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a good body armor. In such case, sometimes 1 or 2 APs less than
"Max. Aim" will have a better chance than "Max. Aim".
Yet, this is not guaranteed because "not Max. Aim" also means
"Chances to miss". But if you hit, the damage is usually greater
than "Max. Aim" in this case. There are a lot of variables here
and I don't know exactly how they work.
I would simply suggest that you use 1 or 2 APs less than "Max.
Aim" in the woods for couple times, and decide by yourself when
do you want to use "Max. Aim" and when do not.
(24) Is "Crouch" necessary?
A: YES! Although this always take 2 APs, but it worth it. Especially
"Crouch" behind a bush. But, be sure your mercs are wearing a
Helmet. "Crouch" also means the chance of "Hit on the head" is
increased too.
(25) How come the condition of my equipment drop so fast?
A: Two reason. (1) Staying in the water for a longer time. (2) Hit
by explosive or grenade.
Keep using it ( gun ) will drop the condition too, but not that
obvious.
(26) What to do with those "Useless" items?
A: You will need to fix it at home before you want to use them. Gun,
Grenade, Wall Probe, Metal Detector, Explosive, Eagle items,
Molotov Cocktail, and Armor are all fixable. Don't remember what
else can be fixed. All the kit ( First Aid, Medical, Tool, Lock ),
Camoflage, Compound-17, and Crowbar are not fixable. I don't
remember about the Chunk of Steel, but you DON'T need to fix it.
There is another usage of these "Useless" Grenade type items.
Put them in those "Eagle" items and the condition will be around
70 - 80 %. That is already pretty good.
(27) What happen with the equipment with those fire/quit mercs?
A: If you fire him/her, you keep all the equipment. If he/she quits,
he/she will bring the equipment with him/her. So, fire him/her
before he/she quits. ( Beware of your turnover rate. )
(28) What's the difference between "M14" & "M16"?
A: Peter Kuesters made a little experiment with this once. He has
"Magic" using Mod. M14, "Scully" using Mod. M16. "Scully"
has
slightly better armor. "Magic" wins all the times. But, my own
experience shows the difference between these two things are
difficult to tell. In sector 1, most of the time, M16 is better
than M14; BUT, sometimes, M14 has better effect than a M16. Who
knows, both weapons are GOOD! Sometimes, I think a direct hit at
the "Bulleyes" ( heart, maybe ) with good body armor maybe worse
than a hit at the other part of body ( say, arms, legs ).
(29) When will the gun becomes "Jammed"? How can I fix it?
A: Not sure about this. The only thing I know is a gun in perfect
condition ( 100% ) never "Jammed". I had a 98% mod. Beretta
"Jammed" once. And it takes about 7-8 times of re-firing to fix
it. And I had used a 70% gun about 10 shots without "Jammed".
Maybe firing too many times in a short time ( too many bad guys,
huh? ) will increase the chance.
There is no better way to treat a "Jammed" gun in the field. As
manual said, continuously firing it might do the trick. The most
times I used was about 7-8 times ( for that 98%! condition mod.
Beretta ). There is a person in the net said he fired more than
20 times before it worked again! I think this is purely depends
on your luck. Of course, a mechanical at home can always fix it
for you, but you won't be able to get it until the next day.
Torbj|rn Lindgren said, let a higher Mechanical skill merc shoot
it in the field will have a better chance to make it work again.
He suggested skill over 40 for doing this.
(30) What is the difference between the different difficultylevel?
A: One thing I am sure, the starting fund is different. "Easy"
gives you $25,000. "Normal" gives you $20,000. "Harder" gives
you $15,000. Cash flow handling becomes very important early in
the game in "Harder" level.
The price for the chopper is different. $600 for "Easy", $800
for "Normal", and $1,000 for "Hard". Same for delivering a dead
merc back.
The AI is different. But I can not exactly describe this part.
In "Harder", the enemy will always tries to hide behind cover,
come out to spot you and hide again, so that the other bad guys
can come and shoot you or throw a grenade on you. The tendency of
enemy using a grenade is increased too. The enemy will probably
ignore the rock when you throw it.
The number of bad guys in S49, S50, S59 ( for your first day
mission ) is different. "Normal" only has 4 in each sector,
"Harder" has 6! On day 2, "Harder" always has 8 bad guys in every
sectors, "Normal" still has 6 on day 2. That's all I know.
Carsten tested the "Easy" and found there is only 2 enemies in
first three sectors.
Also, the last sector ( S1 ) will be different. The "Easy" level
seems can not regenerate the enemy quick enough. The "Harder" will
always regenerate a new enemy in their turn whenever you kill one.
(31) Can I re-hire the merc who takes the money and run away?
A: ?
(32) Can I prevent Santino from suicide so that I can let somebody kill
him with knife?
A: Probably not. Someone ( I don't remember who ) in the net said
something about this:
Guess he is like the Obi-wan in Star War. Once he decide to
suicide, nobody can stop him. I tried to sneak to the other side
of the wall and use those "Eagle" stuffs and there is no damage
to that wall! Nothing can break the wall with the switch.
(33) How can I get the baby Fallow Sappling tree?
A: This is a little bit tricky too. The bomb will explode while you
are moving your guys. The sequence of the bombs to explode seems
to be the same. You will need some practice or "Alt-X" to do this.
You only have about 2.5 turns to do this. Otherwise, the baby
Fallow Sappling tree will be destroyed. Use those quick guys.
Don't forget one thing, there are two traps in that room too.
(34) What does Ivan say?
A: The following is from "Eugene":
When you hire him (the best part). "O'K, I'll work for you, damn
capitalist"
When enemy is shooting him: "I am in the middle of the fight" or
"they are shooting at me!"
When he spots enemy: "I see an enemy, he doesn't see me"
When he finds an item: "I see something"
When he suspects a bomb: "It may be a trap"
When he is tired ( low in Breath ): "This hot is killing me"
When he kills the last enemy in the sector: "This place must be
safe now"
When he receives an order: "O'K,O'K"
When he kills an enemy: "Good"
When he got shot: "Damn!"
When he needs bullets: "My bullets are gone"
When he search an empty crate: "Nothing"
When he opens an empty crate: "Empty"
When he can not open a crate: "I can't open it"
When it is late in the evening ( 6pm ): "It's getting late. I think
we'd better go back."
When you ask him to shoot your own team member: "So, that's the
way the Wild West does it!"
When the team is travelling to another sector without him: "We
must be together."
When you fire him: "I wish you spent your holiday in Kiev!"
( My personal note: I think maybe Ivan is from Kiev, so if you
spend holiday in Kiev, he has a chance to stab you there :). Is
this reasonable? )
When Santino suicide: "He is serious. It will blow up."
When the game finish: "I am proud of the job we did here."
The following is from "Susi": ( Susi's translation is a little bit
direct, without the modification. )
1. Well, I'll work for u, damn capitalist.
2. I see something.
3. I can't open it.
4. It's mien-trape. (?)
5. A, there's it look like. (?)
6. It's can be trap.
7. I see enemy. He don't see me.
8. At me shooting.
9. I am in the hit of the battle.
10. My weapon is jammed.
11. I have end ammunitions.
12. This hot killing me.
13. This place must be safe now.
14. Don't touch me.
15. A... then on west this is made thus.
16. I want u have the holiday in Kiev.
17. NYET- No. ( Re-hire him. )
18. I pride work, some we ended here.
19. Seems, something in pocket. ( Brenda's lab coat. )
20. Good, good. ( "Eugene" uses "O'K, O'K". )
21. Good. ( after a kill )
22. Damn. ( when he see bad guys )
23. Nothing (or) Empty
(35) Can I buy equipment? Is there enough bullets to use in the game?
A: No and Yes. You can not buy anything so use ammos cautiously.
The amount of the ammos will be more than you need if you are
not shooting anything like crazy. Furthermore, if you planned
on how to kill enemy when you see one, that will save some
bullets. To prove my statement, I had these ammos right before
I attacked Sector 1 ( on HARDER level ):
.38 ammos box: 62 .45 ammos clip: 18
9mm ammos clip: 19 .357 ammos box: 17
.12G ammos box: 11 M14 ammos clip: 23
M16 ammos clip: 21
Like these should be more than enough to finish S1.
(36) How can you win/lose the game?
A: The final goal is to beat Lucas Santino. If you manage to get
into the last room of sector 1, Santino will suicide and you
will win the game. Skip any sector before winning sector 1 does
not matter. Don't know what is the condition to lose the game.
Just know that if you lose Sector 60, then you lose the game.
(37) How are action points calculated?
A: Health, Agility, Experience level, and Breath. Agility is the most
important one. Health, Experience level, and Breath will modify
the number. ( I don't think Dexterity is taken into account. This
is only my personl opinion. ) I do believe there is a upper
limit ( 25 APs ) and a lower limit ( ? APs, check Turtle ) for
this value.
Carsten Engelmann had tested and found an equation about this
thing:
APs = health/20 + agility/10 + dexterity/20 + (exp.lev.+1)/2
The breath is hard to put in the formula because there is no
numerical value in the game.
Note: I had not fully verify this formula yet. There seems to be
a little error there. The calculated APs might be differ
from real one with 1 or 2 APs. But, that should give you
some idea of how fast he/she is.
(38) I don't want to try out all mercs but I would like to hear their
voices. How do I get it ?
A: Information provide by Carsten Engelmann:
On the CDROM are all the sound files. They are mostly 11kHz,
stereo and 8bit. The format is probably VOC. They can be played
with Mediavision's playfile.exe.
Look for the file e.g. 'nat' and play it with playfile.exe or
'vplay -S -s11' under Linux. It's the collection of Elio's sayings.
Other mercs have numbers. E.g. Bud has 11, Reuben has 20. I don't
have a Soundbalster so I don't know the tools but it's probably the
'voc'.
(39) What is the difference between experience levels?
"Max. Aim" will have a better chance than "Max. Aim".
Yet, this is not guaranteed because "not Max. Aim" also means
"Chances to miss". But if you hit, the damage is usually greater
than "Max. Aim" in this case. There are a lot of variables here
and I don't know exactly how they work.
I would simply suggest that you use 1 or 2 APs less than "Max.
Aim" in the woods for couple times, and decide by yourself when
do you want to use "Max. Aim" and when do not.
(24) Is "Crouch" necessary?
A: YES! Although this always take 2 APs, but it worth it. Especially
"Crouch" behind a bush. But, be sure your mercs are wearing a
Helmet. "Crouch" also means the chance of "Hit on the head" is
increased too.
(25) How come the condition of my equipment drop so fast?
A: Two reason. (1) Staying in the water for a longer time. (2) Hit
by explosive or grenade.
Keep using it ( gun ) will drop the condition too, but not that
obvious.
(26) What to do with those "Useless" items?
A: You will need to fix it at home before you want to use them. Gun,
Grenade, Wall Probe, Metal Detector, Explosive, Eagle items,
Molotov Cocktail, and Armor are all fixable. Don't remember what
else can be fixed. All the kit ( First Aid, Medical, Tool, Lock ),
Camoflage, Compound-17, and Crowbar are not fixable. I don't
remember about the Chunk of Steel, but you DON'T need to fix it.
There is another usage of these "Useless" Grenade type items.
Put them in those "Eagle" items and the condition will be around
70 - 80 %. That is already pretty good.
(27) What happen with the equipment with those fire/quit mercs?
A: If you fire him/her, you keep all the equipment. If he/she quits,
he/she will bring the equipment with him/her. So, fire him/her
before he/she quits. ( Beware of your turnover rate. )
(28) What's the difference between "M14" & "M16"?
A: Peter Kuesters made a little experiment with this once. He has
"Magic" using Mod. M14, "Scully" using Mod. M16. "Scully"
has
slightly better armor. "Magic" wins all the times. But, my own
experience shows the difference between these two things are
difficult to tell. In sector 1, most of the time, M16 is better
than M14; BUT, sometimes, M14 has better effect than a M16. Who
knows, both weapons are GOOD! Sometimes, I think a direct hit at
the "Bulleyes" ( heart, maybe ) with good body armor maybe worse
than a hit at the other part of body ( say, arms, legs ).
(29) When will the gun becomes "Jammed"? How can I fix it?
A: Not sure about this. The only thing I know is a gun in perfect
condition ( 100% ) never "Jammed". I had a 98% mod. Beretta
"Jammed" once. And it takes about 7-8 times of re-firing to fix
it. And I had used a 70% gun about 10 shots without "Jammed".
Maybe firing too many times in a short time ( too many bad guys,
huh? ) will increase the chance.
There is no better way to treat a "Jammed" gun in the field. As
manual said, continuously firing it might do the trick. The most
times I used was about 7-8 times ( for that 98%! condition mod.
Beretta ). There is a person in the net said he fired more than
20 times before it worked again! I think this is purely depends
on your luck. Of course, a mechanical at home can always fix it
for you, but you won't be able to get it until the next day.
Torbj|rn Lindgren said, let a higher Mechanical skill merc shoot
it in the field will have a better chance to make it work again.
He suggested skill over 40 for doing this.
(30) What is the difference between the different difficultylevel?
A: One thing I am sure, the starting fund is different. "Easy"
gives you $25,000. "Normal" gives you $20,000. "Harder" gives
you $15,000. Cash flow handling becomes very important early in
the game in "Harder" level.
The price for the chopper is different. $600 for "Easy", $800
for "Normal", and $1,000 for "Hard". Same for delivering a dead
merc back.
The AI is different. But I can not exactly describe this part.
In "Harder", the enemy will always tries to hide behind cover,
come out to spot you and hide again, so that the other bad guys
can come and shoot you or throw a grenade on you. The tendency of
enemy using a grenade is increased too. The enemy will probably
ignore the rock when you throw it.
The number of bad guys in S49, S50, S59 ( for your first day
mission ) is different. "Normal" only has 4 in each sector,
"Harder" has 6! On day 2, "Harder" always has 8 bad guys in every
sectors, "Normal" still has 6 on day 2. That's all I know.
Carsten tested the "Easy" and found there is only 2 enemies in
first three sectors.
Also, the last sector ( S1 ) will be different. The "Easy" level
seems can not regenerate the enemy quick enough. The "Harder" will
always regenerate a new enemy in their turn whenever you kill one.
(31) Can I re-hire the merc who takes the money and run away?
A: ?
(32) Can I prevent Santino from suicide so that I can let somebody kill
him with knife?
A: Probably not. Someone ( I don't remember who ) in the net said
something about this:
Guess he is like the Obi-wan in Star War. Once he decide to
suicide, nobody can stop him. I tried to sneak to the other side
of the wall and use those "Eagle" stuffs and there is no damage
to that wall! Nothing can break the wall with the switch.
(33) How can I get the baby Fallow Sappling tree?
A: This is a little bit tricky too. The bomb will explode while you
are moving your guys. The sequence of the bombs to explode seems
to be the same. You will need some practice or "Alt-X" to do this.
You only have about 2.5 turns to do this. Otherwise, the baby
Fallow Sappling tree will be destroyed. Use those quick guys.
Don't forget one thing, there are two traps in that room too.
(34) What does Ivan say?
A: The following is from "Eugene":
When you hire him (the best part). "O'K, I'll work for you, damn
capitalist"
When enemy is shooting him: "I am in the middle of the fight" or
"they are shooting at me!"
When he spots enemy: "I see an enemy, he doesn't see me"
When he finds an item: "I see something"
When he suspects a bomb: "It may be a trap"
When he is tired ( low in Breath ): "This hot is killing me"
When he kills the last enemy in the sector: "This place must be
safe now"
When he receives an order: "O'K,O'K"
When he kills an enemy: "Good"
When he got shot: "Damn!"
When he needs bullets: "My bullets are gone"
When he search an empty crate: "Nothing"
When he opens an empty crate: "Empty"
When he can not open a crate: "I can't open it"
When it is late in the evening ( 6pm ): "It's getting late. I think
we'd better go back."
When you ask him to shoot your own team member: "So, that's the
way the Wild West does it!"
When the team is travelling to another sector without him: "We
must be together."
When you fire him: "I wish you spent your holiday in Kiev!"
( My personal note: I think maybe Ivan is from Kiev, so if you
spend holiday in Kiev, he has a chance to stab you there :). Is
this reasonable? )
When Santino suicide: "He is serious. It will blow up."
When the game finish: "I am proud of the job we did here."
The following is from "Susi": ( Susi's translation is a little bit
direct, without the modification. )
1. Well, I'll work for u, damn capitalist.
2. I see something.
3. I can't open it.
4. It's mien-trape. (?)
5. A, there's it look like. (?)
6. It's can be trap.
7. I see enemy. He don't see me.
8. At me shooting.
9. I am in the hit of the battle.
10. My weapon is jammed.
11. I have end ammunitions.
12. This hot killing me.
13. This place must be safe now.
14. Don't touch me.
15. A... then on west this is made thus.
16. I want u have the holiday in Kiev.
17. NYET- No. ( Re-hire him. )
18. I pride work, some we ended here.
19. Seems, something in pocket. ( Brenda's lab coat. )
20. Good, good. ( "Eugene" uses "O'K, O'K". )
21. Good. ( after a kill )
22. Damn. ( when he see bad guys )
23. Nothing (or) Empty
(35) Can I buy equipment? Is there enough bullets to use in the game?
A: No and Yes. You can not buy anything so use ammos cautiously.
The amount of the ammos will be more than you need if you are
not shooting anything like crazy. Furthermore, if you planned
on how to kill enemy when you see one, that will save some
bullets. To prove my statement, I had these ammos right before
I attacked Sector 1 ( on HARDER level ):
.38 ammos box: 62 .45 ammos clip: 18
9mm ammos clip: 19 .357 ammos box: 17
.12G ammos box: 11 M14 ammos clip: 23
M16 ammos clip: 21
Like these should be more than enough to finish S1.
(36) How can you win/lose the game?
A: The final goal is to beat Lucas Santino. If you manage to get
into the last room of sector 1, Santino will suicide and you
will win the game. Skip any sector before winning sector 1 does
not matter. Don't know what is the condition to lose the game.
Just know that if you lose Sector 60, then you lose the game.
(37) How are action points calculated?
A: Health, Agility, Experience level, and Breath. Agility is the most
important one. Health, Experience level, and Breath will modify
the number. ( I don't think Dexterity is taken into account. This
is only my personl opinion. ) I do believe there is a upper
limit ( 25 APs ) and a lower limit ( ? APs, check Turtle ) for
this value.
Carsten Engelmann had tested and found an equation about this
thing:
APs = health/20 + agility/10 + dexterity/20 + (exp.lev.+1)/2
The breath is hard to put in the formula because there is no
numerical value in the game.
Note: I had not fully verify this formula yet. There seems to be
a little error there. The calculated APs might be differ
from real one with 1 or 2 APs. But, that should give you
some idea of how fast he/she is.
(38) I don't want to try out all mercs but I would like to hear their
voices. How do I get it ?
A: Information provide by Carsten Engelmann:
On the CDROM are all the sound files. They are mostly 11kHz,
stereo and 8bit. The format is probably VOC. They can be played
with Mediavision's playfile.exe.
Look for the file e.g. 'nat' and play it with playfile.exe or
'vplay -S -s11' under Linux. It's the collection of Elio's sayings.
Other mercs have numbers. E.g. Bud has 11, Reuben has 20. I don't
have a Soundbalster so I don't know the tools but it's probably the
'voc'.
(39) What is the difference between experience levels?
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- Jagged Alliance cheats by System on 09/03/2006, 09:50
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Strategy Guide - Jagged Alliance FAQ by System on 09/03/2006, 09:50






