Jagged Alliance 3

Jagged Alliance 3

DiceMan-MoreEnemies-Lite
15 条留言
wait4friend  [作者] 2024 年 6 月 24 日 下午 8:26 
@KHKPCK try the DiceMan-Full version which fixed this issue
KHKPCK 2024 年 6 月 18 日 上午 1:02 
i dont know if it is intendet but with every reload in combat the enimes multiply?
RETRO Man 2024 年 1 月 6 日 下午 6:27 
You are obviously a very competent modder.
wait4friend  [作者] 2023 年 12 月 26 日 下午 5:29 
@Jagr Through the newly added ambush mode options in full version, players can specify the timing of features such as multiple enemies and random equipment.

In ambush mode, you can only determine the complete information when the combat begins. However in non-ambush mode, if you have current sector intel, you can determine this information before the combat starts.
RETRO Man 2023 年 12 月 22 日 下午 6:52 
Oh, so this is INTENTIONAL? Lol, sorry but they don't "call for reinforcement" - the new guys just pop out of thin air. To think this is "calling for reinforcement" requires too much imagination for me.

Never would have thought you made this intentional. :steamhappy:
wait4friend  [作者] 2023 年 12 月 22 日 下午 5:34 
I'm sorry to bother you.
1. Ghost is intentionally designed to prevent players from predicting in advance. The enemy detected the attack and called for more reinforcements. After all, the mod of the name is unpredictable battle :-D
2. 2. Reload is a bug, and currently, a better solution has not been found.
RETRO Man 2023 年 12 月 22 日 下午 3:22 
Dude, the full version works really great. Only one problem: the cloned enemies spawn at combatstart.
So I enter the sector - it shows normal enemy number - no cloned enemies.
I see enemies in sector, I get close - normal enemy number, no cloned enemies.
I attack enemy, combat starts - suddenly, cloned enemies appear out-of-nothing at combatstart.

Sorry, that's unplayable for me. The added enemies must be in the sector from the beginning like in other more-enemys-mods. This is very immersion-breaking. Were do they come from?? Are they ghosts?

It also adds even more enemies when you load the combatstart-save.

I like the random stats-push, but the number-push, doesn't work right, I'm sorry.
wait4friend  [作者] 2023 年 12 月 20 日 下午 9:20 
Because some underlying algorithms from the full version are utilized, the update for the lite version will take some time.

BTW, If you disable other options except for MoreEenmies in the full version, it can also be degraded to achieve the same effect as the lite version.
RETRO Man 2023 年 12 月 20 日 下午 7:41 
:steamthumbsup: Will you fix the LIte version also?
wait4friend  [作者] 2023 年 12 月 20 日 下午 5:32 
“Additional enemies introduced at the beginning of the battle, deployed in a more dispersed manner.” I fixed this in DiceMan-Full already.
RETRO Man 2023 年 12 月 19 日 下午 5:34 
:steamthumbsup:That would be indeed a great improvement and I know many people who would absolutely love your mod then.
wait4friend  [作者] 2023 年 12 月 19 日 下午 5:13 
Good advice. The issue of personnel density is indeed a problem. In future versions, I will consider introducing better deployment algorithms. I'm a bit lazy, so in the current algorithm, I simply place the newly added enemies directly next to the existing enemies. It might be better to randomly position them further away, for example, within a range of 30 tiles.
RETRO Man 2023 年 12 月 19 日 上午 11:33 
The fact that u can change enemy numbers without camapign restart is a plus compared to older mods which change enemy numbers. :steamthumbsup:
Still, to actually make the game real harder - bc of cloning palcement and the following cluttering up of enemies into densely packed clusters (which are prone to grenades, rpgs, overwatch etc.) - you would have to make the clones start further away on the map from the original.

See for discussion for example: https://discord.com/channels/700297743490351184/888753738058178590/1181261886235353168
wait4friend  [作者] 2023 年 12 月 18 日 下午 4:56 
@Jagr Yes, right next to the original ones

At the beginning of battle, the number of enemies will get a random multiplier increase. The term "random" here means that if there was originally 1 enemy, when you choose 3x, the actual number of enemies could be 1, 2, or a maximum of 3.

Unlike other mods that increase the number of enemies, this option does not need to re-start a new game campaign. Instead, at the beginning of each battle, it increases the number of enemies by cloning them, and the specific quantity is randomly calculated based on the player-specified multiplier.

read doc for more info https://docs.google.com/document/d/e/2PACX-1vSAKYORfuovWpoAu03b8128Ad1c644h-Hx3WpVxPrUoYXDaQgd2-0QE_DREUXOJ5st9JpguJS8lCgwv/pub
RETRO Man 2023 年 12 月 18 日 上午 11:50 
Cool. So do the new, cloned enemies spawn right next to the original ones, like the Custom Settings enemy multiplier works?