.
Day 26-29: San Mona Holidays
Or "questing, fund raising, training".
Depending on your settings, San Mona can be a hot spot of your campaign for its money making options, but i'm a little ahead of it.
Newcomer
AIM offers some solid Auto Weapons experts, also some more Heavy Weapons guys, but satisfying Marks(wo)men are in short supply, so that i went with another Sniper (IMP merc).
Questing time
Damsel in distress ? Count me in, bro
The second quest is relatively obvious, thus...
After so many years, Kyle the gay tattoo artist is still making me smile
Angel's aftermath
This is new. And it seems to be artificial, since no new spoken dialogue is included, as far as i can tell.
I haven't dealt with this yet: we are the good guys, Kingpin is one of the bad guys, and the two targets of his anger are innocents
Fund raising
Liberating countries can be an expensive job, thus a solid funding is necessary. In the past, your best bet was dealing with vendors.
Vendors buy only select items - like a vendor of explosives not buying armour.
There are only a few of them in the country. And all of them have a limited amount of daily cash - you can "expand" this by buying some of their stuff.
Nowadays an additional option is available: selling via sector inventory (aka <Alt><LMB>-ing" ).
The retail value of items for vendors is ca 75% IIRC - for <Alt><LMB> it can be modded in the files, a range from 1-100% of actual value is possible, you can also make it so that in the beginning it sells for more and then depending on game progress you get less in return (the other way round is also possible). I use the default of 10%.
But back to topic.
Number one address is Tony:
He acounts for a daily influx of up to 15 grand per day.
There is actually a small substory involved before being able to visit Tony. I don't dare calling it a quest/subquest (AFAIK, there is no quest XP rewarded for solving it). And i actually started visiting Tony prior to day 20 already, and totally forgot to screenshot that substory
Another option is the Boxing Club:
I recommend someone with many muscles to participate in that
Every 4 or 5 days you can do up to 3 fights (unless you kill one of the fighters - or fall out with Kingpin), each time betting 5 grand on your fighter, for a total of +15 grand...well, since it is only doable every 4-5 days, it is "only" about 3 grand per day, but if you need funds, everything helps.
In between i also took out 3 enemy patrols which were close to San Mona, for some more loot.
The repairteam repaired stuff (including actually worn items...like looted grenades), the others were training, i was searching through loot and Tony's offers. We could get rid of all HP and Ball ammo, replacing it with Tracers for Grizzly and The Man, and AP (armour piercing) for everyone else, in more than sufficient numbers
Also got some "Backup Iron Sights" (much-much better than nothing), Foregrips/Bipods (improving muzzle stability when standing+crouching/lying respectively) and additional Sound Suppressors. The "best" is probably, that we could throw away all older weapons, and replace them with up-to-date stuff (Chang Fengs, M-960s and Tommy Guns, even an additional Taurus ( "precision rifle" of choice so far, together with the M-900)). Except for Fox and Meltdown (both Ambidextrous), who are still using double pistols.
Except for Longshot, no updating to the "Meet the Team" post (it is day 29, thus about time to update progress, but i'm lazy right now).
We are about to launch the Central Campaign, aiming at overtaking the central SAM (that Cambria with its mine lies underway has of course nothing to do with it
).
No new progress, i didn't even start exploring the hinterland yet - and no idea yet what to do about Kingpin's "kind request". Maybe i will first search the farms, as he demands, and check out what this new quest (?) is all about.
randowe wrote: ↑2021-01-25 14:30, Monday
You spend so much time training militia!
Yes and no. Of course it takes time raising Militia, but i now have enough personnel to speed this up
- 3 Teachers (this Trait greatly speeds up training)
---> 5 people above/at/close to 60 LDR (60 LDR = 10 militia trained per session), one of these a Teacher
---> the 2 other Teachers not too far away from 60 LDR
LDR, LVL and WIS (or "LDR, WIS and LVL", not sure about the order of LVL+WIS) are what improves the "training points" per hour, and those 7 mercs have quite good scores now.
randowe wrote: ↑2021-01-25 14:30, MondayI think it is better and is also much faster speeding around in the vehicles
My worries are the funding for the helicopter and the fuel for the cars.
Sending the heli around can be expensive, and i have only 2 fuel canisters (a total of "156 %" if i would merge them) and no source of more fuel yet, and more critically: i haven't found the Ice Cream Truck yet
and it is still a few miles to the Humvee.
Also, moving on foot raises STR and HP - since i don't "actively train" my mercs, this little help is nice
I understand that M.E.R.C. mercs and many of those "hinterland mercs" are much cheaper than AIM mercs, also IMPs and RPCs work for free. But i went with AIM mercs, even though cheaper ones, i still have trouble raising enough money to finance everything (example, i made 100 grand with Tony, but am down to 14 grand again, after extending AIM contracts), especially with the better of my 2 mines having run out of deposits.
randowe wrote: ↑2021-01-25 14:30, MondayMilitia is not needed at all in my opinion. But yeah, depends on playing style.
I have heard of people playing without Militia, but i am wondering: how do you defend your mines and SAMs ?
And yep: i am definitively a slower player in JA2
randowe wrote: ↑2021-01-25 14:30, Mondayi am at the 11th day and my 6 IMPs alone have killed more than 1200 enemies
I am at day 29: 360 kills by mercs, plus 20 by "Militia participating with mercs", plus 30 by "Militia-only fights".
As said: the real thing that slowed me down is the new AI.
Example, all mercs combined suffered a total of 60 wounds. Part of those were so minor that i could go on without treatng them. Part of those were adressed to my clumsy play (not having played the game for years).
However about 40-55% of those wounds were caused by the more aggressive and effective AI and were so bad (in the 20+ range) that i had to stop my advance and cure them (or even reload and replay fights because of merc deaths).
More wounds also means more repairing time (armour).
randowe wrote: ↑2021-01-25 14:30, Monday
But i must confess, the most interesting and fun part of the game is to try to build the perfect gun by choosing caliber and attachments like scopes and reflex sights and so.
definitively. There are so many options to put a gun together, so many iconic and (to me) new weapons, that one could spend hours just to build-up a single gun for a single soldier
I have yet do dig through everything (currently, Bobby Ray's selection is nothing to brag about yet and drops are still "pre-Assaul Rifle-era" ), though.
In the past i tried different concepts, like
- Rebels+mercs from eastern Europe and Russia get Russian guns, mercs from the Americas get US guns, everyone else gets German guns
- US or European or Russian guns only
- only guns created past 1999 (if anyhow possible, thus in the beginning other stuff was used)
- only pre-1990 guns (again, if anyhow possible)
Dunno what i will do this time round, but i'm already excited
randowe wrote: ↑2021-01-25 14:30, MondayThere is a cleaning kit you can use on some guns and thus you never have to repair them and you can keep them in pefect condition, which is a big advantage .
Btw, can you assemble Molotov Cocktails in your mod? They are very useful because they cover a large area (larger than grenades) and burn for some turns, so they can also stop enemies from moving towards your positions.
Yes, the Cleaning Kits were a good step from the old repair system (also something new to me)
And yes, there are Molotovs, but i only found 2 T-Shirts in Drassen for making Rags and only one additional Rag so far. I could drown in the booze you need for making "Mollies", but i don't have enough material for the fuses