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Kosta
07-09-2004, 05:43 PM
Feel free to comment and discuss this game here. Also, if you have any useful tips or tricks don't hesitate to share them with the others! Thanks!

Review and Download (if available) (http://www.abandonia.com/en/games/212)

aaberg
07-09-2004, 06:12 PM
Ohh, yes. This game is great. Allthough it's an old game, it's still VERY fun to play. :ok: The gameplay in this one is just amazing. I simply love it :w00t: :lol:

Keep up the fantastic work, the updates has been amazing lately. For every day that passes, and every new game posed, I love abandonia a little more. :wub:

Havell
07-09-2004, 06:44 PM
The fighting on this game is good but I just don't understand what is going on with the "trees" and the missions make no sense to me. The first mission I get is to find a purifiing thingy but I don't know where to look for it, how to capture enemy territory or anything!

Braindead
07-09-2004, 06:59 PM
you find the purifier on the first screen west from the start-base in the inventory of a baddy.

to move to the screen to the west you have to move all your mercs to the left side of the screen before you are able to transfer (press the trav button) :)

aaberg
07-09-2004, 08:06 PM
You capture an enemy territory by killing every enemy in the territory. When a new day comes, you can hire natives to harvest trees, or guard an area. You make money by harvesting trees, and by guarding an area well, the enemy will have a hard time recapture it.

This is the kind of game, that gets better and better when you play it, because you get better at it, and you get better weapons, and you can affort better mercenarys.

I hope the info is usefull :bye: :)

Braindead
07-09-2004, 08:12 PM
For the ultimate Jagged Alliance Info go to the Bear Pit's Jagged Alliance Galaxy (http://www.ja-galaxy-forum.com/cgi-bin/ubb/ultimatebb.cgi)

<SECOND FORUM CENSORED FOR PERSONAL RETALIATORY REASONS by Kosta>

Chef Boyardee
07-09-2004, 10:46 PM
Man, Jagged Alliance is one of the best games ever. I definitely think you all should download it.

Jona
08-09-2004, 09:46 AM
Hiya!

Wel, I miss the speech! I already own the Original - but only in german and I am looking for ages to get an english version....

So, where can I get the voices from ?



Greetings
Jona

Tom Henrik
08-09-2004, 01:32 PM
Speech pack for Deadly Games:
http://www.download.com/3000-2113-872857.html


Let me know how it works :bye:

Tom Henrik
09-09-2004, 01:49 PM
:huh:

Is there a way to skip forward in time? Sometimes my mercs may find themselves ankle-deep in dung. And I really don't want to have them in action any more, because my medic has only so much of his precious bandages.

Braindead
09-09-2004, 03:26 PM
Originally posted by Tom Henrik@Sep 8 2004, 01:32 PM
Speech pack for Deadly Games:
http://www.download.com/3000-2113-872857.html


Let me know how it works* :bye:
that's way to small to be a speech-pack Tom :sneaky:
... in fact it states it's only a speech pack for the Demo...

the Jagged Alliance: Deadly Games game takes up a complete CD so speech pack would be at least 400-500MB :rolleyes:

I have the regular Jagged Alliance CD and it's size is 519MB, unfortunately the CD has gotten corrupted :cry:

Red Diablo
09-09-2004, 03:50 PM
Originally posted by Tom Henrik@Sep 9 2004, 01:49 PM
:huh:

Is there a way to skip forward in time? Sometimes my mercs may find themselves ankle-deep in dung. And I really don't want to have them in action any more, because my medic has only so much of his precious bandages.
Absolutely, just press 'C' which will put you in time compression mode.

:bye:

aaberg
09-09-2004, 09:00 PM
Ahh, I love shooting things in this game. :ph34r:

Here is some tips for the game:
You can sneak by holding Shift down when walking, and you can walk backwards by holding Alt down when walking (I have never used this feature, allthough I guess it could be usefull :mellow: ). Enter a map over the region, by pressing the right mouse button when draging the mouse down. You can walk with all you mercs at once, by holding the left mouse button down, then press the right mouse button. You can make one of your mercs look in another direction, by holding the right mouse button down, then press the left one. And last, as Red Diablo said, enter time compression mode, by pressing C.

These small tips are very good to know when playing the game, it makes it a lot easyer to kill your enemy's :twisted: .

Have a nice time playing, I know I will. :ok:

Red Diablo
10-09-2004, 07:40 AM
Originally posted by aaberg@Sep 9 2004, 09:00 PM
Have a nice time playing, I know I will. :ok:
Who's you favourite merc ?

I know who mine is: Ivan
Hot tip is to get him ASAP, he'll take an entire sector single-handed at the start of the game ! :wub:

Braindead
10-09-2004, 09:31 AM
I like Ivan's rasto krasja or whatever he says.
My favourite in Ja1 is Fidel, I love his stubborness ;)
And Magic of course but he's rather expensive :)

Btw if you ever get the chance to get Jagged Alliance 2 or it's expansion Unfinished Business from your local dustbin, don't hesitate to buy it, you won't regret it :sneaky:

aaberg
10-09-2004, 10:56 AM
Originally posted by Braindead@Sep 10 2004, 09:31 AM
Btw if you ever get the chance to get Jagged Alliance 2 or it's expansion Unfinished Business from your local dustbin, don't hesitate to buy it, you won't regret it :sneaky:
I already have it. And your right, the few bucks spend on that one, is well spend.


My favorit is allso IVAN. He really kicks ass. I like Fidel, but I think he is a little to slow. :P

Chummr
10-09-2004, 12:07 PM
Ivan is always a good choice... the best I think :]

Never start with hireing unskilled mercs... better hire less mercs but more skilled one... like Ivan :]

use a Handgren + FuelCan + some cloth i think... = Deadly Bomb


there are some more reciepes like this

--
Best tip for now:
Save, Save, Save :ok:

aaberg
10-09-2004, 12:17 PM
Originally posted by Chummr@Sep 10 2004, 12:07 PM
Never start with hireing unskilled mercs... better hire less mercs but more skilled one... like Ivan :]
Unscilled mercs just end up dead. There is some exceptions though. For example, it's a good idea to hire a good mechanic to repair the stuff you find. Sometimes you can find some really cool, but broken, weaponry. The mechanic dosn't have to be experienced in fighting, he will never have to fight. Just hold him occupied repairing stuff. There is some really cheap mechanics in the game. Later on in the game, it could be a good idea to hire a doc in the same way. ;)

Tom Henrik
10-09-2004, 01:34 PM
The only proble is that I can't seem to be able to repair anything in this game. I use Speck for my mechanic. :(

Red Diablo
10-09-2004, 01:42 PM
Originally posted by Tom Henrik@Sep 10 2004, 01:34 PM
The only proble is that I can't seem to be able to repair anything in this game. I use Speck for my mechanic. :(
Strange as he's good to have repairing stuff back home, so I'd say he's a good choice.

Have you put a toolbox in his right hand and put him on status 'repair' in the gear up menu in the morning ? The stuff he's to repair starts with the top vest pocket and goes downwards, not sure if his left hand's included..?

Tom Henrik
10-09-2004, 03:39 PM
Ah.... He can ONLY repair at home? I thought perhaps he could fix the many jammed weapons I get IN the field.

Braindead
10-09-2004, 05:19 PM
nope, fixing weapons takes time.
get ja2 if you want to fix weapons in real-time (although it takes just as long in game time) ^_^

Red Diablo
10-09-2004, 07:08 PM
Originally posted by Tom Henrik@Sep 10 2004, 03:39 PM
Ah.... He can ONLY repair at home? I thought perhaps he could fix the many jammed weapons I get IN the field.
Just a tip, try to fire the jammed weapons multiple times when you're not in an enemy sector. This will let you fire unlimited times without consuming any action points. If you try to shoot enough times the jamming will usually clear up.

Hope it helps! :ok:

Braindead
10-09-2004, 07:22 PM
to unjam a jammed gun by firing a gun you have to have a high mechanical skill though otherwise you just mess up your gun ;)

Tom Henrik
11-09-2004, 05:12 PM
Is there some secret way to buy / sell equipment, or can I only get stuff by finding it in boxes and on enemy bodies?

aaberg
12-09-2004, 12:11 PM
Originally posted by Tom Henrik@Sep 11 2004, 05:12 PM
Is there some secret way to buy / sell equipment, or can I only get stuff by finding it in boxes and on enemy bodies?
There is no way to buy stuff, you can only get from bodys. But you can make your own specialized guns.

Example:
Pick a merc with a good mechanical skill. Take somekind of gun in your main hand. Take a metal pipe, and put it in the accesory box below the gun, and wolla, you have a specially designed gun.

You can make special armors and other equipment in the same way. You only have to use your imagination. :rolleyes:

aaberg
13-09-2004, 01:31 PM
I just made a custom made magnum. It is really powerfull, and has a really good range. It was made out of a magnum and a chunk of steal.

if anyone have some tips, on how to make some great weapons or armors, I would very much like to hear. :)

Braindead
13-09-2004, 02:12 PM
Originally posted by some site
MERGING ITEMS

For most successful results always use your Mechanic or your Explosives guy (depending on what the items are) to perform "merging" operations. Generally this means your Mechanic, but anything to do with explosives is best handled by your explosives expert.

To merge: put the item in right hand.Put item to merge in the "manipulation" slot just below the right hand.If merging is possible, you will get a message asking if you want to do this.If you have a top of the line Mech or Explosives guy the result will usually be successful.Other than top of the line types often have very poor results.

You can also use this "merging" to consolidate tool kits, med kits, lockpick kits, etc.If you are using a Vinny or Fidel or some other very highly rated expert, and the initial try doesn't work.Try again.It once took Vinny 3 tries to merge something for me.

It's best to do all your merging in the early morning "gear up" sessions.

Some items to merge are:

Chunks of Steel
* * I personally prefer to use my chunks of steel initially to merge with the first few .357 Magnum pistols I find, as this accomplishes two things -- it converts the ordinary .357 pistol to a "modified" .357 magnum that has a longer barrel, making it more like a rifle, and at this point in the game, there are no rifles that I personally have found, except for the 1st shotgun.The 2nd thing it accomplishes is that it makes your .357 able to accept a silencer which is vital in taking over sectors with factories in them without the enemy disabling the facility for several days which can cost you a lot of lost cash flow.Later on I use newly found chunks of steel to modify M-14 rifles.
Compound 17 (glue)
* * There are multiple uses for this item, as there are for the chunks of steel.I personally prefer to use the first of these to modify my "Spectra Shields."This then becomes a "Treated Spectra Shield" and this is the "piece de resistance" for bodily protection in the game.

Your Mechanic is the person for these jobs.

Some fun things for your Explosives expert to create are:

Molotov Cocktails
* * Merge Glass jar with tin of oil, then merge gasoline with the jar, then merge a cotton rag with the jar, and voila a molotov cocktail!Ready to throw! Other cute things for your explosives' people to make (though of dubious value in terms of cost) are the:
"Eagle" weapons
* * Combo of gas can, cloth rag, tin of oil, and the various grenades or "canister" weapons.Resulting in:

* * Eagle Fearball
* * * * use the grenade
* * Eagle Dog
* * * * use the mustard gas grenade
* * Eagle Screamer
* * * * use the tear gas canister
* * Eagle Silencer
* * * * use the stun grenade
* * Eagle Smokeball
* * * * use the smokeball

marko_river(bobiskabrat)
17-09-2004, 03:03 PM
Originally posted by Tom Henrik@Sep 9 2004, 01:49 PM
:huh:

Is there a way to skip forward in time? Sometimes my mercs may find themselves ankle-deep in dung. And I really don't want to have them in action any more, because my medic has only so much of his precious bandages.
There are couple hot keys that are not mentioned nowhere. For example, first letter of buttons on the top of the screen will open it immidiatlly. If I remmeber cocerctly "c" is for time compression, which means that time will pass very quickly unless you press letter c again or if enemy attacks. I don't know how could I play this great game without this compression.

marko_river
17-09-2004, 03:44 PM
You really need to take care of how you treat your team. Example: when you play for first time you only dream about Mike (who will become traitor in JA2 :)) ) and so did I. When I finally discovered that he is willing to join me, I took him and later I fired ALL other in the team because of very simple thing, I could afford only Mike. So, after some fun, he resigned at the end of the day because I treat people like rugs. Anyway, dont fire several mercenaires at once. Some of them (like Gary) will tell you what others think. They don't go straight away (what I did was special because I fired 6 of them at same day), but their mood will go better or worse depending on your future behaving. Once you fire someone he will never come back. Also, you shouldn't leave dead ones to be a fishfood but pay transport of their bodies since it will affect not only members of the team, but the others too. Several mercenaries rejected me 'cause I didn't burry Lynx and Turtle. As far as I discovered this didn't affected best ones (you know, ones who are level 4,5 and 6).
It is good to take Ivan right away and Ice as soon as possible. At the end they will achive level 5 or maybe even 6. Ice's shooting may not seem high, but belive me, wait until action comes. Also that Lynx-eyed, he has marking of 99 and occasionally shoots like Elio, so Ice is definitly better choice. Spack is not very useful since his low level, Fox is not too much of a healer but runs like Carl Lewis (and is handsome ;) )... Also if you want someone with level 5, give advantage to Kely although he is level 4 unlees you want good mech and a lockpick with shooting. That's where Magic pops in. Oh, yeah, Pops is unuseful, but you can take him just to try him out. He can barely move, but when fires from his shotgun, no tree is wide enough. During the day you can move your guards to new conquered sectors. Go to the map and use left and right mouse button.
When day begins, give medkit to doctor and set doctor, and offcourse set injured as pation. Give toolkit to mech and put in his pocket weapons and bombs to fix them or to repair them. Use camuflage kit on silhouette of the mercenarie and you'll see the result. During the battle you can heal shooted ones with first aid kits to stop bleeding. If he lost jus several points this is not necessary, or if the day is nearly over so he can survive at that place. If you dont have kits, he probably can follow you (unless he bleeds out) but he will be really unuseful in action.
What can I say, Ivan is my favourite (in JA2 you can take him and he will progress to the best :) ). Don't take many mercs at the begining, later you'll see that you need them. When you reach that sector that is close to where nuce fell, wander between black trees and you'll find shotgun. Also, when your employees ask you for something and you do that same day, you'll get a bonus. Micro-purifier is in the sector right to the starting one (that would be 59 I thnk). Also try rescuing the whole lake for water when thay ask you (it is a bit difficult) sector left from the lake is Brenda's lab. If you recue it when she asks, in 2 days you'll get 5000 :). Her old diary is in her old lab somewhere in the middle of the island. And very important, when virus starts, you can find certain flowers in the sector upper sector, 6 or 7 i'm not sure. When natives start to complain about graveyard, the stone you need is located on the Santiago's island. It is secto 13 or 24 i think, you can reach it from the east side. I usually just send someone to swim and get it.
Well it is enough for now.
have fun

aaberg
18-09-2004, 09:29 PM
WOW. That was a long reply!!! :huh:

Chef Boyardee
19-09-2004, 03:19 AM
Marko, I love you almost as much as I love Ivan!

http://www.strategyplanet.com/jaggedalliance/mercs/ivan.jpg

Ivan forever! I've wondered, does he actually speak Russian when his text comes up?

aaberg
19-09-2004, 06:25 AM
How do you pay for transport when someone dies?

Red Diablo
19-09-2004, 03:53 PM
Originally posted by aaberg@Sep 19 2004, 06:25 AM
How do you pay for transport when someone dies?
The game gives you two options after the end of the day when someones killed.
Either you're cheap end send them to the fishes or bury them properly which costs some money.

NEVER, EVER be cheap unless you have absolutely no money.
This will come back to haunt you, especially if you do it multiple times. :ok:

aaberg
19-09-2004, 04:30 PM
I didn't get that option when Elio died. But he is also a native, maybe thats why. ;)

Braindead
19-09-2004, 05:02 PM
Originally posted by Chef Boyardee@Sep 19 2004, 03:19 AM
http://www.strategyplanet.com/jaggedalliance/mercs/ivan.jpg

Ivan forever! I've wondered, does he actually speak Russian when his text comes up?
yep he does, there are complete threads at the bear's pit with translation of his quotes ;)

Edit: Hmm I have exact the same amount of posts as my member number now. Now I'll just try to get the same number in a snooker break :sneaky:

aaberg
19-09-2004, 09:26 PM
Finaly you can actually figure out, what it is, he is saying. Great!! B)

marko_river
20-09-2004, 02:19 PM
Originally posted by aaberg@Sep 19 2004, 04:30 PM
I didn't get that option when Elio died. But he is also a native, maybe thats why. ;)
Yap, Elio is a native so you don' give money when he dies. Actually you have to pay for body transport, not for the burrial stuff. So Elio stay's at his home. By the way, I don't like when Elio dies. Other are somewhat usefull for various stuff, and Elio is just a guide. Well, until the end, he was most important, because you always need someone to carry guns and ammo and keys :)
Please dont let him die!!!!!

marko_river
20-09-2004, 02:54 PM
All right now! Here's some more.
First, I made a mistake about that graveyard stonefor natives. It's surley not located in 24 but 23 or 33. In case you still find out(I had problem with that) you put items you want in pockets and wait till day is over. Then, next day you click on the mercs pic and you're in the gear. I was amazed when I did that, still Elio remain the best.
Now, day start's in 7.00 and ends rather early :) in 19h. Well about 30 min before it ends, someone wil warn you to go bac to your sector(unless you are in your sector) but know that each turn takes 5 min, so be careful.
When you have selected someone and point to the wall, shelf or coset and click twice, hand will appear and merc will come and search where you clicked. This is also how to open the door without waiting for a hand to appear itself. Well, SEARCH EVERYTHING. Even under the bad you can find a bar or a shotgun. Also save position if you are messing with buttons 'cause you never know what is it for. Search jurs, every kind of them, closets, even toilets, and most important little closets on the wall. There you'll find many medkits. When door is locked (any kind of lock) and you have the right key in pocket just try to open it and merc will magicly take the right one out and use it. So you don't have to try every key out. Just have somebody with every key that you have found(like Elio ;) ) and let him open the door. Offcourse, you'll always need a good lockpick. Another hint: search trough the coats that hang on the wall (ones you can reach, that is :) ) and you won't be picking very often.
There is a sector map if I can call it that way. It is very useful when sector is clean or when you travel. I'm not sure, you'll have to experiment with the mouse. I think that should you press the left button, then the right one while holding left one and cursor will change into MAP word. Then you let it go and there it is. Maybe you should move mouse up or down while holding. If my memorie is OK, you can just press Page Down button. Much easier :)
Select a merc, point a cursor at him and again try to experiment. Try to press both buttons and when that square pointer becomes red, move mouse down (or then it will go red) and let buttons. Merc will crouch!!! Well, I don't think it helps a lot when hiding behind something, but try it out. When merc is selected, first right button then left while holding and you'll get a LOOK. Merc will turn in that direction. While fighting, this turning costs 1 step! Well, I think it is much better to turn merc toward enemy and then shoot, thay often miss when shoot and turn sametime. When you dont see enemy, and also not moving your merc, always look all around. It is very possibile that he doesn't see someone from behind. This is grat actually, mercs and opponents can not look with their back :) This means that you will see enemy before you much sooner then if he comes from the back. Also remember camoulfage kit. It really works between trees and bushes.
Merc can drink water but I doub it is important. I also couldn use 6 pack :) If someone finds out please tell me :)
Knife is not good to use. Usually you wont kill him witj one stab, and you'll spend the steps to reach the enemy, so you'll just stand beside him and wait for him to shoot you. But they surley are fun. Once I was resting like a whole team, so I took Elio just to wander around and decided to attack. No guns, just combat knife. So I come in front of enemy to see me, and then withdraw into the wood and the follow me. With little luck (enemy's poor shooting that is) and moving trough the trees and making them to chase Elio and come closer, I managed to take out a several, even to conquer the sector! Offcourse, I needed many quickloads, but it was fun. :)
All right, if I remember something else, I'll drop by. Ask if you want.

pozzz

Wolhay
20-09-2004, 05:53 PM
I tried Deadly Games to see what the fuzz was about the Jagged Alliance games and wasn't too impressed but I'm loving this game more and more.

Originally posted by marko_river
Merc can drink water but I doub it is important.
Water increases breath which can be important since they won't be able to perform some task with low breath and if it's fully depleted they will fall to the ground. Vinny for example is one of the mercenaries that always should be carry water bottles since he's especially prone to get low breath.

I'm having an embarassing problem now. I'm trying to capture the sector with Brenda's Lab but I can't get to the enemies within the lab since the metal doors are locked. I don't have any locksmith kits or explosives (except for grenades). I managed to lure the enemy to open the door and get out once when he shot Elio once and then wanted to finish him but I haven't been able to do that again. I've searched the most parts of my conquered sectors (29,30,39,40,49,50,59,60) without finding anything useful.

I'm almost desperate enough to hire Sparky just so that I can get my hands on her locksmith kit but it seems like a waste of reputation to hire her when I don't have any other use for her and fire her right away.

Stobe
20-09-2004, 06:45 PM
Hei, Wolhay i think there is a door in the west side of the building.

also in s20 or 10? There should be explosives use Fidel hes da best (after ivan).

aaberg
20-09-2004, 07:09 PM
Originally posted by marko_river+Sep 20 2004, 02:19 PM****</div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (marko_river @ Sep 20 2004, 02:19 PM)</td></tr><tr><td id='QUOTE'> ******QuoteBegin-aaberg@Sep 19 2004, 04:30 PM
I didn't get that option when Elio died. But he is also a native, maybe thats why. ;)
Yap, Elio is a native so you don' give money when he dies. Actually you have to pay for body transport, not for the burrial stuff. So Elio stay's at his home. By the way, I don't like when Elio dies. Other are somewhat usefull for various stuff, and Elio is just a guide. Well, until the end, he was most important, because you always need someone to carry guns and ammo and keys :)
Please dont let him die!!!!! [/b][/quote]
If Elio die, you will get another native, that shoots much better than Elio. So I allways let Elio die.

I'm having an embarassing problem now. I'm trying to capture the sector with Brenda's Lab but I can't get to the enemies within the lab since the metal doors are locked. I don't have any locksmith kits or explosives (except for grenades). I managed to lure the enemy to open the door and get out once when he shot Elio once and then wanted to finish him but I haven't been able to do that again. I've searched the most parts of my conquered sectors (29,30,39,40,49,50,59,60) without finding anything useful.

As far as I remember, there is a key in the other building in that sector. Try to seach everything (Under the bed, jackets on the wall or something like that). I don't think i had any problems getting in there. It's a good idea though, to have a merc with a lockpick and a god mechanical skill, it won't be the first door, that gives you problems. B)

marko_river
21-09-2004, 12:29 PM
Originally posted by aaberg@Sep 20 2004, 07:09 PM

As far as I remember, there is a key in the other building in that sector. Try to seach everything (Under the bed, jackets on the wall or something like that). I don't think i had any problems getting in there. It's a good idea though, to have a merc with a lockpick and a god mechanical skill, it won't be the first door, that gives you problems. B)
Brenda's lab is really not a problem. There is a small island with a little house, search everything. Even that metal jars or whatever outside, beside the door. You'll find the key. I rhink it is for west door. Still, you can take your mercs to de west door, place them somewhat safe, but make sure they can see the door. Then have someone to try to open the door. It is locked but enemy will hear you. Maybe you can just shoot da door from safe place and wait for the enemy to come. If you interrupt the enemy that comes through the door, and even kill him while he stands in the doorway, door will remain open and you can throw the key :)
You will always need a lockpick. You'll find one in some hous sooner or later. Spack has mechanic 99 but he is a level 1. Well that will change if you throw him in battle, just a little since he is not the fighter. Well, he is OK for the begining. There will be a lot of locked doors, but there is a key for over 80% of them. Sometimes even at the nearby sectors. Well, point is: you should explore. That why I liked the game.

marko_river
21-09-2004, 12:35 PM
Originally posted by aaberg@Sep 20 2004, 07:09 PM
[If Elio die, you will get another native, that shoots much better than Elio. So I allways let Elio die.

True, but that guy is a little slow. After him comes a mechanic who is slow and can't shoot. I think they don't improve a lot. I still think Elio is best since I use him for carriing items and merc do the killing. Also, YOU DON'T HAVE TO LET HIM DIE. Just fire him, you knoe, like a civilized way to get rid of somebody.
O yeah, when I want to fire somebody without loosing reputation, I took his items, let him drown or shot, and then simpley pay his transport.
You can fire Elio and other guides without loosing reputation. It's cool.

aaberg
21-09-2004, 01:06 PM
Originally posted by marko_river+Sep 21 2004, 12:35 PM****</div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (marko_river @ Sep 21 2004, 12:35 PM)</td></tr><tr><td id='QUOTE'>******QuoteBegin-aaberg@Sep 20 2004, 07:09 PM
[If Elio die, you will get another native, that shoots much better than Elio. So I allways let Elio die.

True, but that guy is a little slow. After him comes a mechanic who is slow and can't shoot. I think they don't improve a lot. I still think Elio is best since I use him for carriing items and merc do the killing. Also, YOU DON'T HAVE TO LET HIM DIE. Just fire him, you knoe, like a civilized way to get rid of somebody.
O yeah, when I want to fire somebody without loosing reputation, I took his items, let him drown or shot, and then simpley pay his transport.
You can fire Elio and other guides without loosing reputation. It's cool.[/b][/quote]
First you tell me to fire the natives in a civilized way, then you tell me to drown my mercs, so the reputation won't drop!! In case you don't know, that ain't civilized, but I like the idea :ok:

The world of the mercs ain't civilized. Just kill the bastards!. :twisted:

Wolhay
21-09-2004, 01:09 PM
Thanks for the help. I found the key. I'm not sure that it opens any of the doors though, I tried both of them but at different game sessions. It worked out anyway however because I fought the enemy that was outside while I sent Elio to fetch the key. The ones inside must have spotted him because they went outside and used him for target practise. Elio is dead now but his sacrifice will not be forgotten.

The first times I played there was so many locksmith kits that I had to leave some behind but this time I haven't encountered a single locksmith kit as far as I can remember.

marko_river
21-09-2004, 05:13 PM
Originally posted by Wolhay@Sep 21 2004, 01:09 PM
The first times I played there was so many locksmith kits that I had to leave some behind but this time I haven't encountered a single locksmith kit as far as I can remember.
That's a little bit strange, 'cause items and enemy guards are always same on the same level. There are more enemy and items on "harder", so you probably start with another difficulty. If not, then I have no idea.
Why did you let Elio die, couldn't you save him just a little bit?

marko_river
21-09-2004, 05:16 PM
Originally posted by aaberg@Sep 21 2004, 01:06 PM
First you tell me to fire the natives in a civilized way, then you tell me to drown my mercs, so the reputation won't drop!! In case you don't know, that ain't civilized, but I like the idea :ok:

The world of the mercs ain't civilized. Just kill the bastards!. :twisted:
Well, it is not simple to be civilized..... B)

Wolhay
21-09-2004, 07:16 PM
Elio didn't have much of a chance since he was unarmed in an open area with three enemies. After having been shot he didn't have a lot of action points to use but I did try to take somewhere safer. I think he died while there was some enemies left so the only way I let him down was that I prioritized my mercenaries.

marko_river
22-09-2004, 01:23 PM
All right now, I had a little time to download the game and try it again.
Hold right mouse button and then move mouse down (or south, or towards you) and you'll get sector map. Right button only is for look, left then right at the same time will make everyone in your team to come at pointed place. Right combination for crouch is : place pointer on selcted merc, right click (pointer is like box and will go red) and then just left click.
If you don't know how to eneter "gear", go to sleep and when map of island appears click on the button under the number of your mercs in the left-lower corner. Button says how much many your mercs cost for the day, and when you press it, map will go up and you'll have pictures of your mercs with their skills. Click on their pics for gear where you can leave items or take other ones that you left there before. You don't want to leave items like various kits, bombs or jammed weapons scattered on the island, but leave them in your mercs pockets and when you enter the gear tommorow you'll be able to keep them on safe. When you see pics and skills of the mercs you can tell them wath to do during the day. Above every pic you'll see button that says "In action". Press it and you'll have some options:
REST - merc just rest, he will recover some health if he was injured and he'll cost you only half of his salary
TRAIN - you'll get another many where you can select what skills should your merc improve and know that if merc has high mark in that skill that he'll to need more days to improve
DOCTOR - works if you put medical kit in hand of that merc, he will spend the day healing his patients
PATIENT - puts merc in your doctor's hands
REPAIR - works if you put tool kit in merc hand and also put items you want to repair in his pockets (you can fix bombs and guns but don't wait till it's jammed, click right button on weapon to get info and on the upper-right there will be a % of how it works)
FIRE - for firing the merc, naturally (if you really want to do that, it would be wise to store his items first)

In hardier purifier is not on left obviously. If someone knows what is rock for (expect for throwing that is) please tell me.

Wolhay, man, you know I lav Elio, but I forgive you man.... :)

aaberg
22-09-2004, 07:24 PM
You can distract enemys, with the rocks!

marko_river
23-09-2004, 10:37 AM
Originally posted by aaberg@Sep 22 2004, 07:24 PM
You can distract enemys, with the rocks!
Exactly!!
tenks bro

marko_river
23-09-2004, 03:10 PM
Can you belive, Hurl is really a male....... :huh:

Canassa
19-10-2004, 12:53 PM
Jagged Alliance is a great game! Too bad this is not the CD version. I had a CD-version of this game but now the cd is corrupted :( It's very cool to hear all the speachs and to be able to quicksave during the battles!

I am trying to find it, but no sucess.

aaberg
19-10-2004, 09:00 PM
What about the copy at The Underdogs (http://www.the-underdogs.org/game.php?gameid=1380). It is twice the size as the copy on abandonia. If it is the CD version, I don't know, but you could check it out. :Jesus:

User42
24-01-2005, 05:41 AM
Getting an odd error trying to play this game.

*edit*

Ima moron

Spend 30 mins trying to figure out why it wont work, 10 trying to explain why its not working so maby someone can help me, and 2 mins after I get back to the comp im playing it on, I figure out how to get it workin fine.

Go figure

:crazy:

Borodin
24-01-2005, 11:45 AM
No, you're not a moron. A portion of your mind just worked on the problem while you were away from the keyboard. Happens to people who leave problems at work, too. Congratulations! :)

Good game, JA. The idea of mercs with bizarre personality tics and a willingness to off each other was very clever. Too bad Sir-Tech rolled back the idea for the second game in the series, though #2 was also a fun title.

jareth_chong
10-02-2005, 08:45 PM
Originally posted by aaberg@Oct 19 2004, 09:00 PM
What about the copy at The Underdogs (http://www.the-underdogs.org/game.php?gameid=1380). It is twice the size as the copy on abandonia. If it is the CD version, I don't know, but you could check it out. :Jesus:
It is the CD version. However, the audio files are missing, so I could not get it to work at all. I imagine the audio files would be huge, way bigger than the download size at Home of the Underdogs.

jareth_chong
10-02-2005, 09:07 PM
I have three questions regarding Jagged Alliance:

Does the game have an overall time limit?

Is there a restriction or limitation on the development and advancement of a merc?

I would like to use Beth but I just can't fit her into my team. As a medic and secondary marksman, her functions are just too similar to Fox. I would like to hire both Beth and Fox, and develop them till the end.

Beth seems pretty smart (i.e., has good Wisdom) and to have potentials, and she is fast in picking up skills and cheap to maintain. In the long run, I can afford to train her in other skill areas to differentiate her from Fox, if the game does not put a restriction on a merc's skill advancement.

So, does the game have such restriction or limitation on the mercs?

Which "starting" mercs are worth keeping until the end

I have heard Grunty, as a cheap low-level merc in the beginning, will develop and be worth keeping until the end. Speck would be a good mechanic and decent medic at the end; I can give Speck physical training to make up for his agility and dexterity deficiencies. Looking at Hector's overall stats, I think he can grow and stay until the end. Vinny seems good at the beginning but, based on his stats and low wisdom, I do not think he can play with the "big guns" later into the games. I want to know which starting mercs have more potentials to grow so they can become heavy hitters at the end.

Which mercs are the more interesting and chatty than others

Supposingly, Ivan is a "must have". However, he is just not too interesting because he does not speak English or interact with other mercs. I want to know which mercs are move interesting and interactive with other mercs.

How can I get native guides other than Elio?

When can I get other native guides? Is killing off Elio the only way to access other native guides? Can I fire Elio (or any later native guide) and still get other native guides?

If anyone has any answer for me, please tell. Thanks.

Gork
12-02-2005, 01:49 PM
Hello!

I have Problems Merging Items in JA2 Unfinished Business.

I cant merge them, could anyone please do a step by step help for me?
(maybe you got a pic?)

Thanks!

TheChosen
13-02-2005, 10:52 AM
This is a nice game, but its really sloooooow. I only got to day 2 until i got mad.

jareth_chong
15-02-2005, 02:50 AM
I have just started playing Jagged Alliance. I had missed out the Jagged Alliance series because of X-COM, a game I truly despise. Some ten years ago, when people and reviews described Jagged Alliance as a "game that is like X-COM", I immediately decided that I was not going to try Jagged Alliance.

I bought X-COM when it first came to the US because of all the rave reviews and praises. I played it, and I really really hated it. Its gameplay involved too much number crunching, and its unintuitive interface was overcrowded with too many buttons. I played it for a couple days and gave up on it.

A few years later, after I had upgraded my computer, I tried playing X-COM again. There was still too much micromanagement of statistics and numbers. The X-COM soldiers lacked any sort of personality or individuality--they are just vanilla plain. In fact, the whole game just does not have any unique "personality" or "flavor". X-COM was really just a "spreadsheet" gameplay. I still did not like the game at all.

Then, a few more years later again, at the turn of the millenium, I bought another new computer and gave X-COM the third and one last chance. I ended up hating it even more because its graphics and sound was already badly outdated by then, plus I had never liked its gameplay in the first place.

I had known Jagged Alliance, like X-COM, also had fund management, map overviews, personnel management, and many seemingly similar elements. I had always imagined the two games offered very much the same sort of gameplay. So I had never bothered giving Jagged Alliance a try.

A couple weeks ago, I was looking online for the old classic Ultima (VI-VII) and Quest for Glory series to download when I came across Jagged Alliance and Deadly Games. The games were free, so I decided to give them a try. Wow! Jagged Alliance is so not like X-COM at all. I really enjoy Jagged Alliance although it is over ten years old.

Unfortunately, the free "abandonware" versions of Jagged Alliance and Deadly Games do not have speech. So I ended up buying used copies of Jagged Alliance and Deadly Games because I wanted to play the games with full sound and voiceovers. I am going to start playing Jagged Alliance 2 after I am done with the first two games.

Now that I know X-COM had made me missed out Jagged Alliance for ten years, I hated X-COM even more. X-COM was truly a burden for Jagged Alliance. I have read that many X-COM fans have never tried Jagged Alliance because the two games came out at around the same time, and Jagged Alliance was generally regarded as a X-COM "clone". X-COM had overshadowed Jagged Alliance. On the other hand, people who hated X-COM (like myself) would have never tried Jagged Alliance because, well, if we already hated X-COM, why would we even bother with some game that was "just like X-COM"?

Anyway, that is just what I have to say on this matter.

Qcumberino
23-02-2005, 02:22 PM
If you like this game, please visist my forum so we can form a community for both the first Jagged Alliance and Deadly Games

http://qcumber86.proboards36.com/index.cgi

Universal Logic
02-03-2005, 05:39 AM
i bought deadly games off ebay about two years ago, i wasnt so impressed. i threw it away. i feel horribly guilty about htat at least once a month, because i am probably the biggest JA2UB junkie in the world... the urban chaos mod is amazing. (but thats for the original jagged alliance 2) if you guys like this game then i really reccomend jagged alliance 2 and jagged alliance unifinished business. maybe someday, those will even be abandonia games! i dont know if talonsoft is around... but i think sir-tech still is (wizardry). but after reading the user comments regarding this game, i was impressed. it sounds more detailed than those newer games even, with keys being in coat racks and such.... i look forward to playing this classic.

-J

oh and to merge items in UB, its easy. you just put item 1 in hand, grab other item, rightclick on item 1 while having item 2 in hand, and put it in that little box.

i'm sure you googled that by now though.... :eeeeeh:

cod
03-03-2005, 09:23 AM
I've played both the X-COM series and the Jagged Alliance games and I loved each and everyone of them.

No use comparing when they are as different as apples/oranges. LOL Game reviewers in the 90s = low-paid crap journalists.

Hkizzle
16-03-2005, 04:11 AM
Just started playing this game a few days ago.

I've captured Brenda's lab, and now the virus has hit. I've got the flower but it asks me to find her diary. But I've search every notch in sector 28, in the building, on the mainland and on the little island and no luck.

I've even searched the trees on the island and used a metal detector!

I assume Brenda's lab is sector 28, and I am meant to find her diary on the island in sector 28.

Someone please help, this is dead frustrating :ranting:

JA fan
20-04-2005, 01:24 PM
Originally posted by Gork@Feb 12 2005, 02:49 PM
Hello!

I have Problems Merging Items in JA2 Unfinished Business.

I cant merge them, could anyone please do a step by step help for me?
(maybe you got a pic?)

Thanks!
I just download JA for a week and now I am really amazed.

One funny thing. At day 3 level EASY I go to sector 39, killed some red shirts, and get cash of $22222!!! Wow! Trusting IVAN, I let him keep it. When I started the new day, the cash just disappear. IVAN is still fight, but he keeps his mouth shut :D . I personally think he's cheating me and gave all the money for Jack, or worse, Brenda :D .

By the way, how could I get the next ver of JA, Unfinised Business?

Thank you all,

Rogue
20-04-2005, 01:42 PM
Perhaps from the store?

It is newer game, even if abandoned, still probably way to big for this site.

JA fan
20-04-2005, 02:34 PM
Originally posted by Anubis@Apr 20 2005, 01:42 PM
Perhaps from the store?

It is newer game, even if abandoned, still probably way to big for this site.
Oh, thank you.

I now learned that you could not trust Ivan or Vinny to take the cash. Especially Vinny who will take the cash and fly for a vacation and come back a few days later :angry: . Beware who is also a criminal before joining AIM. $ 22K is really big money :D

I got hints that if no one you could trust then you could leave it on the field until you hire the trusted one. Wow! So the only one I could trusted is guards ! Very clever game!

Game on,

JA fan
20-04-2005, 02:59 PM
Originally posted by Qcumberino@Feb 23 2005, 03:22 PM
If you like this game, please visist my forum so we can form a community for both the first Jagged Alliance and Deadly Games

http://qcumber86.proboards36.com/index.cgi
I just visit your forum. It is blank :yawn:
You may want to copy all review of JA and some faqs to your forum. Then ppl come to read or download it, then they got a chance to debate.

Like this abandonia forum. Great one. :ok:

Rogue
20-04-2005, 03:05 PM
Your welcome.

22K is indeed a lot... send them in impossible mission and get them killed, as they deserve it?


@jareth_chong - it is not often that people hate X-Com. It is indeed one of the best strategy games. JA had even worst graphics at the time, and I liked the game, but I never finished it. :blink:

JA fan
21-04-2005, 05:59 AM
@JarethChong: XCom is considered best game in 1994, and Jagged Alliance is the best game the year after, 1995. Both are wonderful game, turnbased strategy combined with resource management. So let's try both.

For personalities and conversations between characters, JA is over XCom which have no personalities at all. JA brilliantly combines some RPGs and puzzles into an already excellent strategy game to make a wonderful cocktail :ok: . We are really mesmerized with the mercs and grow fondness toward them :D

Xcom, however, has a better "Line of Sight" :ok: . When a Xcom soldier see an enemy, user can click on red "1", "2" square to fire on that enemy automatically. At JA you have to click on the red shirt yourself.

Both have wonderful stories that keep me playing until now.

* Gone playing day 4 :bye: *

iCezolation
21-04-2005, 07:30 AM
Yessss, Jagged Alliance!! Why didn't I see this game on this page further?? :w00t: In the past it was the perfect mix for me - playing some Jagged Alliance right after UFO or X-COM and then back to the aliens, then back to the red-shirt, then ... :ok:

Guest
24-04-2005, 09:01 AM
Still, I cannot collect the money (22K) that I found on the field at day 1 HARD level. Before put it in the inventory it show minus 2 billion $, and after picking it to the hand it show "$22222 hard, cold cash".
I tried Elio, Ice, Ivan, Vinny, Grunty, Fox but same result: no cash added after the day. Is it a bug?
I use JA zip file download here (ver 1.12) on Win98SE.
Thanks

parska
24-04-2005, 04:13 PM
Originally posted by Gork@Feb 12 2005, 02:49 PM
Hello!

I have Problems Merging Items in JA2 Unfinished Business.

I cant merge them, could anyone please do a step by step help for me?
(maybe you got a pic?)

Thanks!
Put the first item into the right hand of the merc. A grey box appears under it. Then put the second item into the grey box. The merc will attempt to merge the items.

Be sure to use someone with high mechanic skill :ok:

Stradlin
25-04-2005, 12:31 AM
Hey, anyone know where I can get a free download of JA2, I'm desperate to get the MF, but have no money.
:tai:
cheers,

NrmMyth
25-04-2005, 10:48 AM
I don't think JA2 is free?! :blink:

minhtuan
11-05-2005, 03:11 PM
Oh, you got to wait 5 years from now, then come back here to download JA2 :D

Anyone still play this game? I got a lot of money but can't take home. Day 3 -4 I got 22K, now at day 8-10, at S28 Brenda's Lab I got 3 bag of money, 150K each :w00t: but nothing is added to my total sum after that day. I suppose this is a bug.

Due to the strategy guide they said you only get 3K - 5K maximum.

Student
23-05-2005, 02:16 PM
Sure 900 megs is like nothing.
Ha im polish so i dont need to translating for Ivan :evil: .

minhtuan
29-05-2005, 01:26 PM
Let's go to the next generation of JA2: Liberating the Alruco Island

Jagged Alliance 2 takes place four years after the Metavira incident. Now the action takes place in a little country called Arulco. Rightful ruler of Arulco has been pushed from the throne and the country is ruled by cruel Deidranna's army. And you are again contacted to put things in the order, so it's your job to hire the right mercenaries and direct 'em to win in a much improved turn-based combat. The game is again sector based and has a main plot. Jagged Alliance 2 also has more of the loved role-playing elements - you can for example chat with the locals, get side quests, even get some of the civilians to join you in the battle field. The tree sap has been replaced with real sources of wealth, so you have to conquer back Arulco's mines to get more cash. There's also a completely new internet style interface in your laptop, that you can use to contact the mercenaries, handle the equipment, buy and sell equipment, read email etc.
What is the status of Jagged Alliance 2 at the moment?
The german version of Jagged Alliance 2 hit the stores April 19th 1999, and has sold pretty good, and has got many good reviews. The retail version has some bugs in it, but Sir-Tech Canada has already released a german patch, which can be found at Topware's Jagged Alliance 2 site at www.ja2.de.
[updated 10.10] Jagged Alliance 2 English version hit the stores in US on 23th July, and was released in other countries soon after. The reason why the english version was so late was that Sir-Tech Canada lost it's publisher Sir-Tech software in 1998. Sir-Tech Canada eventually found a new publisher, TalonSoft, 12th may 1999, but because the box art, manuals and deals with local dealers had to be made the release date was not until 23th July.

Features of Jagged Alliance 2
Real-time gameplay, Turn-based combat.
New internet style laptop interface.
640*480/16bit Graphics.
Isometric perspective, third person view.
Multiple levels (cliffs, rooftops etc.)
Lighting effects and day cycle.
200 Sectors to conquer (original Jagged Alliance had 60)
You can use cars and helicopters to transport your mercenaries.
Over 50 mercenaries, each with own personality, attidudes and voices.
Hire 18 mercenaries, split 'em to teams and do multiple missions.
Create one own mercenary.
You can hire mercenaries with different contract lengths.
New skills: Leadership and strength
New morale system.
The mercs learn skills immediately when they have enough experience.
Buy and sell weapons
You can talk with the locals and get side quests
Train militia and get locals to join your cause.
You can continue your mission over the clock.
Mercs can now also run, crawl, climb and jump
Huge amount of realistic guns, even real machine-guns
Mercs can now also fight with their bare fists if necessary.
Modify guns with silencers, scopes, laser sights, even grenade launchers.
Bullets behave more realistic, they can sometimes pass through trees etc.
You can shoot with two one handed weapons at the same time.
Many ammo types (armour piercing etc.)
Grenades won't blow immediately, so you can bounce 'em from walls.
Enemies also pick up stuff from the ground
The bodies no longer disappear
Optional Sci-Fi mode, with huge bug like insects.


And there's the forum for you:

http://www.ja-galaxy-forum.com

minhtuan
29-05-2005, 01:32 PM
Another JA2 review from GameSpot

Like X-COM: UFO Defense before it, the original Jagged Alliance was a complex turn-based strategy game that gained a loyal following almost entirely through positive word of mouth. Yet while X-COM had you commanding squads of marines against alien invaders, Jagged Alliance, as its name suggests, put you in charge of a bunch of ragtag mercenaries, many of whom had their own agendas and wouldn't always follow orders. Sirtech followed up with Jagged Alliance: Deadly Games, a pseudo-sequel that included more single-player missions (though no real campaign) and multiplayer options, but it was disappointing when compared with the excellent original. Now, after months in publisher limbo, Jagged Alliance 2 is finally here. And, for the most part, it's excellent.

As in the first game, you have been hired to liberate a small country from the machinations of a tyrannical ruler. To do this, you must use your small initial funds to build a team of mercenaries whom you send to the country in question. You must recapture it zone by zone and in the process find a means of earning money to hire more mercs and buy better equipment. The hiring/buying process is all done through a well-implemented in-game version of e-mail and the World Wide Web, letting you hire trained killers and purchase heavy explosives much like you'd buy more common products at any online retailer.

Much like the original, the dozens of unique mercenaries of Jagged Alliance 2 are the highlight of the game. Each merc has significant strengths and weaknesses. The stronger and more numerous the strengths, the more money the merc costs (though you can get discounts for paying them for a week or two up front). The mercs each have distinct personalities, and much of the fun in the game comes from hearing what they have to say in certain situations. While the Schwarzenegger-esque Steroid may cry out "My skin is punctured and leaking!" after receiving a nasty wound, the tough-as-nails Shadow will only worry that his blood is leaving a trail. The mercs also respond to one another, and many will balk if you hire someone they particularly dislike, and some may be less inclined to work for you if members of your team get killed.

Fans of the original will be glad to know that most of the original mercs are back, and some of those that seem strangely absent from the roster make appearances in some form or another over the course of the game.

Thankfully, guiding your mercs in action is as much fun as listening to them. The turn-based combat system in Jagged Alliance 2 is excellent, including some welcome improvements over the first game. Each turn, your mercs are allocated a certain number of action points, which can be used to perform any action, such as moving, bandaging, using a weapon, or opening a door. When aiming at an enemy, not only can you target the head, torso, or legs, but you can also allocate more points to each shot, making your merc aim more precisely. When moving, mercs can crawl, crouch, or stand, and a new stealth mode lets them move almost silently, though more slowly. Mercs can also climb onto rooftops, making for some excellent sniping opportunities. Another significant improvement is that the game switches to real time when there are no enemies in sight, letting you reposition your team quickly for the next firefight.

Gunshots are simulated precisely, even to the extent that bullets will sometimes ricochet or penetrate obstacles and still cause damage to the intended target, albeit much less than usual. And while your mercs' ability to absorb damage may be a bit unrealistic (how many point-blank head shots can one person really stand?), it certainly makes the game more playable.

Jagged Alliance 2 deviates from the original in its campaign structure. While the map is still divided into zones, you no longer simply move and fight on a zone-by-zone basis. Towns are your primary targets, and you must take and hold these while training a militia to protect them while you are away. Zones between towns contain wandering troops of enemies, and you have the option of retreating, fighting, or having the computer resolve the combat situation for you when you encounter resistance (though the latter almost always leads to unnecessary loss of life). Your team can also find and employ vehicles, from hummers to helicopters, expediting travel between zones.

And no longer will you have to halt your attack simply because night has fallen - you can now engage in combat during day or night, though you must make sure your team gets plenty of rest. The map is full of strange and unexpected encounters and at times resembles Interplay's role-playing game Fallout more than X-COM. You'll even encounter nonplayer characters to converse with, and often they'll ask you to undertake missions from escorting them to safety, to rescuing their imprisoned comrades.

Visually, Jagged Alliance 2 resembles Fallout as well, with smoothly animated 2D sprites and similarly barren landscapes. Oftentimes the scenery becomes repetitive, although things liven up as you press into the wealthier regions of Arulco. There is a wide variety of character animations, and these are excellent, though the most common death animation (drop to knees, drop to ground) occurs too frequently. Sonically speaking, though, Jagged Alliance 2 is nearly perfect. The mercenaries' voices are excellent (and if you find any particular merc annoying, you can mute him individually), and the soundtrack is suitably dramatic.

Its many strengths make Jagged Alliance 2's occasional but noticeable weaknesses especially frustrating. The most notable problem is the manner in which line of sight is implemented in combat: The game uses a realistic line-of-sight system, with elevation and objects serving to affect your mercenaries and their targets. Unfortunately, there is no tangible way to determine the visible range for a mercenary. The isometric view tends to make some terrain objects almost invisible (it's difficult, for instance, to see each individual trunk in a cluster of trees), so you may think a merc is protected by cover when, in truth, he is in plain view. Predictably enough, your enemies do not suffer this human handicap and seem to know just where to stand for maximum protection. There are any number of ways the developers could have made this information apparent (through a fog of war or something akin to Commandos' sweeping sight indicator, for example), and its lack is a notable oversight.

The addition of more role-playing elements is welcome, but many of these features seem underdeveloped. When speaking with NPCs, for example, you simply choose your attitude toward them (friendly, direct, or threatening). Different people will respond to different attitudes, but it's difficult to really guess how to act with whom. Moreover, you only get one chance, so once they decide the conversation is over, the conversation is over. You never can be certain whether they held some valuable information you couldn't extract or whether they just had nothing important to say.

Jagged Alliance 2 also retains one of its predecessor's biggest faults: The endgame is ridiculously difficult. The original contained a final combat zone that was far more challenging than any that preceded it. The sequel is no different, save for the fact that instead of a single zone, its ending is made up of five such areas. Jagged Alliance 2 does include three difficulty settings, but you cannot change difficulty in mid-game, which means you may become hopelessly stuck toward the end.

Beyond just the difficulty level, Jagged Alliance 2 lets you set other key variables as well. You can toggle the science fiction elements off (a choice that only affects a small subplot of the game), and you can choose either "normal guns" or "tons of guns," the latter adding a selection of Warsaw Pact weapons and two additional ammo types.

Add to these options the wide variety of mercs, the numerous nonplayer character conversations, and the random nature of encounters, and it's quite likely that you'll eagerly play through Jagged Alliance 2 several times, provided you can get through the grueling endgame. Even with its problems, its excellent combat system and sense of style make Jagged Alliance 2 very easy to recommend.

Student
01-06-2005, 07:42 AM
I had the JA2 but i boroved it to my frend an he broke it.
Didnt play it a lot eighter.
Whats the difrence between realistic and S-F.

Guest
19-07-2005, 11:43 PM
:sniper: The difference is that in S-f, you´ll have to qonquer Alien Bugs in Drassen Mine if you want to. And there, you´ll fins some bug juice wcich you could pick up with glass jars, and then use it on your armor- I´tll give VERY good armor, maybe up to 300% if i´m not totally blown out tonight...
I have never played S-f, becvause i founded it so redicoulus. JA2 is really a realistic game, then why add something like a bug-hive in one of the caves?????

Guest_Andy
15-08-2005, 05:39 AM
I've found lots of money, but I'm not getting $153.000 richer. Why's that?
:cry:

Guest
15-08-2005, 06:58 AM
5k is max, more than that and you get nothing

Guest_Andy
17-08-2005, 02:15 AM
Only 5K? How disapointing!
Thanks, :bye:

M@g!c
17-08-2005, 09:04 AM
LOL i have been playing this game in the time of the " Crazy Bites" game-cd's. I came across this game and was addicted to it right from the start (thats was in like...'92-'93?). Since then i have bought/played JA Deadly Games, which was disapointing, and JA2 which was amazing!

I have heard there is a new game being released called " Jagged Alliance Urban Chaos"! Can find/buy it anywheres still..:S And when i bought JA2, the unfinished businees wasnt even included..grrrrr So have to buy that one still!!

And my favourite of all time is M@gic of course (what's in a name :D). But close runner up is my man Sh@dow! He is *dirty word* awsome :D

Borodin
17-08-2005, 12:03 PM
Urban Chaos is a free mod for JA2. You can get it here (http://www.gamershell.com/news/11045.html).

Khono
21-08-2005, 02:42 AM
I love this game and this site :) These are games I've been wanting to get again for so long! It's so difficult to get these games in a normal legal fashion now.

BenzAMG
23-08-2005, 10:46 AM
great game.. but why i can't quicksave during a fight?

tipx
05-09-2005, 03:13 PM
help me!!!
i can't fix jammed wepons!!!

how can you fix them???

DSmidgy
05-09-2005, 04:16 PM
You have to have a repairman (Speck has a good mechanical skill) and before you go to a mission you give a toolbox in his right hand (which is on the left side of the screen :) and in menu you choose repair or sth. like that. The stuff (or better some stuff) that is in his left hand and in rucksack will be repaired and ready for the next mission.

just a guest :)
06-09-2005, 12:39 AM
fantastic! thanks for the download. lots of great memories of this game

for those of you who like this game you must get part two because it improves upon EVERYTHING from this game. only thing missing from part two is

- making molotovs
- chainsaws (deadly games addition)
-and some of the old mercs of course. 70 total in deadly games. ja2 has about 65 total including arulco hirees and merc hirees.

some of my favorite aspects of ja2 that can't be found in ja1

-night ops! adds a whole new dimension to the series
-martial arts! boxing! knifing expert (all Separate skills).... wait till you see the hurricane kick
- rooftop sniping!
-cooler charactedrs - grizzly, Dr Q, Reaper,Shadow, et cetera
- um.. overall its a lot smoother to play. better interface imo

personally, i haven't found any working ISOs for jagged alliance 2 yet, not that i need it cuz i own the game (original sirtech version , baby) so you should probably go order or check out a store if you're interested

anyway, my main purpose of posting is to ask.. if anyone has the full ISO version of this game? not deadly games, but ISO of normal Jagged Alliance 1. since the game is soooo old and impossible to find in stores i think it should be okay for sites to put it up. and this game is BEST experienced with all the fantastic voices. thanks for reading

Rorschach
01-10-2005, 03:00 PM
Anyone having problems with mouse during combat? I'm running the game in Win98 and often during combat the cursor starts to jerk and move my itself in spasms, jumping and clicking along the edges of the screen for a while, till the fit passes. I'm not sure if it's a problem with the game or some compatibility issue, as I got a similar problem with another game too (Army Men original cd), but not with dozens other games.

j-e-l-l-oooooooo
02-10-2005, 08:41 AM
Um.. I love Jagged 2 but I'm having some trouble getting into this game. I mean I admit that it was a fantabulous game for its time but it's so sloooooow and kind of tedious compared to Jagged 2. And I really miss doing kung fu or throwing knifes or the sweet weapons like the autoshotgun and rocket launcher.... SO far I am in day three and still have pistols! :sick: I'm using Ivan who I don't like because he speaks no English and is boring and Castro who doesn't obey me and Spark who has good mechanical and Ice and Elia.

My question is will this game pick up in fun? Right now it is not that fun.. I want some rifles and stuff because fighting each enemy is tedious. Maybe because I played jagged 2 so much.... I wanted to play JAgged 1 to see the story and mercs before part two.

1) When do I get good guns? What's the best weapon?
2) Who are some fun characters? Ivan is boring...
3) Typically how long does it take to beat this game? How many days in the game?
4) Does the game get harder or easier?

Bobbin Threadbare
02-10-2005, 08:45 AM
Originally posted by just a guest :)@Sep 6 2005, 10:39 AM
stuff
Sorry if this offends, but your name made me burst into laughter. I don't know why.

This game's ok. The adventure genre's better.

Vapors
02-10-2005, 08:42 PM
I can't get sound with this game, it says to just run it through windows and it works fine. But i don't know how to do that :help: I click on the exe and it runs the game through dos...I'm a little computer illiterate so bear with me.

Rorschach
08-10-2005, 02:55 PM
Will someone spell oyut for me the money stuff? It's been said once or twice that you only get to keep it if it's under 5k at a time, but I always find it in bundles of 22,050, and there doesn't seem to be a way to split it (right-click, shift, ctrl, etc.). I tried leaving it with different "trustworthy" mercs (even tried bud, who's described as an "eager to please bootlicker") and with the native guide, and still nothing.

Whateevr money I find I'm leaving on the spot, so as not to waste it and since, in practice, it's just a waste of vest space. :/

jb
09-11-2005, 11:37 PM
I can't seem to get this game to work for me

I've downloaded it - unzipped it and clicked on JA.exe, a small DOSbox pops up and then a second later an error message appears saying that This File is not suitable for running in DOS or Windows

Please help!

Guest_Mark
11-11-2005, 11:20 AM
of the best games ever!

PrejudiceSucks
11-11-2005, 11:24 AM
It should be run in Windows, it even works very well in XP.

Panzer gen
08-12-2005, 10:49 PM
This really a great game.

Lots of post for it , many very helpful ( didn`t know wat to do with the chunk of steel ) but I still don``t understand what happens to the money ( besides that if you give it to the wrong guy he`ll go away with it !! )


did someone finished the game ? How can I pass the last sector ? enemies just come and come !!!!!!!!

Jordan
08-12-2005, 10:55 PM
This is a nice game. :)

uk_john2005
14-12-2005, 02:17 AM
I know it would be 200-300mb but with most gamers having broadband I don't know why this game cannot be the full game with speech, which makes the game totally different. Or at least find the files/folder that has the speech and make that a seperate download. Unfortunately, I got Deadly Games first, so got used to the speech, so this original JA download with just text doesn't do it for me. It's like having a car and gouing back to a pushbike.

Have looked around and nobody has the full download, nobody is seeling this game on ebay or anywhere I could find, whereas Deadly Games is everywhere, so this original JA truly is abandonware and needs the full game to be available for download.

jagger
22-12-2005, 09:49 AM
If you got any problems or needed structures or tips you'll find help from this site:
http://www.cheatcc.com/pc/sg/jagged_alliance.txt. It's made by "profesional" players and includes very good stuff on the game. It's for more experienced players too, though the best value is for the beginners, of course. CHECK OUT!!! :bye:

Jenkins
09-03-2006, 03:31 PM
There was a question in this topic about recruiting npcs other than Elio. It is not exactly possible but you can have many other npcs. If Elio is killed or fired and a few days later, Jack will offer you to recruit Hamous, he's got 74 in markmanship but his low wisdom make him learning very slowly, but at least, he learns instead of Elio who can't improve his skills at all. Then, if Hamous get fired or killed, you'll have the possibility to recruit Juan, high wisdom and mech ( around 70 in both cases ) but sad markmanship. In fact, you can only have one native npc in your team.

I took all these information from gamefaqs, but there is nothing about the recruitable npcs. I think, when Jack is talking about his four assistants, that there is a possible fourth npc but it takes times to find out. Now, I'm trying to have all natives npcs in my team but I think it's only possible with editors but the UGE module of Jagged Alliance I tried doesn't allow this. I would be very glad if anyone of you post the link to the editor that forces all natives npcs to go in the team.

By the way, you can loose JA. If you wait 6 or 7 days without conquiring other sectors and you had the soldiers removed from guarding the sector 60, you'll loose the game. Because of that I didn't discovered the possible fourth recruitable npcs. Never loose sector 60 if you plan to win the game and always use knives and silencers if you plan to use other processing plants or you'll loose precious 2 precious days in fixing them along with the money you planed to made.

This is a good game.

jimmy7512
09-03-2006, 04:28 PM
Anyone know how to pass the first sector I can't find the Micro-thingy ?

Giox
10-03-2006, 01:59 PM
I try to dowload the speech file but apears ERROR

Jenkins
10-03-2006, 03:16 PM
All strategy guides are correct about the micro-purifier, but sometimes ( and difficulty level might have something to do about it ), the thingy may or may not be in sector 59. Look further on other sector on sector 49 or 48 or anywhere near the sector 59. 1000$ bonus if you find it in the first day.

Also, I had the natives guides killed and here are their skills, I don't mention skills where the native know nothing about ( don't forget to get them killed or fired if you're not satisfied of the native guide you're having in your team though it takes some time to replace him with 2 or 3 days )
Elio: no need to say, he is offered to you. Can't learn.
Hamous: Health 66, Agility 68, Dexterity 66, Wisdom 35, Mechanical 2, Marksmanship: 74, Exp Level 1. ( He can progress in Deadly Games but I don't know if he does in JA1 )
Juan: Hea 74, Agi 62, Dex 88, Wis 74, Mech 70, Marks 24, Level 1. Can't learn.
Wahan: Hea 68, Agi 55, Dex 88, Wis 82, Medic 46, Marks 11. Level 1. Can't learn.

I didn't take time to know all their speech. Again, I would be grateful if someone know how to have all these guys in my team :)

I succed in putting the music in the CD version of JA. I needed both ripped version from this site and the other from underdogs. I copied all the files of the ripped version in the CD version without replacing any files when the cpu asked to, to make it shorter, only the .mdi files are necessary for the CD version. Run the setup of the CD version and choose the settings. Save them and you'll hear the musics again. Now, the only files missing are the voices. Quite a good progress :)
I think you have to run the setup if you put the voice files in the JA CD.

jimmy7512
16-03-2006, 12:44 PM
Would it be a good idea for me to hire the merc with the best gear and then take their gear and then fire them ? Also how do I combine the compound 17 to a helmet or a kevlar vest ?

Doc Adrian
16-03-2006, 09:18 PM
Originally posted by jimmy7512@Mar 16 2006, 01:44 PM
Would it be a good idea for me to hire the merc with the best gear and then take their gear and then fire them ? Also how do I combine the compound 17 to a helmet or a kevlar vest ?
1. Firing Merc's with bad stats and good gear is possible, so is hiring them..stripping them of good gear and sending them to get killed. Though I think both have bad effects on the score and the loyalty of other mercs. Have to check it out to be sure

2. Put the item in your hand and then add the compound 17 in the additional window to combine when it says combine say yes.

jimmy7512
17-03-2006, 03:52 PM
Originally posted by Doc Adrian+Mar 16 2006, 10:18 PM****</div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Doc Adrian @ Mar 16 2006, 10:18 PM)</td></tr><tr><td id='QUOTE'> ******QuoteBegin-jimmy7512@Mar 16 2006, 01:44 PM
Would it be a good idea for me to hire the merc with the best gear and then take their gear and then fire them ? Also how do I combine the compound 17 to a helmet or a kevlar vest ?
1. Firing Merc's with bad stats and good gear is possible, so is hiring them..stripping them of good gear and sending them to get killed. Though I think both have bad effects on the score and the loyalty of other mercs. Have to check it out to be sure

2. Put the item in your hand and then add the compound 17 in the additional window to combine when it says combine say yes. [/b][/quote]
:ok: Thanks I did it, so now does anyone know what kind of ammo the grenade launcher uses ?

Master MC
17-03-2006, 04:06 PM
I have to pay €2,50 for this game in local shops. :D

Doc Adrian
18-03-2006, 03:32 AM
Originally posted by jimmy7512@Mar 17 2006, 04:52 PM
:ok: Thanks I did it, so now does anyone know what kind of ammo the grenade launcher uses ?
Grenades and Gas canisters...load them in the barrel..like the compound 17 use...put them in the gun..and fire away.

Doesn't work with Molotovs

jimmy7512
19-03-2006, 09:20 PM
Does anyone know what the best handgun, the best rifle and grenade is with modification ?

Doc Adrian
24-03-2006, 08:05 AM
Originally posted by jimmy7512@Mar 19 2006, 10:20 PM
Does anyone know what the best handgun, the best rifle and grenade is with modification ?
The 9 mm is good for accuracy and ammo capacity, the magnum classes are all good for knock down power.

for armor punching the M-14 and M-16 are the answer for your prayers..

Grenade types..standard Frag grenade is great for damage, tear gas, Mustard gas, and Stunners are good but don't nessecarily eliminate your rivals as well. Molotovs could be more effective...

laiocfar
21-04-2006, 07:15 AM
Any tip for a new player? that get all their mercs with 20 health? and feels that the days are too long? And still using the first guns and running out of ammo soon? And still without make rapairs to jammed waepons?

Japo
21-04-2006, 11:34 PM
Originally posted by laiocfar@Apr 21 2006, 09:15 AM
Any tip for a new player? that get all their mercs with 20 health? and feels that the days are too long? And still using the first guns and running out of ammo soon? And still without make rapairs to jammed waepons?
I think I can't understand what you say about health. In order to heal your mercs, leave them one day behind as "patient" along with another merc trained in medicine a "doctor", much the same as for reparing items. (If you still don't know what I'm talking about, read the manual.)

Days are too long? You know that you can take more than a sector in one day, do you?

Each merc should be carrying additional ammo in his vests. If you take all the items you find you should have ammunition to spare, especially for the S&W.

As for the jammed guns, try to keep your weapons in top working order so that they don't jam, but anyway hire Vinny. He's not good enough a mechanic to even pick locks (at the beginning) but he's an able soldier and will un-jam most guns by just re-firing them himself, without the need to leave the gun one day in the dry dock.

Always move your mercs within cover. The influence of cover is much more realistic in this game than in UFO. The objects near a merc don't hider his shooting, but the ones far away will block his shots if they're in the way. It's realistic: if you're just behind a tree you can still peep out and shoot without any likelihood of hitting the tree, but if you're being shot the tree will cover you. The same goes for enemies, so if there's an enemy behind a tree don't go for him, flank him or wait unitl he goes out.

laiocfar
24-04-2006, 07:15 AM
Uff, i am getting on pace.
I downloaded the guide but its too boring and left it. So i never mind that i can make mercs be on rest or as patients. Cover is well desined but still i got people shoting the tree just in front of them and with 66 markmanship. I will try that thing of get a mechanic fire an jammed gun, by now i got Vinny to repair full time. I cant read the menssages that i take from the corposes, i just dont get what it say. Another thing to say, how guards of the other party can kill them mercs so easy and why i cant buy some real weapons?
PD: how i should use the beer? and the canteen??? canteen i dont remeber if it is the right word but the recipent to carry water?

Toxik
24-04-2006, 03:01 PM
Is there any way of buying equipment? Or am I stuck with looting?

Master MC
24-04-2006, 03:15 PM
Was that not possible before the fight?

laiocfar
25-04-2006, 05:57 AM
Days are too long? You know that you can take more than a sector in one day, do you?


I am talking of have 4hs to end the day by all the mercs on duty wounded. I discovered that by pressing the c key, it activates a time compressor. :ok:

Japo
25-04-2006, 07:16 PM
I will try that thing of get a mechanic fire an jammed gun, by now i got Vinny to repair full time.
Vinny's a good fighter and it's good to have one merc able to unjam guns (and pick locks) on the field, even if you carry spare guns (which you don't need to if you've got a mech-trained merc). If you're going to make him stay at the base, there are other mercs far better suited, being cheaper with far higher mech skill; they're useless as soldiers, though. I think I can remember some guy called Speck with 99 mechanics for a risible price.

I cant read the menssages that i take from the corposes, i just dont get what it say.
They're cryptic on purpose. As a rule, Sxx means "sector number xx" and Dyy "day number yy". The rest, you'll have to figure it out. You don't really need to so as to finish the game, though.

And no, you don't buy equipment in this game, you're stuck with looting. Keep in mind that you're isolated in a tropical island--although it still sucks, after all your enemy seems to be able to buy, unlike you.

laiocfar
27-04-2006, 12:42 AM
But i got Vicky, who is better than Vinny as soldier and as mechanic. Also i am always low of money, each time that i got some daily income of more than 1000 the labs lower the price of the sap. And i got all the plants, from where they got their money, each day their attack are more powerfull and i got to kill 8 people por sector. I got my first M16. The blindspot of the game is that was designed to make replay of bad atacks, is easier to win but i dont like to do that, by making a few replays, i only lost a merc and due a contract termination.

Guest
16-05-2006, 03:42 PM
I have a problem running it. I have XP SP1 and it says "one or more CON files are corrupt" when I tried to run DG.EXE

I changed the cd.rom file so it's can't be the problem.

Help please.

laiocfar
17-05-2006, 03:53 AM
DG.EXE? Why DG, you should run Jg or Jagged or something similar.

The Fifth Horseman
17-05-2006, 11:24 AM
Maybe he's got problems with a wrong game...

erich hartmann
21-05-2006, 06:17 AM
hi experts

i just downloaded this game and cant seem to get it going.

i have xp pro sp2.

this game is supposed to run with xp so if i just click on the .exe file the game should fire up.....right??

or have i missed something, do i need to enter some dos commands??

help much appreciated.

The Fifth Horseman
24-05-2006, 01:57 PM
XP isn't always as compatibile as it should. I heard of some copies of XP running certain games without a problem (even though they don't work for most XP users in thsi manner) and right the other way round - certain copies of XP not being able to run particular games despite they should be able to.

First things to try are the Compatibitity Mode settings, second is VDMSound.

strangeloop
25-06-2006, 10:34 AM
<div class='quotetop'>QUOTE(aaberg @ Sep 22 2004, 07:24 PM) 14712</div>
You can distract enemys, with the rocks!
[/b]
also never go swimming without a knife in hand....damn snakes

The Cincinnati Squid
27-06-2006, 07:17 PM
For those of you having issues running the game try using DOSBOX, a DOS emulator. I run all of my older games using it (Including JA and JADG) with no issues. It can be found at http://dosbox.sourceforge.net/.

Japo
28-06-2006, 05:46 AM
O RLY? ;) (http://www.abandonia.com/main.php?nav=programs)

The Fifth Horseman
28-06-2006, 09:00 AM
Happens that most of the resident forum users are using DosBox and similar programs already.

The Cincinnati Squid
28-06-2006, 02:29 PM
I figured as much, but when two people both mention troubles with XP I thought a nudge in the right direction wouldn't hurt.

Japo
28-06-2006, 02:58 PM
It's okay, it has to be said from time to time because there are always newbies who don't know about it. :ok:

Kek
27-07-2006, 11:10 AM
So there is NO speech patch available for JA game? Had the original CD but Ive lost it somewhere during years. Playing it throught 8th time now :wallbash: and it´s still rocking!

Whats your record number of sectors captured in 2 days? :sneaky:

Guest_Tom_*
31-07-2006, 12:23 PM
Hi JA Fans!

It is the first time I try this game, cause I missed it whet it was a fresh one. But it's awesome! I like it very! But I have a serious problem... :wallbash: When I traverse to the second factory (somewhere at the middle of the map) the game quits and returns to Windows. I WANNA PLAY THE WHOLE GAME, so somebody can help me what to do now? I played the abandoniadotcom version.

HHHEEELLLPPP!!!!

THX!

The Fifth Horseman
31-07-2006, 12:37 PM
Woah. Calm down, dude.

Did you try running the game with DosBox? Did you try re-downloading it?

Guest_Tom_*
01-08-2006, 07:45 AM
Thanx for the quick reply. I tried everything I could. I tried it with DosBox, even with simle Dos, but it did'nt fix my problem. I also tried re-downloading the game...

And also tried to play on other computers, but the results are the same... I attack the second factory, the game quits... :sos:

Thx for help!!!!

The Fifth Horseman
01-08-2006, 09:04 AM
Did you change the game's soundcard and system configuration? If no, try changing it to one that matches what you have in DosBox.
Also, try changing the soundcard emulated by DosBox to Sound Blaster Pro 2. It's a bit more compatibile then the default Sound Blaster 16.

Luka666
04-08-2006, 05:59 PM
Hello,
I have been a JA addict for many years. I have just had a quick look at this topic and saw your debate about merc`s. There is one thing you forgot to mention (or maybe i just missed it). The relationships between some merc`s are important. Like you cant have both Sparky and Larry, Larry and Gary or Hurl and Fidel in the same team. And when you talk that deaths dont affect high level merc`s. Check what happens when you have Mike and Scully (or Magic and Sidney) in the team and one of them gets fired or killed.... Get one of those online FAQ`s if you need all the information....

Luka

Delibator
27-09-2006, 01:07 PM
Hi, there.

I havent read all the topics related to jagged alliance, but i think nobody had my problem yet.

Do you people know the wall probe? In my pc, the text apears so fast that is difficult to read when it apears "silence". I want to know if this happens to you? When one does hear something else other then silence does the text of the message stand still until i click? (like when someone hears something normally.

Does anyone knows what im talking about?

Thanks for the assistence.

The Fifth Horseman
27-09-2006, 01:22 PM
Sounds like you need a slowdown utility.
That, or to decrease your cyclecount (if you are using DosBox).

Delibator
02-10-2006, 11:46 AM
Even with DosBox at minimum cycles, it happens the same shitty sittuation, that is "silence" apears very fast. Perhaps is it normal?

The Fifth Horseman
02-10-2006, 01:46 PM
What do you mean by "minimum cycles"? That definition is different for everyone.

Delibator
03-10-2006, 03:01 PM
Below 1000 cycles, 800, 700, that way the game start to crawl. The message "silence" becomes more readable , yes, but the game crawls to almost a stop...

I could slower everytime i used the "wall probe" and increase when i´ve used, but sometimes i must use it every turn and..... man... what a drag... :vomit:

thrasha88
24-10-2006, 03:04 PM
Hello,

I am trying to play the old Jagged Alliance game under DosBox. It starts out great - the little movie clip and the sound and music work great. The problem is that once the intro is over, the graphics are scrunched into one little line and all messed up. I tried turning off the Direct x acceleration (it works in fixing the same problem with XCOM I and II but it doesnt solve this problem. Any thoughts?

Thanks!

thrasha88

The Fifth Horseman
24-10-2006, 03:52 PM
That's at least weird. I played it in DosBox and encountered no such problem.

Are you using the most recent DosBox version (0.65)?

thrasha88
24-10-2006, 07:01 PM
<div class='quotetop'>QUOTE(the_fifth_horseman @ Oct 24 2006, 11:52 AM) 263324</div>
That's at least weird. I played it in DosBox and encountered no such problem.

Are you using the most recent DosBox version (0.65)?
[/b]

Thanks for the reply. It seems that the upgrading the version from 1.00 to 1.12 did the trick - weird! It works now but is just slow in DosBox.

thrasha88

The Fifth Horseman
25-10-2006, 02:24 PM
Change core to Dynamic (warning - may cause instability), increase the cycles, increase frameskip.

Hypersniper
30-10-2006, 07:04 AM
I'm trying to get my mercs to pick up the timed exlosives that i find in the crates. But when they do,
bang, their dead. :angry: Are these things booby traps or can the be picked up some how.

The Fifth Horseman
30-10-2006, 12:20 PM
I didn't play the game really, but I remember that your mercs have an exposives skill.
Maybe the explosives need to be picked up by one with high value of that skill? That would make some sense.

laiocfar
01-11-2006, 02:58 AM
some traps are really well set and can be avoided but a strong explosive especilist like Fidel can survive explosion.

Guest
18-12-2006, 11:41 AM
Anyone knows how to make this game compatible with 1.13 patch (last official patch). It should enable quicksave during combat etc. I tried but I can't figure out how to fix path in cd.rom.

Guest
20-12-2006, 07:28 AM
Come on, anyone?

laiocfar
21-12-2006, 12:19 AM
eeeerrr.... nope, anyway quicksave when at combat doesnt worth nothing.

Guest
21-12-2006, 07:18 AM
Yep, I know, but trying to make cd.rom was a kind of chalenging. Spent one all day. I can now write savegame edit FAQ, but it is also lame. So nothing can be done. As I thought.

Guest
24-12-2006, 10:59 PM
help..

I was downloading after reading u guys talking about JA..
and now Im dying to play this game..

the game does not work both in xp and in Dosbox (im using DosBox 0.63 - should i upgrade it first ?)
after I clicked the JA icon, the game just shown me DOS4GW loading text and then the screen goes black, then the screen return back to windows explorer...
in DosBox, i got the message "cannot create swap file F:\jagged\jagged.svm

im trying to change the address of my dosbox to f: directory, using usb drive as f: drive, and use two different computers..

did i download it correctly ? im downloading from this site and its size is 9,477,923 bytes (9.03 MB)

anyway Im playing XCOM too, and Im still think thats a great game..

Guest
25-12-2006, 07:25 AM
<div class='quotetop'>QUOTE(Guest @ Dec 24 2006, 11:59 PM) 272478</div>
help..

I was downloading after reading u guys talking about JA..
and now Im dying to play this game..

the game does not work both in xp and in Dosbox (im using DosBox 0.63 - should i upgrade it first ?)
after I clicked the JA icon, the game just shown me DOS4GW loading text and then the screen goes black, then the screen return back to windows explorer...
in DosBox, i got the message "cannot create swap file F:\jagged\jagged.svm

im trying to change the address of my dosbox to f: directory, using usb drive as f: drive, and use two different computers..

did i download it correctly ? im downloading from this site and its size is 9,477,923 bytes (9.03 MB)

anyway Im playing XCOM too, and Im still think thats a great game..
[/b]
Turn all sounds off. One of the exes in game directory. Game works for me on Win98 and win2000, it should be OK in XP.

Rhylsadar
31-12-2006, 10:13 AM
How to setup the game to have the voices working in the game ? I hear the music but not the voices (bullets flying over here !! :bleh: )

Thanks !!

Jv
05-01-2007, 09:34 AM
<div class='quotetop'>QUOTE(Rhylsadar @ Dec 31 2006, 11:13 AM) 272855</div>
How to setup the game to have the voices working in the game ? I hear the music but not the voices (bullets flying over here !! :bleh: )

Thanks !!
[/b]

I've got the same problem, I tried VDMsound en dosbox in many way but still can't get it work.
Please help.

Thanks

Deadron
27-01-2007, 02:40 AM
I bought the game off Amazon Marketplace to make sure I'd get the voices...but I can't get it to install. When I try it says:

Read error on block device
Drive not ready in reserved sector <MS-DOS area> on drive E

Anyone know how I can get it to install? I'd be happy to make the full version with voice available, if I can get it installed1

Deadron
27-01-2007, 03:01 AM
<div class='quotetop'>QUOTE(Deadron @ Jan 26 2007, 07:40 PM) 276632</div>I bought the game off Amazon Marketplace to make sure I'd get the voices...but I can't get it to install.[/b]

Ah, I was able to install using DOSBox, and voices are working fine. I'll be happy to make the files available if it will help others get the game with sound.

Japo
27-01-2007, 08:01 AM
<div class='quotetop'>QUOTE(Deadron @ Jan 27 2007, 05:01 AM) 276636</div>Ah, I was able to install using DOSBox, and voices are working fine. I'll be happy to make the files available if it will help others get the game with sound.[/b]
The game here is full with sound, voices and music. :unsure: Well have fun. :kosta:

Zarq
12-04-2007, 11:30 PM
My two cents on this really great classic:

"in DosBox, i got the message "cannot create swap file F:\jagged\jagged.svm"

I encountered that problem after running "javm.bat". I closed DOSBOX, restarted and everything was back to normal.

I run this game on an old 400 Mhz laptop, WIN2K, and DOSBOX 0.70. It crashes sometimes, but the save files don't get corrupted. Just remember to save from time to time. It's slow but it runs OK when you turn the music off.

I have the "cash found during the mission disappears" problem too. It must be a bug with this copy (I played the original game many years ago and it worked perfectly). Whenever I find some cash, the first time I click on it the description says "2205000 in cold hard cash". When I put it in an inventory slot and click on it again, it says "22050 in cold hard cash". Definitely a bug. At the end of the day, it always disappears, no matter which merc I gave it to. OK, once I actually had a merc ("It") steal it, but it's a bug nevertheless. The game checks if the money gets stolen, then when it's supposed to add it to your funds, it disappears. It makes the game *much* harder, because IIRC the cash helped a lot, getting you through financial troubles. I had to fire Ivan (!) when he was promoted and was asking $2250 per day...

Tips: don't bunch up. Never ever. After a while, you'll encounter redshirts with grenades. When they see two or three mercs within a few steps of each other, they'll nade you. The fight is almost certainly over then.

Flank your enemies. The bulletproof trees and bushes might seem strange at first, but it's good game design IMO. You have to find them, fix them (so they'll seek cover), then send some mercs on their flanks to shoot them from their uncovered sides. Find, fix, flank. Of course the flanking team might find new troubles of their own...

I can recommed having one mechanic (Vinny, for example), one explosives guy (Smoke), a good doctor (Fox, maybe) and another less skilled doctor as field medic only (Beth). The lower your medic's skill, the faster he'll run out of medical supplies, and that's even more important than money in the game. At least it was for me... So have your les skilled medic patch up only the worst cases during the firefight, and have your best doctor treat all wounds after the combat is over.

Save every time before you pick up explosives, even grenades enemies dropped when getting killed.

Cujo
13-04-2007, 11:23 PM
Hey, I'm having trouble on the very start of the 1st day.

So the doc tells me I have to go get back the stolen micro purifiers, so I head out to the west, and kill all the enemies in that sector, pick up some junk along with two of the micro processors.

Only thing now is, I don't have a bloody Idea what to do with them. Do I get some kinda confirmation regarding their recovery? I'm just confused.

TheChosen
18-04-2007, 06:31 AM
Just wait for the day to end. Spend some time by taking over other sectors. Just remember to have the purifier on someone's (living) inventory when the day ends.

Jack
03-05-2007, 10:46 AM
Hey, I'm having problems running the game and I was hoping yall could help.
I'm using Windows XP and when I click JA.exe it opens a small window for about a second and then it closes it without playing the game.

I tried using DOSBox but the tutorial seems to be for a different version (I have DOSBox 0.70).
When I open DOSBox, it says:
Z:\>
I'm pretty sure I want it to say:
C:\>
but I can't seem to get it to. I went and changed the notepad file as suggested in the tutorial, which should have given me the desired C:\> but nothing changed.

Any advice for getting this game to work on Windows XP or for getting DOSBox running would be greatly appreciated.

-Jack

_r.u.s.s.
03-05-2007, 01:21 PM
to get in to c drive type "C:" and then press enter
if you failed in mounting virtual drive, type
mount c <directory which you want to substitute>
example
mount c c:\
mount c d:\games\

and the rest of commands are like in normal dos ("cd" changes directory)

Jack
04-05-2007, 04:48 AM
<div class='quotetop'>QUOTE(_r.u.s.s. @ May 3 2007, 01:21 PM) 289157</div>
to get in to c drive type "C:" and then press enter
if you failed in mounting virtual drive, type
mount c <directory which you want to substitute>
example
mount c c:\
mount c d:\games\

and the rest of commands are like in normal dos ("cd" changes directory)
[/b]
Thank you much.
Now I can play games. ^_^

melthas
10-05-2007, 08:12 PM
I don't want to be a bad news teller but I found the following info at http://www.jaggedalliance2.com/

Please note that the Jagged Alliance Franchise has been licensed to Strategy First as of June 4, 2002.

As part of its restructuring plan, Sir-tech Canada Limited has signed an agreement with Strategy First to manage all business matters connected with the Jagged Alliance series. The series consists of Jagged Alliance 1, Deadly Games, Jagged Alliance 2, and Jagged Alliance: Unfinished Business released in 1995, 1996, 1998, and 2000 respectively.

Does it mean this game isn't abandonware anymore? Or Strategy First isn't protecting this first game of the series?
I just wanted you to know if something is wrong because I know how you care about warez.

Brenda's Pimp
13-07-2007, 03:48 AM
Hey Gang ,

What the heck to you do with the micro-purifier? How do you use it to start purifying sap?

laiocfar
13-07-2007, 05:18 AM
You may search in the camp next to the starting position.

Japo
13-07-2007, 01:37 PM
You don't have to use it, you just have to take it back to the base the first base.

jopi29
02-01-2008, 03:33 PM
ok i got the micro purifier but what do i do with it? i tried using it at the largest building at sector 60 but i cant find anything to use it with plz help

The Fifth Horseman
02-01-2008, 05:01 PM
One post above yours:
You don't have to use it, you just have to take it back to the base the first base.

marshal99
03-01-2008, 10:02 AM
Yep , you only need to find the micro purifier , not use it on anything because once you find it ,hang on to it until day ends and then your first mission will be complete and then the next day , you'll be able to process the sap in the areas you possess and make money. With money , you can pay your mercenaries and hire guards to guard your area.
The processing of sap and such is not really your concern , at the beginning of each day , you'll just be able to hire workers & guards on the map in the areas you captured if i remember correctly.

marshal99
09-02-2008, 04:19 PM
How do i get the journal inside the safe in sector 12 ?

I have managed to eliminate all the enemies in the sector without them destroying the safe but none of my guys is able to access the safe and get the journal inside ? Is there a way to do so ?

Incappucciato d'Ombra
09-02-2008, 10:51 PM
How do i get the journal inside the safe in sector 12 ?

I have managed to eliminate all the enemies in the sector without them destroying the safe but none of my guys is able to access the safe and get the journal inside ? Is there a way to do so ?

Since i always use the "scentific way" to solve the plague problem, in other words : i simply blow up the first infected fallow tree with explosives and, funny thing, Jack is very pleased with me... :nuts:, i never tried personally but i read on a walktrhought that you need 2 other things :

1) the code for the safe (3 pieces founded in 3 sector, that combined togheter will give you the code)

2) Mike... only this merc can open the safe :confused:

Eagle of Fire
09-02-2008, 10:53 PM
Isn't Mike the merc which is all about picking locks and such? I always take him with me to unlock doors and safes.

marshal99
10-02-2008, 12:02 AM
Argh , Mike.

On Day 1 , i hired too many expensive mercs and had problems paying 1 of them at end of day but had no cash flow problems since then. However , Mike has been bitching about that little cash flow problems even until day 19 and will not join my team even though i have no problems now. :( I wonder how long it will take before he finally changes his mind.

Incappucciato d'Ombra
10-02-2008, 01:58 AM
Argh , Mike.
I wonder how long it will take before he finally changes his mind.

As far as i know, in order to hire Mike, you only need a low turnover (below 30%, just in case... you can see turnover on AIM screen).
Each day, if you don't fire mercs (nor mercs be killed/quit), your turnover goes down... so hold position, possibily avoiding to loose too many native confidence, and you will be able to hire Mike :) (well ... cough cough... if your turnover is very high, let say 50%, you need to be very very patient)


Just come in mind now : there is another possibility, if for some reason your rating is very low (basically because too many mercs/native are died) Mike will never join you, unless you rise your rating... but this is pretty impossible at this point. You need to conquer sector each day in a row, with NO casualty on your side (mercs and especially native) and killing at least 8 bad guy per day.... if even in a single day you aren't able to do this your rating will go down :(

Incappucciato d'Ombra
13-02-2008, 02:26 AM
Or some sort of bug had occured?

Well, i've just finished playing JA for the second time at hard level and when i have attacked sector 1, i founded (and killed) only 3 Santino's men...

1) YES! You have read well ! I wrote 3...

2) NO! I don't found a mistical teleport to Santino's Room (or something similar) nor i have act so quickly that Santino's men aren't able to respawn with their normal quickness :wacko:

3) In all the walktrought that i've founded, it is always said that Santino's men are unlimited in sector 1 and infact this happen to myself the first time that i've played JA (normal level) and the first time that i've played at Hard Level... until i'd managed to enter Santino's Room, each time that i kill a bad guy... another bad guy respawn, quit Santino's Home and engage my mercs.


Now... i'd killed 768 enemy in total, to this number it must add the enemy drowned during attack to sectors defended by mercs (combat resolved on tactical screen) or by guards (automatically resolved by computer). Infact enemy can even drown!! Generally when attaccking sector "not safely linked" and this number will never be take in count (Missing In Action?? :nuts:). Since the game is last for 61 days, with many attacks of this type, i can estimate that at least 20-30 enemy are drowned.

It's possible that the maximun numeber of Santino's Men is 800?? Someone other than me had managed to kill so many enemy or it's normal ?

P.S. : i've also tried to quick restore from day 60 and then i'd played until day 65... without doing nothing !! For 6 days no attack from Santino's Men ! :wacko:

Eagle of Fire
13-02-2008, 02:53 PM
I started playing JA again, and I see who Mike is now. I never bothered to even look at him, and if I remember well I've never even had the quest to find components to try to find a cure either. I remember blowing a sick tree up though...

Sadly, I completed this game only once. At easy level, a long time ago. I'm playing at normal right now and I find it easy. I'll probably be able to win hard in no time. :p

Mike_B20
05-03-2008, 05:36 AM
Has anyone managed to survive long in this game without constant reloads?
I just tried playing a game on normal difficulty without reloading after disasters.

Day 1: Hired Ivan, Hurl, Ice and Vinny and managed to take sectors 59, 49 and 50 without a scratch.

Day 2: Hired Fidel.
Cleared sector 40, still without a scratch. Fidel is then seriously injured attempting to defuse explosives in sector 49(way to go 97 explosives skill :wacko:). After patching him up we attempt sector 49, approaching from the south(top left of sector 39).
The native guide Hamous is killed scouting.
The guys are then caught in a poor position when rushed by just about every redshirt on the map. Previously injured Fidel is hit by a grenade and killed :eek:
The other guys suffer in the firefight.

Day 3: Hire Elo and rest/heal entire team. Guards manage to hold all sectors but the natives are obviously not happy.

Day 4: We take on the dreaded sector 29.
The wheels fall off the campaign when the team is ambushed on reaching sector. Nearly everyone is hit. Especially bloody is the attempt on the "redoubt" in the centre.
This map is designed by the devil himself :evil:
That night 20 guards quit and virtually entire team is in hospital.
I admit defeat :o

Incappucciato d'Ombra
05-03-2008, 04:18 PM
Has anyone managed to survive long in this game without constant reloads?
I just tried playing a game on normal difficulty without reloading after disasters.

Possible, but very difficult. You need to learn to play very well before to attempt this. And even when you will be ready... a bit of luck is required :

1) enemy starting positions in each sector is "partially randomized" (position will be chosen between 4-5-6 or even more pre-calculated position and not on the entire map). This means that in some sector possibility to encounter an enemy just in front of you are very high.
So, you need to learn "from where" attacks must be launched.

2) Mercs level play a big role in the game, not only for interrupt purpouse but for ALL... and it's difficult or, well, pretty impossible to obtain a decent level for your mercs. In other words : before or later your mercs (even Mike....) will blow up on a stupid mine/trap, always try to disarm this things on real time, it is a bit more easy. Or will be targeted by an enemy with a grenade with no possibilty to doing nothing.


Fidel is then seriously injured attempting to defuse explosives in sector 49(way to go 97 explosives skill :wacko:). After patching him up we attempt sector 49, approaching from the south(top left of sector 39).


You means sector 29 (instead of 49)? This is not clear. As for Fidel, see point 2) above.


Hire Elo and rest/heal entire team.
Guards manage to hold all sectors but the natives are obviously not happy.

Never, never, never!! At lest one mercs must be always sent on duty. Otherwise native feeling will drop like a rock in water, even if there are no enemy attacks or guards are able to successfully defend sectors.


Day 4: We take on the dreaded sector 29.
The wheels fall off the campaign when the team is ambushed on reaching sector. Nearly everyone is hit. Especially bloody is the attempt on the "redoubt" in the centre.

Well in this sector best entry points are : South West (you can take advantage from the trees near the SW corner) or South/Center westside of the river. But in this positions... there is a "pre-set" position for enemy... this means that sometimes you will encounter an enemy just in front of your men.

As for the enemy in the centre: there is 2-3 position where you can hide your mercs with good possibility to see enemy without being seen, then you can :

a) launch 1 or 2 grenades...
b) distract enemy with 2-3 mercs, while a merc will traverse river and attack the enemy from the back :)


This map is designed by the devil himself

Trust me, compared to other sectors, this sector is easy :amused:

Mike_B20
05-03-2008, 05:54 PM
Thanks for the tips Incappucciato d'Ombra.

Apologies, I meant to say "After patching him up we attempt sector 39, approaching from the south(top left of sector 49)".

I retried 29, approaching from SW and staying to the west of of the trees and it worked well. Many redshirts got caught out in the open in the swamp. Later, my best marksmen skirted well to the north of the centre "redoubt", while a couple guys approached more directly through the gap at the top. It worked well; The flankers managed to pick off most defenders.

Yes, good idea always having one merc on duty :idea:

Incappucciato d'Ombra
14-03-2008, 12:11 AM
It's possible that the maximun numeber of Santino's Men is 800??

I have played an other game, in order to personally verify this, and effectively the number of the enemies is limited to 780-800. Moreover there are some strange/funny/interesting things that can be useful:

The Rocks... this unterrated things.
Rocks are generally used to distract the enemies and to make to explode mines and traps, but they can be used also to:

- (this is a bug and works only with rocks and not with grenades) 'to force' one or more interrupt before entering in a building. Place Mercs, that will have to enter in the room, in front of the door. Then, before opening the door, another merc will launch 1 or 2 rocks, from the outside, to the inside of the room, possibly to the opposite part of the door in which mercs will enter. After this, enemy will always move at least a bit or turn towards rocks, loosing some Movement Point. These can be helpful, at least a bit, but don't expect great advantages, and if you suspect that there are more than 2 enemies or enemies with a level much higher than your mercs... best things is to use grenades or explosives to open the door. Few tests are necessary in order to understand how to launch rocks since with certain angles-shot the rocks do not succeed in 'exceeding' the wall and do not (magically) land to the inside. A simple graphic example:
[ML= Merc Launcher, W=Wall, R=Rock landing zone, E=enemy position, D=Door, M=Merc ready to enter, . = space]

...................ML


WWWWWWW
W.. R.. E....D M M M

- in order to stone to death the enemies and to kill them (or to carry them to critical level). To stone to death them isn't particularly useful (except if your mercs are short of ammo)... but it is amusing. Now, first of all an explanation about IA : when the Hit Points of an enemy drop down to [critical status minus few Hit Points] this enemy is forced to run away without being able to do anything else (even if you shot at him). He will attempt to reach the more close angle of the map, and only when he had reached this angle he will begin to react, but only if he sees a merc, otherwise he will remain in the angle without being able to do nothing, except loosing HP to the death. Also, each rocks can do from 0 to 4 hit point damage and this is important in order to wound an enemy without killing him.
Sometimes this 'permanently retreat status' can be useful, just to give an example : Sector 1, here hundreds of enemies can exit from Santino's Home, until you managed to enter Santino's Room, and there will be always until 8 enemy in the map. In this situation can be useful to force 1 or 2 enemies in this 'permanently retreat status', because this means that for some turns (even 7-8 if you are lucky) there will be 2 enemies that can't be replaced and are virtually inoffensives.

I love C4, give me more more moooooore!!
Especially if you hire Fidel, can happens that you found more detonators than explosive/C4. If this happens, or if you prefer to use more C4 (slightly more powerful than explosive)... hidden in processing plant there are 2 (2° p.plant) or 4 (3° & 4° p.plant) C4 available, but only if you are able to take sector avoiding sabotage sequence (search with a very good explosive guy in the main room, where outbreaks happen due to sabotage).

Special Chests in S.36, S.18 and S.4
Similarly to the Brenda's Quest, the Journal's Quest and the Headstone Quest, it is not necessary to conquer the sector in order to obtain the special chests that will appear in specific days (info that can be founded solving some Encrypted Notes). Simply enter sector, locate all the chests and then if you don't have time, or convenience, retreat from sector and return later. Also, S.18 can be attacked from S.19 with no great danger (to see your mercs drowned...) if you 'traverse' with mercs positioned in a specific position (about south-west of the map). This can be helpfull if there is no more time to conquest all the sectors that leads to S.18 by land.
Finally about S.4, in a strategic guide i'd found an advice about avoiding at all cost the conquest after day 31 for presumed enormous difficulties... well this 'enormous difficulty' is simply the presence of 8 chests, some of this are trapped and the others are filled with trapped grenades, but at this point untrapping this cheasts/items is an easy task (one of my explosive specialists, Ivan, at Level 6 with explosives 95, has been able to untrap all this thinghy with no problem). In total there are 3 tear gas (useless), 4 grenades (useless) and 3 grenades (102-106%), not much but if happens that you are around S.4 at the right day... few grenades are better than nothing.

Saving Brenda without a good mechanic
To save Brenda, there is no need of a good mechanic. Take your best merc (because then he will quit to escort Brenda) with a knife and 2 grenades. Traverse water and place the merc 4-5 square away from the first door on the back. Launch the first grenade, on the door, using minimun amount of action points (about 11), then launch the second grenade on the second door with the remaining action points (about 14), Brenda will take no damage (even if you are so foolish to use explosive in front of the door:laugh:), will see the merc and automatic sequence will start. As a side note, this quest is timed, Brenda must be saved within 4 or 5 days or when you open the last door you always found Brenda died.

In the next post i will give some alternative methods of training :amused:

Incappucciato d'Ombra
14-03-2008, 12:24 AM
In the previous post i write about generic hints, now it's time to release my 'powerplayer' soul :wacko:

Mercs can be trained even in real time, while they are on duty. This can be quite easy or stressful, depending on your playing style and on how many mercenary you want to train. However, because of the general structure of the game isn't possible to put into effect a massive training. In other words, massive training of more than 3-4 mercs it's pretty impossible and even trainig only 2-3 mercs can become an 'hell on earth'. Best way to use methods described below is to concentrate training on 1-2 mercs, choosing very carefully stat and/or skill that you want to raise. Also, some of the method below can be mixed togheter in various way, just experiment and use fantasy. Also, take in mind that more level means more $$$ to be payed and there are:

- very good mercs that becomes very expensives, Ivan is an example. He is a very good mercs, but he become more expensive than Mike, a Level 7 Ivan will cost 11,000 $ and at level 8 he will cost about 16,500 $ !!

- good mercs that are quite cheap; Grunty & Vinny are an example. Raise Agil & Marks of Grunty and you will obtain a very impressive mercs. Raise Agil, Marks & Level of Vinny (dext & mech needed to be raised also, but just a bit) and you will obtain the perfect lockpicker... no more need to hire Magics or similar mercs.

- poor mercs that are very cheap. Never tried this, but can you figure out a merc like Bruce 'Skitz' Bonner (90$ at level 1) that becomes a 'killing machine' ? or Herman 'Turtle' Regents (Agility 8...) that becomes like Flash Gordon? or Marty 'Kaboom' Moffat (Wisdom 13...) that becomes like Albert Einstein? Pheraps this can be funny ...

Finally, the level... raising skill/stat will raise even the level, and level is the most important factor of the whole game. All the equations that governs each action that can be taken in game have level always as a multiplier. For this reason mercs like Fidel with high explosive level but poor level sometimes aren't able to disarm a simple crappy mine or mercs like Vinny with good Dexterity and Mechanical but poor level becomes 'the perfect lockpicker-mechanic' if you raise the level.

Killing Metaviran Reptiles. (will increase DEX, AGI & WIS)
Simply the best training way!! Stats quickly raise until 90's, then increase slow down. For example: Vinny, killing 16 metaviran reptiles, increases of +5 WIS, +3 AGI and +1 DEX. After the 90's has reached he will increas of about +1 for each stats killing about 20 metaviran reptiles. Some sectors seems to be better than other (S.33 seems to be very good) and some sector are very dangerous, like S.47. Don't forget to save often since even the best merc can be killed by those repetiles.
Finally, move your merc (hopefully with a knife:p) through medium deept water and kill, kill kill !! Avoid, obviously low water because merc can't be attacked here and deep water (in wich merc will need to swim) because breath can only goes down and can't be recovered, and because not all mercs are able to swim and except in rare cases no-one has bothered to tell you something.

Hey i've a rock! And it's so funny launch it at my feet! (will increase DEX and EXP)
Well this method can be very boring, but at least isn't dangerous (no need to quick save often). Simply launch the rocks at your feets, at the square just in front of merc. Very helpful, in order to create a bomb dude or to raise the level of a low-level merc. To give an idea: Ivan's explosive skill, after launching 200 rocks, will raise from 50 to 58 (and this require about less than an half day of game time).

Wound the tappers and then cure them (MARK, MED and DEX)
MED will raise very good, MARK will raise quite good, DEX will raise just a bit. If you want, you can use a gun in bad condition (about 50%) in order to raise even MECH, but don't expect great things Mech is one of the slowest skill in game.
Use weapon like S&W, C45 and Beretta, there are a lot of ammos of this kind and you can fire from 1 to 3 time without killing the poor tapper (and remember... save often!). Just place merc 2-3 square away from the tapper and fire! Finally, take in mind that tappers (and also guards) when wounded don't recover the original status, a tapper that become 'critical' will be 'critical' forever... so, go in sectors that are very behind from first line.

Firing with bad damaged weapon against door/sign/trees (MARK and MECH)
Instead of wounding tappers, it's possible to fire against a sign, a door, a tree and any thing on which it is possible to aim. Marksmanship will raise quite good. In this way you can use all the bad damaged weapon that you find in game, without loosing time to repair them. The raise of mechanical will be... insignificant (not tried but probably a good mechanic can do better) so use only the ammo already on the weapon.

Ok, that's all, good luck and be patient if you want to try this training methods :D

BranjoHello
01-07-2008, 07:18 PM
This game has a lot of potential. :idea:

It was great until the "action" started, movement is slow and the fact that my men can just walk in front of the guard and than pull out their guns and shoot them like pidgeons made me head to EXIT TO DOS button. :sick:

Hopefully JA2 is much better and even more hopefully it will become abandonware soon. ;)

Eagle of Fire
01-07-2008, 10:37 PM
Ha! Try to complete the game then... You'll realise that there is a lot more challenge once you capture your first few sectors... ;)

laiocfar
01-07-2008, 10:45 PM
You are noob!!! Native guards(the guys wearing blue) work for ya, thats why he didnt shoot back or tryed to defend himself. You actually killed a friendly unit.



Yeah, moment is damm slow but you should try more challenging settings. The game works with interruptions of the enemy turn. Also since action points are reseted in your turn start, you will be shoot if you walk straight to an enemy.

_r.u.s.s.
01-07-2008, 11:36 PM
You actually killed a friendly unit. :laugh: __________

BranjoHello
02-07-2008, 01:50 AM
You are noob!!! Native guards(the guys wearing blue) work for ya, thats why he didnt shoot back or tryed to defend himself. You actually killed a friendly unit.

Haha, I'm not a noob but that was pretty noobish of me to do. I knew that I have to kill 8 guards and there were only those guys in blue so I thought that were the bad guys. :laugh: :laugh: :laugh:

Eagle of Fire
02-07-2008, 02:39 AM
.....................................


I simply can't beleive you've actually done that! :suspicious:

red_avatar
02-07-2008, 05:25 AM
Jagged Alliance is always one of those games which I start playing for a few hours and then drop and plan to get back to but then never do.

It's a great game - sleek interface for its time - and I'm a huge turnbased strategy lover but I think the whole idea of capturing sectors overwhelms me a bit.

Just like how I never really got into Xcom because I didn't want to deal with the base-side of things. I loved the away mission when taking down a craft but researching technology, capturing aliens, etc. were all fun until you realised that it was all trial and error and that researching the wrong thing could get you screwed. I won't even mention on the game stopping bugs due to researching the wrong thing first.

That said, I bought Jagged Alliance 2 on Steam so I really should give it a go too :P.

plumbob
06-08-2008, 03:21 PM
Are there any patches associated with Jagged Alliance (the first game in the series). If so does anyone have any links? Thanks.

Capo
06-08-2008, 03:54 PM
Here :http://patches-scrolls.de/

But is for the Cd version of the game ;)

The Fifth Horseman
06-08-2008, 03:55 PM
Patch 1.13: http://dlh.net/cgi-bin/dlp.cgi?lang=eng&sys=pc&file=ja_113.zip&ref=ps

Version for Jagged Alliance: Deadly Games: http://dlh.net/cgi-bin/dlp.cgi?lang=eng&sys=pc&file=dg113.zip&ref=ps

ravendm5
23-09-2008, 11:02 PM
Just downloaded the game but cant seem to get it to work in XP. Any suggestions?

Thanks!

The Fifth Horseman
24-09-2008, 07:04 AM
Yups. DOSBox. There's some tutorials stickied in the Troubleshooting forum that will get you going in no time flat.

Capo
24-09-2008, 05:11 PM
never get tired of that answer :perv:

The Fifth Horseman
06-11-2008, 10:22 AM
As this game is now sold on GOG.com (http://www.gog.com/en/gamecard/jagged_alliance), the download has been removed.

John_Doe_84
11-03-2009, 08:59 AM
Guys I'm trying to get the Jagged Alliance running but it doesn't play any spoken dialog and the intro movie are 3 screenshots instead of the movie I remembered when playing it in the good ol' days. Can this be fixed or did I get my hands on an older/downgraded version?

The Fifth Horseman
11-03-2009, 02:45 PM
The version we have here is either a floppy version (older) or a CD-Rip (downgraded).

jasonmloh
19-06-2009, 08:02 AM
Jagged Alliance certainly has its amusing moments, take for example, the guards shoot at a red shirt but the red shirt does not lose any health and I click the Done button. In the AI's turn the guy faints flat on his face, and then tries to get up to move away and then faints again:) .And then there's the time when Ivan shoots a red shirt with just one bullet (damage 72):whistling:
________
Medical Marijuana (http://mmjp.org)

kshorty
11-07-2009, 04:11 PM
sorry for maybe being dumm but can`t i download the game ? it simply won`t work, any help? thankx so much

zirkoni
11-07-2009, 04:26 PM
sorry for maybe being dumm but can`t i download the game ? it simply won`t work, any help? thankx so much
A few posts above yours...
As this game is now sold on GOG.com (http://www.gog.com/en/gamecard/jagged_alliance), the download has been removed.

Kharn
13-07-2009, 06:36 PM
Found this hard to get into, i played the 2nd one first an i just cant go back.
I recommend picking it up, it still fairs up well today.

Capo
03-09-2009, 03:16 PM
I cant find any use for the 'compound 17', what is that item ?

The Fifth Horseman
03-09-2009, 03:54 PM
Combine it with helmets, vests or Spectra Shields to improve them.

Capo
03-09-2009, 04:57 PM
Thanks a lot :)

Capo
09-09-2009, 04:21 PM
I cant find the button to turn the characters, i mean if i want that the pg face north how can i do this ?

Incappucciato d'Ombra
09-09-2009, 11:30 PM
I cant find the button to turn the characters, i mean if i want that the pg face north how can i do this ?

Uhmm... in the manual that i'd create for my personal use (collecting info from various kind of sources) i can only find this :

R.Mouse + L.Mouse: change mercs direction

but i'm unable to remember how the hell this work :hypno:

Another possibility (since the fact that JA2 is very very similar compared to JA1): try the L key, if you are lucky enough the cursor will change and then you click with R.Mouse Button in the direction that you prefer :ph34r:

Capo
10-09-2009, 03:17 AM
R.Mouse + L.Mouse works well, Grazie mille :)

Capo
03-10-2009, 05:15 PM
I rate this game 4/5.
Is very funny to play, the tattical elements are very well implemented and there are tons of mercs that can be addded to your team, i also really liked the possibility to modify the weapons or creating new ones mixing various items, the only flaw is the repetivity of the actions, maybe 60 sector are too much.

Unregistered12345
10-12-2009, 04:33 PM
Ahh, I love shooting things in this game. :ph34r:

Here is some tips for the game:
You can sneak by holding Shift down when walking, and you can walk backwards by holding Alt down when walking (I have never used this feature, allthough I guess it could be usefull :mellow: ). Enter a map over the region, by pressing the right mouse button when draging the mouse down. You can walk with all you mercs at once, by holding the left mouse button down, then press the right mouse button. You can make one of your mercs look in another direction, by holding the right mouse button down, then press the left one. And last, as Red Diablo said, enter time compression mode, by pressing C.

These small tips are very good to know when playing the game, it makes it a lot easyer to kill your enemy's :twisted: .

Have a nice time playing, I know I will. :ok:














THANK YOU SO MUCH FOR THESE SHORTCUTS!!!! So, I found the micro purifier, had a 8-man team that survived, and have taken the four grid squares, named 49,50,59, and 60. How do I win the mission?????????

Eagle of Fire
10-12-2009, 05:35 PM
You need to complete the final showdown with the final boss. I won't say how, for spoiler sake.

supergod
20-12-2009, 09:54 PM
i know there are some editors for ja1, but does anybody have a working link any of these?

Geordy
05-04-2010, 04:05 PM
Guys, I somehow managed to overlook this game in the past, but now that I discovered this little gem I know what i missed. :) I recommend the CD version for the voices are great. ("Crusha crusha." hehe)

During this thread I was happy to find a guy mentioning sector 29. I hated this sector so much. :lust: The redshirts in that middle area where you had no less than four trees between them and the outside at all times won every shootout through the trees and therefor reduced my little team to dust. :ouch: This fortress seemed impenetrable to me.

Then I started over and planned forward to that very day when I was about to enter that sector. I let my doc at home fix up my best mercs just before the s29 day. I saw to it that my best guns were at perfect condition (colt .45s i had nothing better) and even reduced the red shirt's numbers by mopping up the usual red shirt west of the river the day before. Just leaving the hardnuts in the fortress to my special forces.

And that day I started from an unusual postion - east of the river on that small island. Fidel and some other agile guy crossed the river north and south of the fortress while Ivan and the last member of the team exchanged some bullets with them across the river. That worked not to good until.. well until Fidel was in position to hurl a grenade at the two of them. BAM, good times! :thumbs:

I intentionally saved all my grenades to bomb these suckers out of their bunker but after the first I said "Heck they dont deserve another one. Lets finish the rest with Fidel through the trees, Ivan from across the river and especially Snake who managed to sneak into the area through a hole in the south."

What can I say this time all went well and smooth and I wondered why I was so frustrated the first time doing this sector. But thats what this game is about - if you dont have good ppl and/or equipment with you itll be tough.

Now its day4 and Im pondering my next sector. Should I head north taking the remaining three sectors hence completely conquering columns x9 and x0? Or maybe going inwards towards the next processing plant? Im already at 19 trees. I think it is mandatory to attack the factory sector from the south so there is still some way to go.

BTW I read that you absolutely need to be silent while killing red shirts at the factory. But til now I only found one silencer so far. Do you need to repair silencers not to spoil a 100% modified .357 magnum i.e. when combining them? How do you actually combine them? Do you need this glue stuff to get them together? Isnt it the same stuff needed to improve your spectra shields?

So all in all, great game with lots to consider. :3:

P.S.: Another helpful button to press while in the Inventory screen every morning is E. It takes all items off your merc. Very useful.

LordKoda
11-06-2010, 12:50 AM
Hey all,

I was hoping someone could let me know if this will run on windows 7. I want this game so bad but I don't want to waste my money to find it isn't compatible. Any help is much appreciated.

dosraider
11-06-2010, 05:15 AM
The game runs in dosbox 0.74
Dosbox works fine in Win7

==> the game runs in dosbox/Win7

Talkie
25-02-2013, 11:53 PM
Hello,


I have never played Jagged Alliance before. I heard a whole lot about this franchise through the years, but always somehow managed to ignore it. As I'm always zigzaguing between playing a current title and an older rumoured-to-be-a-gem title, it's time for me now to attempt playing this.

I have to mention that I already had to restart all over because I used a full 8 mercs from day 1 (at normal setting) and was having many problems while moving along, expecially concerning funds. Now, I am playing on easy level (hate to admit that) with more careful selection of mercs. Had major problems on sector 29, where I wasted A LOT of ammo, but I read here this is a common sector people find difficult, so I won't panick too much.

What I'm panicking about is this:

I keep reading that you MUST capture 3 sectors a day in Jagged Alliance, or you risk getting half-way through the videogame and not able to move on and you might have to restart from day 1 or very early on. I hate when that happens, when I have to restart everything, so that is why I opted playing on Easy. My question is: can I relax about this whole 3-sectors-a-day deal on Easy mode? Is it fine if I just make 1 or 2 sectors? I find everything to be a bit slow, so it sounds to me that 2 sectors a day would be a better rhythm. Is there in fact, a limit of "days" available in the overall plot?


Someone earlier mentioned that quick-save during combat is worth nothing. Not sure what they meant: I use it all the time. I can even return to the last quick save when I relaunch, so that's pretty useful when I get stressed and need a long pause (because things here CAN get a little stressful, but that's the fun of it). Yes, I heard that sometimes it's buggy and won't relaunch. Never yet happened, but I also save each starting day.


I need to learn the best distance for firing, because my mercs keep telling they have a view of the enemies, but waste a lot of ammos on them. So I suppose the perfect distance for each weapon has nothing to do with enemy sight, and I haven't mastered that yet. It's hard, what with the little action points and all!


Another small question: the canteens. I dropped them after use. I'm guessing am going to have serious problems real soon. I can't seem to use them on the rivers. That's part of why I'd prefer do a couple sectors each day, so I can rest my mercs because they only can do so much. What do I do to get more water?


Thanks for any reply, in advance.

Eagle of Fire
26-02-2013, 05:24 AM
Hello,


I have never played Jagged Alliance before. I heard a whole lot about this franchise through the years, but always somehow managed to ignore it. As I'm always zigzaguing between playing a current title and an older rumoured-to-be-a-gem title, it's time for me now to attempt playing this.
JA is one of the best games I ever played. It had a lot going for this title back in the days but they were mostly innovations not seen before and if you're used to new games now then it might feel kind of bland. But it is still a great game.I have to mention that I already had to restart all over because I used a full 8 mercs from day 1 (at normal setting) and was having many problems while moving along, expecially concerning funds. Now, I am playing on easy level (hate to admit that) with more careful selection of mercs. Had major problems on sector 29, where I wasted A LOT of ammo, but I read here this is a common sector people find difficult, so I won't panick too much.
Yup. Part of the normal gaming experience. Most people have to restart for this very reason because they think it is very important to have a full team. Once you get to know the game you realize that it is much more important to have a few key members which fill key spots. I remember I hired a guy who never got out on a single mission in the whole game, he was staying back at the base and repaired all my armor, guns and misc items (usually in this priority) so my fighting mercs could perform well enough without dying. Mercs perform better when they are not injured, more importantly do't lose max AP and also guns which are below 90% have a real chance of jamming in the wrong moment. Managing your mecs and equipment is part of the game experience though, no question asked. :)What I'm panicking about is this:

I keep reading that you MUST capture 3 sectors a day in Jagged Alliance, or you risk getting half-way through the videogame and not able to move on and you might have to restart from day 1 or very early on. I hate when that happens, when I have to restart everything, so that is why I opted playing on Easy. My question is: can I relax about this whole 3-sectors-a-day deal on Easy mode? Is it fine if I just make 1 or 2 sectors? I find everything to be a bit slow, so it sounds to me that 2 sectors a day would be a better rhythm. Is there in fact, a limit of "days" available in the overall plot?
I'd say it is true but that you should consider it as an average and not an obligation. Most of the time, considering allowing your mercs to rest or be healed is way more important. Once you'll get used to the game you'll find it's quite easy to go thru the very first sectors (until you secure the water source, which happen quite early game) without casualties and sometimes without even getting hurt (getting hit is not the same than getting hurt if you have good enough armor). I remember getting used to look around the base at day one, then capturing at least 2 to 3 sectors in the same day and stopped only because of nightfall with my mercs being uninjured.

I remember reading that some people completely ignore the base until they get to a point in which they need to stop to recuperate. At that time it is usual to have a single merc or two which are uninjured but would not perform well alone, so you either set them for practice (inefficient) or you can use that opportunity to get all the stuff lying in the base. You'll definitely need the ammo hidden everywhere later on.

Cover is the most important aspect of this game. You always need to make sure your guys are not in the open because you risk getting ambushed and shot at first, which is the last thing you want. Most early levels have very obvious strategy routes and if you are careful it is rather easy to avoid casualties even if you're not used to the game and get hit often. In practice, simply crouching or laying down behind a bush is a great protection. The enemy bullets often hit the scenery before you then. The real trick is to get the enemy where you want it. Or, more to the point, learn to ambush them yourself and take them from multiple directions. ;)Someone earlier mentioned that quick-save during combat is worth nothing. Not sure what they meant: I use it all the time. I can even return to the last quick save when I relaunch, so that's pretty useful when I get stressed and need a long pause (because things here CAN get a little stressful, but that's the fun of it). Yes, I heard that sometimes it's buggy and won't relaunch. Never yet happened, but I also save each starting day.
Not sure about this either. But I remember I used to quick save only on critical moments which would lead to a very bad outcome or one of my merc death. Restarting the whole day when there is only a few hours or minutes left before night is not a really enjoyable experience when you repeat it often.

I'd definitely never quit the game in the middle of combat though. I would always save at the end of the day.I need to learn the best distance for firing, because my mercs keep telling they have a view of the enemies, but waste a lot of ammos on them. So I suppose the perfect distance for each weapon has nothing to do with enemy sight, and I haven't mastered that yet. It's hard, what with the little action points and all!
You are quite right on that part. You're doing very well if you noticed this already. :)

I usually go with the %chance of hitting. If I want to conserve ammo I'll want to get as high as possible before firing. Some weapons are very rare and have very scarce ammo but are also most deadly so you will definitely want to watch this aspect of the game later on.Another small question: the canteens. I dropped them after use. I'm guessing am going to have serious problems real soon. I can't seem to use them on the rivers. That's part of why I'd prefer do a couple sectors each day, so I can rest my mercs because they only can do so much. What do I do to get more water?This strange item is one of the most important item in your whole game. You did make the heck of a bad tactical choice by leaving them on the field... But you can come back to the area and pick them back up, isn't? Canteens refill automatically each day at your base if you have them on you or at your base but you can't refill them yourself. What you can do is fill one half canteen with another half canteen to save up space as used up canteens stack if I remember well. I always made sure every single merc had one or a few canteen on themselves before heading out as it is a quick and cheap way to get fatigue out of the merc system. As the canteens got used up I gathered them all on a single merc to save space. This item is specially important when your merc is wounded or you are traveling very arduous terrain like swamps. A sip in middle of battle can make the difference with your merc firing 3 times and winning or firing 2 times and finding himself in a bad spot.

Always used them liberally. Either in battle or between battles. Save a lot of time resting and help keeping top shape when you travel.

Talkie
26-02-2013, 10:24 AM
Eagle Of Fire Wrote:


You always need to make sure your guys are not in the open because you risk getting ambushed and shot at first, which is the last thing you want.



That's why I wanted to know if it's possible to progress only 2 sectors a day, because being very slow and careful about your strategy takes much more time (and mercs get tired in the meantime). I feel like I'm pushed to move forward fast, and that's a little annoying.

This said, I NEVER compare a title from the past with what you can have today. Historical perspective is important to me and sort of the reason why I'm playing this. I find pretty advanced for 1994 that you get over 60 characters with each their voices and personalities. So I can already assess how huge that might have felt like back then. But I'll decide later about things like learning curve, etc, if it should have been done better. There is no real indications or advices in the manual or tutorial that warn players about some very important aspects. If I'm not able to progress on Easy mode, than it's definitely tailored for the hardcore player. We'll see.


Thanks!!




EDIT/ADDENDUM:

Ok, whew!! I played many hours in a row since I wrote this message.
I think I'm getting the hang of it. I picked Ivan and Ice as everybody
seem to suggest, and it's getting way more easy (especially with the
magnum + tube). In fact, now I mostly use 3 guys while the rest stand
behind, wasted. I tend to restore when Ice is hit heavily, though:
I don't want to loose him. But that's why there are so many characters
at A.I.M.: it's expected that you will loose some. This is definitely fun.

Japo
26-02-2013, 06:06 PM
I need to learn the best distance for firing, because my mercs keep telling they have a view of the enemies, but waste a lot of ammos on them. So I suppose the perfect distance for each weapon has nothing to do with enemy sight, and I haven't mastered that yet. It's hard, what with the little action points and all!
Remember to take into account the accuracy skill of mercs when hiring them! That one is of course the most important combat skill.

Soon you also want someone in the field with some mechanical skill and someone with some medical skill, and ideally they're not bad in combat. My initial picks with good bang per buck were, for combat Ivan and Fidel; as the first mechanic Vinny (and he's not bad in combat and he can make new weapons on the spot without waiting for the base mechanic, if you have one); and as a combat medic Betty; if I'm remembering their names right. Later, as a full-time mechanic that stayed everyday at the base (no combat), some nerdy guy with glasses, cheap with 100 or so in mechanics but no other skill, I don't remember his name.

In case you haven't bothered with knife combat yet, continue that way... It's severely underpowered. If you think your chances of hitting someone with a gun are bad, try having a merc with dexterity 99 try to stab someone at eye-to-eye range... 70% chance he'll fail and be shot to pieces the next turn.

Browse through the manual and the strategy guide! I found them (both or one of them? I can't recall) very good. Be sure to read the part that explains what each attribute (dexterity etc.) is for, I don't remember all that now.

Another small question: the canteens. I dropped them after use. I'm guessing am going to have serious problems real soon. I can't seem to use them on the rivers. That's part of why I'd prefer do a couple sectors each day, so I can rest my mercs because they only can do so much. What do I do to get more water?

Welcome to the world of Jagged Alliance, I find it very absurd that you can hire international mercenaries but you have to get all your equipment from what you find rusting on the floor, you can't purchase anything from the outside. And failing to build up an adequate inventory (ammo but not only that) is the most lethal mistake, even if you're awash with cash.

Eagle of Fire
27-02-2013, 08:55 AM
That's why I wanted to know if it's possible to progress only 2 sectors a day, because being very slow and careful about your strategy takes much more time (and mercs get tired in the meantime). I feel like I'm pushed to move forward fast, and that's a little annoying.
Well, I'm a guy used and experienced with strategy games. Even when I was younger I found that about all the starting areas were very obvious in term of where the enemy was and what I was supposed to do to get the upper hand. You do have the full layout of the area when you start out, only the fog of war get in the way... So simply plan ahead and you should be fine.

Talkie
02-03-2013, 02:58 AM
Japo and Eagle Of Fire:

Thanks for these hints!!


It's going well as it is. If one day I do just 1 sector, I can always cheat by redoing it, knowing where are the keys, etc... You see, one of the reason I'm very slow is I like to lure the enemy in places, like around a building, and this technique takes patience. Ice isn't so bad with knife when the enemy is just around the corner, but it's probably because I'm on easy mode. I like to just walk a couple steps, shoot, go back behind, and repeat this constantly with many "pressing Done" without doing anything, so the enemy moves around and gets closer (if you keep titillating them). It's a bit tedious and can take a whole day in 1 sector, and many would think it's not the, erm, "manly" way to go about things (lol), but it's about strategy after all, and if this was real life, I'd probably do things the same way.


One last question I might have, is (and please answer without giving spoilers, if possible): when you find a letter that mentions "this event will occur in that sector on that day", is it better for the plot to wait until you are on that very day to get into that setor, or should you get there before, or anytime after. Does it alter anything in the plot? Is it more fun to get there on the exact day?


Cheers!

Japo
02-03-2013, 11:46 AM
I remember those messages, but none in particular right now... It's been long since I played. What does it say exactly? Isn't it self-explanatory? Maybe EoF remembers.

One thing I forgot is, even though knifes are useless against enemies, every guy should pack one if he's wading through water, or else he has a fair chance of being eaten by reptiles. And even with a knife he has some, and I think he still needs high dexterity (it's in the manual).

Eagle of Fire
03-03-2013, 05:20 AM
Sorry, I do not remember such notes. I would need to have the exact message to try to remember, or a screenshot would also be nice.

Talkie
03-03-2013, 07:11 PM
No worries. I found information in this strategy guide:

http://www.speedy.franken.de/users/speedy/hakan/hobbies/games/ja/faq-2.1.html


Also available on GameFaqs, I think, but this one
is nicely HTMLed.

One of the message goes something like "S36 D9: Deliver Stork (L.S.)":


See what the Faq has to say:

*S36: 4 Crates (Camo in a boobytrap crate). 8 additional Crates on Day 9 in the morning. These special items include: .12G Shot Gun, .357 Magnum, 2 Grenades, Mines, and Ammos. (E-N)


So there are just hints for some items to be found, and the FAQ says they're generally not important (no difference if you get the sector before or after). It is possible I bypassed something by capturing a lab too fast, but we'll see. I wish there had been hints about using silencers where they are highly recommended (don't want to spoil anything).

I really like Elio and am considering keeping him until the end, because he makes entertaining comments about the island's history that enhance the narrative. The next native character I hear is a mechanic, but if he stays at home and I never hear from him, that's a little boring.

My crew is totally cliché, because having had to restart from scratch I didn't want to mess things up the second time, and picked the best recommended mercs. So it's Grunty, Vinny (stays at home to repair), Fidel, Hector, Elio, Dr. Fox, Ivan (of course!), and Ice (that's chronologically: started with the first four than picked 1 more each day).

I already decided I am going to replace Vinny, Hector, and Fidel, at some points, to try and see what some other mercs have to tell (got enough of "Leave Me Alone! I'm Busy!!!"). But the others are fun, I want to keep them. Of course that implies using Quick Restore once in a while instead of hiring new mercs the way you're supposed to. But only 2 characters ever get in trouble, because I keep everyone else behind with a lot of reserve points, which is the best strategy I find. And when your front guys have high protective shields and the best weapons, it's not too bad. They even survive the occasional bomb.


Cheers!

zirkoni
04-03-2013, 07:27 AM
Vinny (stays at home to repair)
I always hire Speck for this purpose, saves a few bucks a day. Just never take him on the field:
Speck, salary 365, mechanical 99
Vinny, salary 385, mechanical 87

got enough of "Leave Me Alone! I'm Busy!!!"
There's actually a bug in the game you can use to circumvent this. If you lift the weapon Fidel is using (the 1st inventory slot bottom left) he will take orders again.

Japo
04-03-2013, 08:05 PM
Speck is the name. I used him as the base mechanic. I used Vinny on the field.

Eagle of Fire
05-03-2013, 07:01 AM
I did exactly the same than Japo. The thing is that Vinny never really lasted too long for me because he's not that good in any department. Fidel remained in my team until at least half game then I got tired of him and hired a better merc when the money was flowing.

I clearly remember another merc who look apish somehow, with a strange haircut. I don't think I kept that one in my team too long too but the whole point was the equipment he was carrying. In his case, if memory serve (but I could be wrong) he came on the island with a shield vest which was a very useful early armor. :)

Talkie
04-04-2013, 11:30 AM
Hello,

I finished Jagged Alliance about 2 weeks ago, and promissed myself to come back here and add my own verdict/hints to the topic. Here I am.

I very much enjoyed JA overall, and can understand how it was perceived as groundbreaking back in 1994. However, some players might find a bit tedious that you have to fight the same type of enemy (generic redshirt mercs) all throughout the videogame, and the slow-paced fights get a little repetitive when you reach the late sectors of Metavira.

Also, not enough clues are given about important aspects of the videogame, but I'll come back to this as I want to proceed by listing various remarks that I have about Jagged Alliance that I haven't seen mentioned much in the couple strategy guides available online.


1.) There is no time limit, it seems, to complete Jagged Alliance. The main reason why people push you to do 3 sectors a day is because you need to secure a rolling economy fast, and also not disappoint your boss. So it is important in the early sectors to move fast, but once you reached halfway the map (and after a couple important speed-involving quests are completed, one involving Brenda), you can very much take your time (though in Hard mode it might be possible your sectors get attacked too much for you to relax). I ended at day 45 because I wanted to increase much of my mercs' skills (see below).

2.) People seem to forget at times that Jagged Alliance is ALSO a role-playing videogame. By that I mean that the strategy guides regard as quasi-cheating the fact that your crew can stay at home to rest or train for a few days, improving your economy, when this typical role-playing behavior would be normal even in a real context with such a reduced personnel. So, when you take time to rest or train your whole crew or most of them, you actually make a good amount of profit. If you fear so much that Tappers or Guards might be upset by your idleness and leave their post, you can always let you more healthy merc travel around while the others rest. In the worst event, you can also offer slight augmentations to attract workers. Resting improves health tremendously after a couple days, and training is neat to improve skills. Generally if you use a couple days once in a while to train or rest from halfway the Metavira map up to the ending, all will be fine. The more your economy is rolling, the longer you can take pauses, and this brings me to the next point.

3.) Role-playing involves exploring terrain, and typically after long days of fighting, you don't necessarely have time to search all terrain and loot all you can find. This is why it is good when you get advanced on the Metavira map (and starting to miss readily in-your-face available ammo), to take a day off or two for the whole purpose of exploring previously conquered terrains and search every piece of furniture you can find, safely away from the stress of war. Your home mechanic can now be useful as your primary lockpick. Also, metal detectors are a must.

4.) Obviously, Jagged Alliance was designed for your mercs to die, and I suppose the standard player is expected to try out up to 20 mercs per playthrough. But sticking with the role-playing ideal, I preferred to stick with the same 8-staff crew from beginning to end (Grunty, Vinny, Fidel, Hector, Elio, Fox, Ivan, and Ice (not all hired at the start)), attempting to improve their best skills and, well, perhaps cheating a little by reloading during battle when things got too rough (but that is the whole premiss of the Quick Load feature). When you do this, you can play 8 times Jagged Alliance without ever playing the same characters (that includes the 4 Natives, but these characters must be employed and fired one after the other to get the next one available). Of course some mercs are not meant to be played together, but you will apparently miss fun narratives if you don't try them out together. Personally all my crew was fine working together.

5.) Some sectors are best conquered using silencers, and I take gripe that no clues are to be found anywhere about this in JA's manuels or within the videogame world. I am assuming this is because you are supposed to "botch" your first manufacture conquest but then learn from your mistake. Also, Sector 1 was a nightmare for me because there is no way to know until you read a strategy guide that enemy mercs are quasi "infinite" in that sector until you do something perticular. Apparently, there is actually a maximum of 800 enemy mercs in Jagged Alliance. That's good to know. But the first time I attempted Sector 1, I was in that burned building in the corner, attempting to lure the enemy there and destroy them all. It was an endless fight, and at some point I thought there was a bug, because typically you are supposed to "clear" a Sector in JA, right? So something hitting at the very large number of enemy mercs in Sector 1 would have been welcomed.

6.) I expected to see more animated sequences like the splendid opener while playing, mostly at key plot points, and was disappointed by the lack of any. This is why I think Elio was hugely important in my playthrough as a "plot enhancer", as he describes the function or strategy tidbits for almost each sector in a manner that makes you feel you are really part of an adventure, not just on a shooting hunt (on a sidenote, Elio is the only character able to do certain things, like, "translating" a letter... Ohhh major hint there!).

7.) The keys.... This is not mentioned anywhere much, but there is no need to try out every key at every door. Get one person carry all the keys, and ask them to open any door. If they have the right key, they will automatically select it. But doesn't it always feel like you never have the right key? This is because keys are spread all over on the maps. The right key to a door may be 3 sectors ahead that you haven't yet conquered. This is why I believe it is better to come back later on in a few "adventure-role-playing" days, where you just move along conquered terrains and search everything THEN, not right after battle. Also, some doors are simply meant to be opened by other means than keys.

8.) The obscure letters you find throughout Metavira are either codes that give you clues about the various "quests/missions" that you will get from Jack and Brenda, or there are indicators to places and times where you can get extra loot, generally above average loot. Any letter mentioning a "Stork" (which is that bird that brings babies at your door) means there is extra crates to be found on a certain time of day on a certain sector, and that is only valid if the sector is yet to be conquered. If you miss the rendez-vous, the crates will be gone or empty. There is one letter about Sector 4 which warns you of booby traps after a certain day. I mention this one because every strategy guide say to NOT wait THAT certain day and conquer that sector fast, like if to prevent an earthquake. Actually, if you wait, you will get extra crates, just that everything including the terrain is more dangerous. With a skilled explosive guy, a metal detector, and using quick save and load, you can deal with Sector 4. If you manage to find 3 pieces of paper that are obviously part of a whole, I suggest your lockpick guy to carry that around in all the west Metavira Sectors, because nowhere it is mentioned how helpful (though not essential to succeed at Jagged Alliance) this paper can be in a perticular spot.

9.) Do not desparate: Jagged Alliance becomes, if not easier, more manageable as you get half through, get better weapons, and learn to rest your mercs to gain back important Action Points. The general strategy is to move forward your stealthier characters, and have the best markmanship mercs around everyone (front and back). Having everyone in a cluster is not recommended. It is dangerous for grenades attack, and it will be too slow to assess enemy position if mercs do not all participate in browsing terrains. I like to lure enemy by using rocks or a fast walking merc, or wait outside doors with much reserved points. Later on, the best shield vests possible are a must. Do not forget to add more guards than you need in sectors bordering those you intend to conquer. Leaving an enemy-bordering sector unguarded will lead to frustrations.

10.) Opening crates is NOT a task for every merc. Find out who can do it best, and generally he/she will require: a working crow bar and lots of water.

11.) Whoever drew the sleeve art for Jagged Alliance never consulted the designers about the outlook of Brenda. At least Lucas Santino is not too different (and if they thought that was Jack, slap them).


I....think I covered all I wanted to say. That's mostly a list of
information that I thought was missing when starting Jagged
Alliance. To resume in a sentance: it's not just strategy.
Allow yourself some role-playing time.

Cheers!


Talkie

Mindtech
01-11-2015, 01:41 PM
After several tries in the course of several years, I finally beat this game yesterday. What a glorious feeling.

I played on normal difficulty. My main crew from start to finish was Ice, Fidel, Ivan, Grunty and Speck (he was at home the entire game and joined the very last fight for sector 1 and actually killed a bad guy).

Also had more team members. Two were killed, two quit, and I fired four.

Fidel bullied Hurl until he quit, so I got Fox as a medic instead. Got Hamous, but fired him after one day, never took on another native guide. When Vinny was killed a few days in, Fox quit on me. Then I hired Sparky (mechanical) and Eli (medic) in their stead, and shortly thereafter fired Sparky... Then hired Jimmy. As I was surrounding the Island, Hector was killed, and I fired both Eli and Jimmy, and hired Vicky, Sidney and Needle. This team took the top and bottom peninsulas in the West and beat the game.

A few things to note. A lot of people say there are around 100 redshirts in Sector 1. I found only around 8. Once I was on Santino's peninsula, enemy gangs kept attacking my sectors and getting their asses kicked. I read somewhere that these attacks deplete the high number of troops in sector 1. I was expecting the very worst from sector 1, but in the end only Ivan was seriously hurt. I think Fidel and Ice took small wounds also.

I never used silencers in the entire game, as I find it tedious carrying them instead of scopes, and since it's no guarantee you'll get the process plant. Instead I kind of reached out and attacked the process plants early on, so they'd be repaired when I needed them to be. I also simply blew up the infected tree with dynamite as soon as possible.

You don't really need a great medic in the field. Just get someone with more than 10 medical skill, they just take longer and use much more bandages. Give 'em 3 packs every day.

I had my field mechanic carry all the keys and the lockpick, and I'm really not sure it was worth the bother. I had way too many keys in the end, over 10 unused.

Looking back, the game becomes slightly easier halfway, as your troops gain rifles and decent armor. The hearing aid is easily the best support equipment in the game.

There are certain things I'd do differently should I play again.

First of all I'd keep a native guide as these provide useful and entertaining story elements. Get them to carry the bloody keys. The second native Hamous is thought by many to be best.

Second, I should have fired Grunty, he's very mediocre. Hector as well. As I was surrounding the island, I had over 100.000 surplus dollars to spend. So I could have gotten someone better.

Third, my team was a little boring. Ice, Ivan and Fidel are cool, and I was sorry Vinny got killed. Speck stays at home repairing, which is fine, but I'd like Fox on the team along with some of the higher end guys.