counter attack).
- starting options
screen1
- JA2Options.ini
A very short list of changes i made - in particular i only list the micromanagement stuffs that i changed:
* enabled: Allow Reinforcements, Drassen Counter Attack, Massive Counter Attacks, Strategic Militia Command, Individual Militia, Mines Require Workers, Advanced Repair, Sell Items via Sector Inventory (for 10% value), and sidenote: (the AFS mod slows down the progression of XP by ca 40%. In addition i set LDR to grow 60% slower (during tests i had the impression that it grows too fast))
* disabled: AI Player 2 (aka "Arulco Special Division" ), Creature Raids, Crepitus (*), Zombies, Diseases, Food, Dynamic Opinions, Take Prisoners, Intel, Equippable Militia, Militia Ressources, Militia Volunteers, Private Military Company
one could surely go on for a couple hundred lines, explaining/detailing this or that and the reasoning behind it, but IMO, the above is the more interesting part
(*) the Sci-Fi mode adds a couple of weapons (prototype and fictional) which i would like to see - however, it also adds a rather lengthy quest resolving around fictional enemies. The latter i want to avoid, hence i took the offer of disabling the enemy type
Final Notes...
n/a
2) Character Creation
3) Unintended Shenanigans
4) Meet the Team
5) Day 1: Arrival and Battle of Drassen
6) Day 2-14: Northeastern Campaign
7) Day 15-21: Battle for Chitzena
8) Day 22-25: Northwestern Campaign, conclusion
9) Day 26-29: San Mona Holidays
Jagged Alliance 2 was released in the late 1990's. It includes a "tactical" part and a "strategical" part.
In tactical, you explore sectors, interact with NPCs (both in real-time, usually) and do "direct" combat (the latter in turn-based).
In strategical, you explore the world, give long-term assignments to your characters, do "auto-resolve" battles - also you have access to your in-game laptop, which allows additional options, like hiring more personnel. In strategical, the time passes in selectable speeds modes of slow/medium/fast (called 1/30/60 minutes, although the latter 2 are really just a greatly speeded up "1 Minute" ).
I play with the v1.13 and AFS mods.
Preparations
- difficulty: Experienced
It is the second of four difficulty levels. I modified it a little to beef things a up a little.
The reasoning: the third and fourth difficulty levels throw a lot of enemies at you, resulting in more micromanagement - i don't like too much micro. Thus, modifying the easier level was simpler than the other way round.
Example of changes, the enemy now has unlimited pool of troops (this only affects how easy they can replace losses), and the "Drassen/Massive Counter Attacks" consist of only 10 soldiers (plus a random number IIRC - and this is per "squad". A couple of squads team up for each counter attack).
- starting options
screen1
- JA2Options.ini
A very short list of changes i made - in particular i only list the micromanagement stuffs that i changed:
* enabled: Allow Reinforcements, Drassen Counter Attack, Massive Counter Attacks, Strategic Militia Command, Individual Militia, Mines Require Workers, Advanced Repair, Sell Items via Sector Inventory (for 10% value), and sidenote: (the AFS mod slows down the progression of XP by ca 40%. In addition i set LDR to grow 60% slower (during tests i had the impression that it grows too fast))
* disabled: AI Player 2 (aka "Arulco Special Division" ), Creature Raids, Crepitus (*), Zombies, Diseases, Food, Dynamic Opinions, Take Prisoners, Intel, Equippable Militia, Militia Ressources, Militia Volunteers, Private Military Company
one could surely go on for a couple hundred lines, explaining/detailing this or that and the reasoning behind it, but IMO, the above is the more interesting part
(*) the Sci-Fi mode adds a couple of weapons (prototype and fictional) which i would like to see - however, it also adds a rather lengthy quest resolving around fictional enemies. The latter i want to avoid, hence i took the offer of disabling the enemy type
Final Notes...
n/a
Table of Contents
1) Abbreviations, Game Basics and Superstitions2) Character Creation
3) Unintended Shenanigans
4) Meet the Team
5) Day 1: Arrival and Battle of Drassen
6) Day 2-14: Northeastern Campaign
7) Day 15-21: Battle for Chitzena
8) Day 22-25: Northwestern Campaign, conclusion
9) Day 26-29: San Mona Holidays