Miguel Cordona and his mercenary allies will help if the player agrees to remove Deidranna's forces from the towns in Arulco. Mercenaries start in Omerta where they meet the rebel leader and former election candidate Miguel Cordona, in the rebel hideout. in the beginning and other means later on) to free Arulco from the dictator. Enrico escaped, meanwhile Deidranna converted Arulco into an authoritarian state.Īt the beginning the player must hire mercenaries (via A.I.M. However Deidranna murdered Enrico's father and framed him so she could become the next ruler. He won the elections because he had taken Deidranna as his wife to boost his popularity. The game starts when Enrico Chivaldori hires the commander (player) to free Arulco from the dictator Deidranna Reitman, Enrico's former wife.Įnrico was a candidate for election since his father was the ruler. 2.6 Other notable changes from previous games.Either way it's a great game, so I hope you find a resolution to your issues so you can enjoy it. The customization of the mod also makes it a better choice, imo, particularly since among its options is the choice to play very much like the standard version if you prefer. If the 1.12 'standard' version isn't for you or is somehow broken, it's the only choice. In short, the 1.13 mod is the only 'fixed' version available and can be set up to play the way you seem to want. 1.13 also adds 5 gear profiles for each AIM merc, giving you 6 hiring options per AIM from no gear to a heavily laden option that can be very handy in the early game. I had fun customizing an all-IMP team (check out the post in this group called 'Show us your IMPs.'). but you can have the mod be very similar to 1.12 if you prefer. In either case, I don't see how 1.12 is better. You don't have to use IMPs at all if you don't want, or you can just make 1 (to be 'you'). In the 1.13 mod you can hire up to 6 IMPs and completely customize them, rather than the system in 1.12 which gave you only 1 and asked personal questions from which it would generate your merc's specialties. Just change a couple of the initial game options: Under 'Available Arsenal' try changing 'Tons of guns' to 'Reduced' and in the setting called 'Inventory/Attachments', change 'New/New' to 'Old/Old' or whatever combination suits you.Īs for the new mercs, since v1.13 only adds a small number of new mercs to AIM and you can simply choose not to hire those, I assume you mean the new IMP system. You don't need to use most of it if you don't want to. V1.13 has added realism in its inventory/item system, but the modders realized not everyone would want it, so there are some options to simplify it. In both versions there are a couple of towns/sites where you can't train militia (San Mona, Estoni, & Tixa spring to mind). v1.13 allows both regular militia on SAM sites and mobile militia. V1.12 has no mobile militia and never did, but you can train regular militia on the SAM sites. (If this isn't your icon problem, I'd need more info) If you eject the 30 round clip from your gun and insert the 15 round clip, it becomes a half-full 30 round clip and the icon changes. The icons differ cause you can't insert that clip into your gun IRL. You find a clip of 9x19mm ammo in a 15 round clip for a Beretta handgun. Example for clarity: You use an HP MP5K SMG which takes 9x19mm ammo in a 30 round clip. (Apparently your merc carries an infinite variety of empty clips invisibly). Don't do this in combat (if it will let you), cause the theory is that your merc pulls an empty clip out and manually transfers each bullet from the one clip to the other, which would take a long time in combat terms. If you pull out the clip currently in your gun and insert the odd-sized one, it will convert to the size for your gun. sometimes you will find an ammo type in a different clip size than your gun uses and the icon will differ. Keeping that in mind, here are my thoughts on your post:Īmmo icons vs guns, the only thing I can think is. Anything 'fixed' from there is in the modded version only. 1.12 is a dead game: the developer has closed its doors, so the version on Steam is as patched as it gets. First a terminology correction: Jagged Alliance 2 v1.12 is the vanilla (commercial product) version 1.13 is a mod.
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