Jagged Alliance 3

Jagged Alliance 3

BCE Outposts & Mines
Viser 11-18 af 18 forekomster
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Opdatering: 10. jan. kl. 0:19

v1.08 Release Notes
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BCE Outposts & Mines

-----------------------------------------------

+ two additional mines: water source & coca plant
+ six additional outposts
+ changed income and depletion time of existing mines
+ gain profits from ganja, coca or meth business (optional additional income sources)

-----------------------------------------------


+ two additional mines
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

->-> BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ six additional outposts
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased threat and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> Basic Crafting Economy mod - which is requirement for BCE Outposts & Mines - increases the Biff event timer from 38 to 78 days so you have a lot more time to prepare
-> altered routes of outpost attacks and diamond case deliveries

+ changed income and depletion time of existing mines
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao

+ gain profits from ganja, coca or meth business (optional additional income sources)
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

Opdatering: 29. dec. 2024 kl. 23:19

v1.06 Release Notes
-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines: water source & coca plant
+ six additional outposts
+ changed income and depletion time of existing mines
+ gain profits from ganja, coca or meth business (optional additional income sources)

-----------------------------------------------


+ two additional mines
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

->-> BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ six additional outposts
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased threat and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> Basic Crafting Economy mod - which is requirement for BCE Outposts & Mines - increases the Biff event timer from 38 to 78 days so you have a lot more time to prepare
-> altered routes of outpost attacks and diamond case deliveries

+ changed income and depletion time of existing mines
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao

+ gain profits from ganja, coca or meth business (optional additional income sources)
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

Opdatering: 17. dec. 2024 kl. 13:14

v1.05 Release Notes
-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines: water source & coca plant
+ six additional outposts
+ changed income and depletion time of existing mines
+ gain profits from ganja, coca or meth business (optional additional income sources)

-----------------------------------------------


+ two additional mines
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

->-> BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ six additional outposts
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased threat and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> Basic Crafting Economy mod - which is requirement for BCE Outposts & Mines - increases the Biff event timer from 38 to 78 days so you have a lot more time to prepare
-> altered routes of outpost attacks and diamond case deliveries

+ changed income and depletion time of existing mines
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao

+ gain profits from ganja, coca or meth business (optional additional income sources)
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

Opdatering: 6. dec. 2024 kl. 2:36

v1.04 Release Notes
-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines: water source & coca plant
+ six additional outposts
+ changed income and depletion time of existing mines
+ gain profits from ganja, coca or meth business (optional additional income sources)

-----------------------------------------------


+ two additional mines
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

->-> BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ six additional outposts
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased threat and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> Basic Crafting Economy mod - which is requirement for BCE Outposts & Mines - increases the Biff event timer from 38 to 78 days so you have a lot more time to prepare
-> altered routes of outpost attacks and diamond case deliveries

+ changed income and depletion time of existing mines
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao

+ gain profits from ganja, coca or meth business (optional additional income sources)
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

Opdatering: 6. dec. 2024 kl. 0:18

v1.03 Release Notes

-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines on the world map
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

---> In total BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ start your ganja, coca or meth business
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

+ changed income and depletion time of all existing mines from the vanilla Jagged Alliance 3 game
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao
-> BCE Outposts & Mines not compatible with any mods that change mines such as Evermine

+ six additional outposts on the world map
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that the outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased thread and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> altered routes of outpost attacks and diamond case deliveries

Opdatering: 5. dec. 2024 kl. 22:38

v1.02 Release Notes

-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines on the world map
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

---> In total BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ start your ganja, coca or meth business
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

+ changed income and depletion time of all existing mines from the vanilla Jagged Alliance 3 game
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao
-> BCE Outposts & Mines not compatible with any mods that change mines such as Evermine

+ six additional outposts on the world map
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that the outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased thread and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> altered routes of outpost attacks and diamond case deliveries

Opdatering: 5. dec. 2024 kl. 21:34

v1.01 Release Notes

-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines on the world map
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

---> In total BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ start your ganja, coca or meth business
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

+ changed income and depletion time of all existing mines from the vanilla Jagged Alliance 3 game
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao
-> BCE Outposts & Mines not compatible with any mods that change mines such as Evermine

+ six additional outposts on the world map
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that the outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased thread and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> altered routes of outpost attacks and diamond case deliveries

Opdatering: 5. dec. 2024 kl. 21:09

v1.00 Release Notes

-----------------------------------------------

BCE Outposts & Mines

-----------------------------------------------

+ two additional mines on the world map
1. Pirate Rock E4 (outpost) & Water Source E5 (mine, no depletion)
-> harvesting of tomatoes (optional manual labor)
-> harvesting of potatoes (optional manual labor)
-> harvesting of herbs (optional manual labor)
2. Camp Coca E12 (outpost) & Coca Plant F12 (mine, no depletion)
-> harvesting of coca (optional manual labor)
-> production of coca (optional manual labor)
3. Twin Manor L18 (no mine or outpost)
-> deal meth (optional mod content)

---> In total BCE Outposts & Mines provides extra income to the player compared to vanilla Jagged Alliance 3 in order to make up for the inceased difficulty and costs this comes with

+ start your ganja, coca or meth business
-> utilize your mercs for production or purchases of said trading goods
-> utilize your mercs to channel the sales all over the map and become the coca king
-> fully optional content for your playthrough
-> sales locations of ganja, coca and meth are heavily supported from the mod BCE Markets and it is suggested to play BCE Outposts & Mines together with BCE Markets to fully use this optional content

+ changed income and depletion time of all existing mines from the vanilla Jagged Alliance 3 game
-> several mines have their depletion time increased or put eternal, such as the one in Port Cacao
-> BCE Outposts & Mines not compatible with any mods that change mines such as Evermine

+ six additional outposts on the world map
-> additional attacks depending on your game progress for additional difficulty
-> increased squadsize of the attacks of the 6 new outposts (please play together with BCE Enemies to counter balance autofights and adjust the enemy squad size of existing vanilla JA3 outpost attacks accordingly)
-> changed frequency and target recognition of all existing outposts so that the outpost attacks are more likely to conquer back sectors according to your game progress and as well provide a larger variety of possible attacks
-> final outposts provide heavily increased thread and defence to give the player an extra challenge when reaching the locations and areas of the endgame
-> outpost attack become a lot stronger after the world flip event than before and the player has a harder time conquering them back without risking what they still own
-> altered routes of outpost attacks and diamond case deliveries