Jagged Alliance 3

Jagged Alliance 3

clevermine (build your own mines)
31 Comments
Mr_Sia 2 Apr, 2024 @ 8:49pm 
update plz
Blabba754 12 Feb, 2024 @ 12:07pm 
I get errors with 1.5, would be nice to have this story based option back
Nazkai 6 Jan, 2024 @ 4:45pm 
Bump to see if still working
SgtoPereira>>> 19 Dec, 2023 @ 6:12am 
Hello. Does this Mod work with patch 1.4? It looks very interesting. As always, your work is incredible. Thanks.
Felix Fictus 25 Nov, 2023 @ 6:07pm 
anyone confirm is this still works?
Legend1822 12 Nov, 2023 @ 3:54am 
Does it not work anymore?
agat.marwek 11 Nov, 2023 @ 1:16am 
Does it work with patch 1.3.0 codename “Vicky”?
Vendr_86_HMAO 4 Sep, 2023 @ 12:34pm 
mod manager выдает ошибку "Error loading Mod/oFTkLNP/: cannot read Mod/oFTkLNP/: File Not Found"
socialdarwinism 28 Aug, 2023 @ 12:47am 
i definitely found it difficult to sustain cash flow in the mid-game (MI difficullty). I don't know how anyone has so much money left over when I can barely get by with renewing contracts
SkunkXL  [author] 5 Aug, 2023 @ 1:52pm 
@Horschdt Mission Impossible?
Horschdt 5 Aug, 2023 @ 1:56am 
the idea is better than just setting the existing mines to unlimited, but you will never ever be able to "balance" it. i just finished the game with every single sidequest and just straight up training my 10 mercs for half a year on every stat... and still had 3 million in the bank. So any mod that gives you even more money will never be balanced.
SkunkXL  [author] 29 Jul, 2023 @ 1:07am 
@JoeNapalm It literally says that it will move the stuff to h6 in the first Screenshot of this workshop page, enjoy the mod!
JoeNapalm 28 Jul, 2023 @ 11:37pm 
I reloaded it and it worked. Maybe I missed it the first time but it would be helpful to explain that it moves stuff to an adjacent sector
SkunkXL  [author] 28 Jul, 2023 @ 6:19pm 
the notifications can be seen in the screenshots in the log on the left side of the screen, maybe you missed them? all you have to do to build a new mine is go to h7 once it completely dried out and enter the sector(tactical view) boom, done :P quoting the mod description too: "This mod can be savegame compatible - but depending on your progress you will not receive the initial info via Log.
If that is the case simply head to your depleted mine at H7 and enter tactical view, remember to bring 32.500$ with you to pay the bill!"
JoeNapalm 28 Jul, 2023 @ 6:08pm 
@skunkXL No notifications. Several posts below from folks trying to figure out how this works. Can you give a more detailed description of what is supposed to happen? Spoiler tag it if you think it's some kind of secret but very frustrating to be wasting time wondering if I'm doing something wrong, missing something obvious, or if it is just not working.
ZtatiC 28 Jul, 2023 @ 10:21am 
Any chance to make a mod that you can train militia in ports too?
SkunkXL  [author] 24 Jul, 2023 @ 3:32pm 
Once the mine in H7 starts to run out you will be notified ingame about how to build a new mine.

You will be notified! you will not be able to build a new mine until h7 ran out. come back when h7 ran out and go to tactical view as can be seen in the screenshot. enjoy
Mikhaleech 24 Jul, 2023 @ 1:56pm 
This doesnt work for me. The H7 mine is almost depleted, I am here but dont understand what to do. No new operations here, no new NPC to talk, nothing explained to how to "move equipment" or to give 35 or 65 k.
ⒺⒹⒾⓃ 24 Jul, 2023 @ 9:35am 
very good idea for mod....
SkunkXL  [author] 24 Jul, 2023 @ 6:57am 
as of now it doesn´t do anything. its a leftover of a feature that i did cut for now but might reintroduce in the future
ChickenCat 23 Jul, 2023 @ 3:35am 
This sounds exciting, thank you, giving it a try now.
What does the clevermine counter in the mod options do?
SkunkXL  [author] 21 Jul, 2023 @ 1:24pm 
@ash have to wait for your h7 mine to run dry
Ash_With_Love 21 Jul, 2023 @ 11:38am 
i dont understend how i can use this mod. did't work!
Pheace 20 Jul, 2023 @ 8:58pm 
fascinating idea, keeping an eye on it
stmichael1987 20 Jul, 2023 @ 12:21pm 
Good mod!
SkunkXL  [author] 20 Jul, 2023 @ 5:08am 
@Vito74m as of now we are not able to restart mines that have already run dry, if i re-enable them they still appear as depleted
SkunkXL  [author] 20 Jul, 2023 @ 5:03am 
i have some gameplay mechanics included that are aimed at keeping things interesting.
i will probably release a full layout of what this mode does in all detail and with spoilers inside a discussion
vito74m 20 Jul, 2023 @ 1:28am 
"income (25-30%) after the mine is depleted?" this is good idea:) for me too... ;)
Retreat_Retreat! 19 Jul, 2023 @ 11:06pm 
What about the variant of the mod with reduced income (25-30%) after the mine is depleted?
TROCH22 19 Jul, 2023 @ 9:13pm 
"Most of the new mechanics are explained ingame via the Log"

Could you post these new mechanics/initial info in the discussions tab? Would be much easier then having to play-thru the game to find out the details of this mod and how it works.
dimmy 19 Jul, 2023 @ 9:08pm 
sounds awesome, giving it a try :steamthumbsup: