Jagged Alliance 3

Jagged Alliance 3

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2023年8月12日 13時57分
2024年8月25日 13時37分
11 項目の変更履歴 ( 表示 )

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解説
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
人気スレッド 全て表示 (2)
3
2023年10月23日 7時13分
Good mod! Bunch of questions..
gribelo
0
2023年12月9日 16時25分
I am getting this error in the logs, IDK if it actually breaks anything
Lucjan
94 件のコメント
Monir 1 時間前 
One of my merc panicked during a fight. Once his panic ended, the suppression debuff persisted for several turns, which was severely crippling. The debuff was decreasing in intensity every turn, from suppressed to under heavy fire to under fire and so forth... but it took several turns.

There weren't any shots near him, he was in a safe place, so the debuff should have been gone in 1 turn.
alrumpel 2月24日 13時23分 
Thanks for the clarification!
permanent666  [作成者] 2月21日 11時23分 
@alrumpel I cannot remember why I made three modifiers but the suppression adds up if you use the general one and the AI/Player ones.
alrumpel 2月20日 12時07分 
Why are there three suppression multiplier (All, AI and player)? Why not just one for AI and player? Thanks in advance for your help.
permanent666  [作成者] 2月2日 4時46分 
@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 2月1日 12時50分 
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 1月15日 16時38分 
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  [作成者] 1月14日 12時56分 
@Gladius Did you change the percentage modifiers?
Gladius Victorius 1月1日 13時21分 
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 2024年11月4日 13時22分 
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