Jagged Alliance 3

Jagged Alliance 3

Ei tarpeeksi arvosteluja
DiceMan-Reinforcement-Lite
   
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1.163 MB
29.11.2023 klo 23.42
8.12.2023 klo 3.57
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DiceMan-Reinforcement-Lite

1 kokoelmassa, tekijä wait4friend
JA3-Rougelike
9 luomusta
Kuvaus
A lightweight Reinforcements & Betrayal mod. It's save compatible.

1. Random Reinforcements: Both sides have the chance to receive reinforcements of varying sizes under random conditions. Player reinforcements consist of militia, while enemy reinforcements include all enemy types.

2. Random Betrayal: Individuals on both sides have the opportunity to join the opposing force and turn against their former allies in different battlefield situations. And you have chance to control betrayed enemies, temporarily.

3. Reinforcement Locations: Reinforcements for both sides can randomly appear at different locations on the battlefield, such as behind the player at a exit zone or even airdropping directly in front of the player.

Note
  • This lite version mod includes only basic functionalities. If you desire more Rougelike features, consider tring the full version DiceMan-Full , or check my other Mods wait4friend's JA3-Rougelike
  • Welcome anyone to draw inspiration or code from the DiceMan series, but please give me a SPECIAL THANKS :-) .
25 kommenttia
wait4friend  [tekijä] 12.1.2024 klo 16.33 
The lite version is an experimental algorithm. And in DiceMan-Full version, with a better algorithm , the airdrop points are more scattered. Most of the time, they will be within 5-10 tiles of the player.
Skooma Dealer 12.1.2024 klo 0.39 
Most of the time when enemies arrive, they spawn on top of my mercs, like in their square. Is there a way to turn that part off?
wait4friend  [tekijä] 11.1.2024 klo 23.38 
@SKooma, sorry, but I didn't understand what you exactly want. Can you explain more?
Skooma Dealer 11.1.2024 klo 20.19 
When this mod is on, it's superb, but is there a version of this that doesn't have enemies spawning in the same square as my mercs?
wait4friend  [tekijä] 10.1.2024 klo 17.24 
Actually not. If you consciously disable some options, they won't conflict.

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Due to DiceMan modifying various aspects of enemies, such as stats, perks, weapons, armor, loot rate, etc. In theory, it may not be compatible with other mods that have similar functionalities.

However, DiceMan employs runtime modifications, meaning the changes take effect at the beginning of each battle. In most cases, DiceMan will override static modifications made by other mods.
p6kocka 9.1.2024 klo 21.39 
I am using the Nightmare mod and Rato' s overhaul. I think these two mods aren't compatible with your mod, are they?
wait4friend  [tekijä] 9.1.2024 klo 17.07 
@p6kocka good point. And the "the enemy should match the mercs level" is a feather of the DiceMan-Full, try it if you like it. This lite-version includes only basic functionalities.
p6kocka 9.1.2024 klo 10.36 
Great idea. But sadly unbalanced. Only the second mission...3 or 4 enemy well armed soldiers appeared with a leader who literally erased my soldiers in 3 turns.... the enemy should match the mercs level at least.
wait4friend  [tekijä] 11.12.2023 klo 17.34 
@feanture Great suggestion. In future full versions, I might increase the rondom probability of reinforcements who match the current enemy affiliation.
feanture 11.12.2023 klo 5.22 
Great mod! Can you please consider changing the reinforcement type from random to current enemy Unit affiliation? Right now Legion can have Army or Adonis reinforcement which is break immersion in my opinion. Thank you!