Jagged Alliance 3

Jagged Alliance 3

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12/ago./2023 às 13:57
25/ago./2024 às 13:37
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Descrição
This mod introduces a suppression system, which is reflected in 5 new combat effects. While a counter tracks the suppression for each unit in the background, your units and opponents can acquire the following statuses:

  • Shot At
  • Under Fire
  • Under Heavy Fire
  • Suppressed
  • Pinned down

The higher the status, the fewer APs are available to your characters in the next round and, in the case of interrupts, also in this round. In addition, units run the risk of panicking or going berserk.

However, not every enemy and Merc reacts exactly the same to fire, but depending on experience or psychological constitution, have a certain resilience to suppression. Also, someone in good protective gear feels safer in a hail of bullets than someone in jeans and a t-shirt.

If the suppression is too much or too little for you, you will find two sliders in the mod options to influence it.

I recommend to set the suppression multiplier in the mod options to 200% to get a realistic suppression simulation.

The whole thing was tested with the vanilla version of the game, but it should also run with mods that don’t change the vanilla character property “Suppressed”.

Mods can also easily override the suppression values of weapon types and combat actions.

If you find that the balance still needs to be tweaked, or you stumble upon a bug, please let me know.

Known Issues

Sometimes it can happen that someone who appears a little further away also receives suppression. This happens when a bullet hits quite far from the shot and the unit is nearby. This would be avoidable, but the game has to calculate quite a lot for this mod and it is rather the exception.

Thanks to everyone on the JA3 Modding Discord. Especially to audaki_ra and Tobias for their help.



Version: 5.01-1282
Discussões populares Ver todos (2)
3
23/out./2023 às 7:13
Good mod! Bunch of questions..
gribelo
0
9/dez./2023 às 16:25
I am getting this error in the logs, IDK if it actually breaks anything
Lucjan
90 comentário(s)
permanent666  [autor(a)] há 11 horas 
@Rubezagel, you are right that bothered me as well but not that much that I changed it. I will revist this mod soon and try your suggested changes.
Rubezagel 1 de fev. às 12:50 
I find it a bit weird that the status effect is removed on end of turn. So I tweaked your mod, changed the trigger to reset suppression from OnMsg.TurnStart to OnMsg.TurnEnded. It seems, everything works just the same - the AP penalty applies the same but status effect stays longer. That way I know whether a merc was under fire, rather than being slow because of his stats. Stacking and decay seems to work as well, hope I there isn't anything I overlooked.

In any case, I think that would be the better way to have it implemented, something to think about at least. You can consider it clutter, useless info on stuff that already happened, to me it's helpful to remember the last turn and assess my next move
Gladius Victorius 15 de jan. às 16:38 
Think i fix it have change all Settings to 100% and now all get Pinned down right.Not sure why but if i set only the enemy to 100% it dont Work i must change even general NPCs to 100% to see my Mercs that Pinnes down the Enemy.Maybe a Mod conflict so the mod dont understand ho is the Enemy and count all as Normal NPC?Im Using Mods that change the Enemys and the Number possible it conflict then
permanent666  [autor(a)] 14 de jan. às 12:56 
@Gladius Did you change the percentage modifiers?
Gladius Victorius 1 de jan. às 13:21 
Not sure if it right but i have many Times that Surpression dont work on Enemys i can shoot how much i want on them they dont get any status much more the soldiers in late Game.If my Militia shoot on them the status change come fast up but not when my Merc shoot on them.And on the other side side if Soldiers shoot on my Militia they near instant Pinned down even if they dont get hit.And then another thing i notice is when my Militia Pinned down an Enemy or any other state when my Merc shoot on the same Target it reset the state to normal always mean if the Enemy is Under Heavy Fire as exemple it turn after the Shoot to nothing same as he was never shoot
alfn86 4/nov./2024 às 13:22 
Just passing by to say your mod is awesome!
There is no gameplay for me without it!
I enjoy your mod so much that I made it mandatory for my own mod!
Really man, yout mod is simple yet very effective in adding more complexity to the strategy without being pedantic/overcomplicating
Wonderful mod!
=D
EliteForceQc 18/jun./2024 às 9:29 
Flashbang only apply the first stage of the status list (shot at). They apply tired but no supression.
Monir 29/abr./2024 às 6:04 
I'm playing with Rato's GBO and TACTICAL AI and I strongly suggest to tune Pinned Down with 200-150-150 chances in the settings to reach the last stages of suppression.

You will barely go beyond the "Shot at" stage with vanilla settings even with a full squad doing full auto on a foo.

@ permanent666 : I would like to report that groin shots don't do anything with this mod. In vanilla they apply the Suppressed status which is a -4 AP until next turn. With this mod it looks like it counts as a regular shot.
rakovskymaybe 15/abr./2024 às 7:12 
@permanent666 thanks, I turned the suppression up to 200% and that feels right to me.
permanent666  [autor(a)] 14/abr./2024 às 9:55 
@rakovskymaybe. There is a suppression meter in the background and every shot counts toward this suppresiionmeter. If it reaches a certain threshold you will get the coresponding status effect and the APs will be removed instantly. So at the beginning of the turn the suppression meter will get down again and if there is remaining suppression the status will be set accordingly. I already got reports that suppression is not strong enough. Please use the mod options for now to increase it as I do not have time to test it at the moment.