Jagged Alliance 3

Jagged Alliance 3

The legion comes for you
67 Comments
Sig  [author] 14 Sep, 2024 @ 8:51am 
It should be possible, given that auto resolve behaves differently according to difficulty and the developers allowed the modification of almost everything in the dev tools. Im not sure if Lioncat has made changes on it in his AI mod, but he has always been very open and willing to take suggestions, you could ask him for an option to make auto resolve harder.
IvashaMagnus 13 Sep, 2024 @ 1:47pm 
The mod works well, thanks for the good work.

Problem: in the game on the commando difficulty and with the project AI mod (first difficulty) the automatic battle is very profitable and all the units that move from the outposts turn into an easy way to earn things and experience for mercenaries. 12 mercenaries easily dealt with 24 opponents without losses, manual combat is not needed in this case - it's depressing, the enemy units do not act as a threat and a strong enemy.

Is it possible to somehow reduce the efficiency coefficient of the auto-battle? Or other methods?
Sig  [author] 4 Jul, 2024 @ 6:59pm 
An attack cooldown can't be set directly without using code, but there is a way you can address this indirectly if you think you are being attacked too often or too much in a row. You can lower the chance of attack in the mod options and the outcome will be somewhat similar to what you want, as then being attacked twice in a row when there is much movement in the map will be statistically improbable.
asdron 4 Jul, 2024 @ 1:33pm 
Hello! Is it possible to make sure that enemies are sent out at the current configured coefficient, but no more than once a week or month, so that this can also be configured? And if a detachment was sent, then the next one was guaranteed not to be sent until enough time had passed?
Sir Ni 3 May, 2024 @ 12:06pm 
Thanks =)
Sig  [author] 3 May, 2024 @ 11:53am 
@Sir Ni Don't worry I don't mind haha, you can use, reupload or copy whatever you want from my mods, you have full permissions
Sir Ni 3 May, 2024 @ 11:33am 
Hello Sig, I'm sorry for not letting you know sooner but I made use of part of your code to create an addon, I recently started modding but was having problems with my account so I could not contact you before, I hope you don't mind. I can delete the mod if you want.
Sig  [author] 19 Mar, 2024 @ 2:33pm 
@Monir
I play with mine set at 10%, but Im only at the early game of my first save with gc militia. You can try 10% and then adjust up or down, it can be changed midgame.
Monir 19 Mar, 2024 @ 1:54pm 
What chance of attack do you recommend for GC-Militia ?
Sig  [author] 16 Mar, 2024 @ 10:56am 
Testing both mods together only, I get diamond cases from travelling squads to drop normally, but diamond cases from squads already set in the map like the one on top of port cacao, arent dropping indeed
Sig  [author] 16 Mar, 2024 @ 10:38am 
If you don't mind Ill add you to discuss what Ive found
Sig  [author] 16 Mar, 2024 @ 8:58am 
@LotR[Henchman]
Thank you for the report. Im going to test it now and see, but about diamond cases, I am playing with my mod and others that have options like gc militia, diceman full, ratos overhaul and economy, and I am getting diamond cases to drop normally
LotR[Henchman] 16 Mar, 2024 @ 2:29am 
@Sig
Hey, just got a bug report for Zulib Weapons Core, though i don't think it's the basis for the bug reported, not certain though.
It seems that when your mod is activated and one starts the game then goes straight into the mod manager and enables another mod with some mod options that you'll get a nil value with CurrentModOptions['optionschancelcfy']. So either a pcall or a check in the your number-from-string function might be a good idea.

Just to check the bug report with you, do you think that might somehow lead to diamond briefcases no longer being dropped from squads?
Morianthi 22 Feb, 2024 @ 10:11pm 
That’s even better! Looking forward to it!
Sig  [author] 22 Feb, 2024 @ 5:25am 
I dont know, definitely not in the near future, as right now Im trying to make a campaign focused only on battles
Morianthi 21 Feb, 2024 @ 7:41pm 
Thanks, that's great to know. I find it to be an issue that following the invasion, there's hardly any army movement afterward. My reaction perfectly captured my feelings: "That's it from the army?" I'm not seeking hardcore enemies, but I do expect more activity from the army. In that regard, perhaps you would also be interested in a mod that increases the frequency of raids to retake occupied sectors (such as cities and mines)?
Sig  [author] 20 Feb, 2024 @ 9:19am 
It also affects the army later on, the mod name can be misleading. What the mod doesn't do is increase or alter the frequency of attack of vanilla outpost raids, the slowdown after the army takes over is a vanilla thing, but this mod keeps attacking you outside of cities and mines with army and adonis squads as frequently as with legion ones, depending on what you have selected in the mod options.
Morianthi 20 Feb, 2024 @ 7:41am 
Yeah, as what Lucjan said. Anything that would increase the army activity after the invasion. Honestly haven’t tried the mod, but I get the impression that it only affects the legion, not the army.
Sig  [author] 7 Feb, 2024 @ 5:54am 
After the invasion the squads sent by the mod should switch to army and commando squads from legion squads (except Eagle's nest) but otherwise keep attacking as normal, I just tested it further and it keeps working as before. Maybe he means regular vanilla outpost raids since they seem to slow down after the invasion, perhaps a mod can be made that makes them raid as often as the early game legion
Lucjan 6 Feb, 2024 @ 11:35pm 
He is basicly asking for "The Army comes for you". After the exent have them come from somwhere with more squads.
Sig  [author] 6 Feb, 2024 @ 4:54pm 
or is it not happening anymore?
Sig  [author] 6 Feb, 2024 @ 4:51pm 
Do you mean the outposts sending squads to cities and mines as in vanilla? because when it comes to this mod they should still be sending squads to your mercs as usual after the event
Morianthi 6 Feb, 2024 @ 4:43pm 
Hi Sig. Have you considered doing something similar with the military ? After occupying or attempting to occupy your territory, I don't think they do anything else? There's hardly any activity, and it gets boring and well, unrealistic.
Sig  [author] 6 Feb, 2024 @ 9:32am 
Due to 1.5 now showing all game rules in the new game menu, and this mod using one game rule for every sector, if you try to start a new game you will see +200 blank rules there alongside the vanilla ones, but the mod works as usual and can be played normally if you dont mind the new game menu mess, just ignore those blank rules (no need to toggle them "yes" either) until 1.5.1 is released, the developers have mentioned they might add an option to hide game rules by then.
Sig  [author] 5 Feb, 2024 @ 11:34am 
Thank you, Ill check it out
Lucjan 4 Feb, 2024 @ 11:50pm 
@Sig, Devs gave access to people who were active on mod chanells I guess. I am sure they will give you if you just ask on one of the open mod related chanells. They talk about this version on the stream so it is not top secret information.
Sig  [author] 4 Feb, 2024 @ 6:35pm 
Didn't know there was a modder build, I just checked discord and don't see a link to it or anything, and steam shows no betas available. Do you know how to get it?
Lucjan 4 Feb, 2024 @ 2:18pm 
Hi, this mod looks greate. Was it tested on 1.5 modder build?
Caladan 30 Dec, 2023 @ 12:53pm 
To be fair, repelling that attack at B20 was one of the most fun battles I had in my four times playing this game. At 2.5x enemy squad size, I had to face about 40 enemies - a good 1/4th of them armed with rocket launchers - with my 6 mercs (three of whom were Smiley, Pierre and Kalina, still in training to be decent), and B20 is a relatively large map that has enough space to manage this amount of enemies.
Since it's still possible to escape underground, I'd still keep B20 as valid for attacks, just make C20 a safe spot.
Sig  [author] 30 Dec, 2023 @ 12:46pm 
You got it right, that is how it works, any squad arrival triggers a check on all valid sectors in the map at the same time, if you are on any of them, then you might be attacked.
The swarming of B20 is actually unintentional hahaha, since the invasion gets triggered when you reach the C16 area, I calculated there is enough time for the player to choose to dodge the increased attacks or face them, I didn't take into account that the passage through C20 B20 triggers the invasion right when you are at the outpost and cant react fast enough. I might remove B20 and C20 since its a more or less secret passage after all.
Sig  [author] 30 Dec, 2023 @ 12:43pm 
Thank you for confirming it is working Caladan. K16 is one of the sectors I left out, because it appears as neutral, and no sector in Ernie is touched at all by this mod, everything that happens there is 100% vanilla even after the betrayal.
In this mod some outposts do spawn adonis mercenaries instead of army squads, (F7, G10, F19, to not repeat squads too much since there arent many army squad types).
About the regular outpost attacks slowdown after the betrayal, It seems to be a vanilla thing in my experience, but the attacks from this mod should remain the same except in the D15 surroundings where theres no overlap anymore, so no double check.
Caladan 30 Dec, 2023 @ 9:52am 
I also noticed that arriving in town/mine sectors did not seem to trigger the attacks even from normal outposts. Is this by design to avoid quests breaking? I'm wondering if that's the reason I never saw the attacks happen after the flip when I was playing normally, as we're mostly done with wilderness exploration at that point in the game.

And finally, I figured the reason why my squad under Eagles Nest got almost swarmed: although each outpost has a fixed area where it will send attacking squads into, there's no check made for whether the triggering event is within that area of influence. So I could be jumping between two city sectors, and an outpost on the other side of the map would still send attackers to a squad sitting near it. This is most noticeable during the army event, since lots of enemy squads move simultaneously, creating a sort of chain reaction (and I'm assuming that enemy squads spawned by the mod also cause the check when they finish moving).
Caladan 30 Dec, 2023 @ 9:50am 
@Sig thanks for replying!
I did some additional testing at 50% chance of triggering, here are my findings.

Indeed, all outposts except for H4 and K16 (the story ones, Ernie and Faucheaux) were able to trigger.

H4 and K16 seem to never send assault squads triggered by the mod (fwiw K16 never sends any assault squads at all, H4 does though - it's the only source of respawnable Adonis troops). I tried parking my squads in different sectors nearby just to rule out "invalid" sectors for the attack to trigger, but that had no effect (the mod description does that Ernie is a safe zone, so I thought maybe that restriction wasn't lifted when it was taken over, but I wasn't able to trigger an attack from H4 even when moving my squad along the coast near Fleatown).
Sig  [author] 30 Dec, 2023 @ 8:12am 
@Caladan After the army invades, all outposts except the eagle's nest should switch squads from legion to army, but otherwise the attacks should continue as usual, if it doesn't happen at all anymore please let me know.

About randomizing squads, maybe it is possible by coding it directly not sure, but in the editor the effect "send squad etc" only lets you choose one specific squad type. There is also an "else" condition to that effect, but I assumed it would only apply if the send squad effect failed to happen, which on its own it should not, but I will investigate that, maybe it doesn't mean that and it can be used to send an alternative squad type.

A timer would require new conditions for all sectors, basically remaking the mod. The thing is, this mod is kind of a makeshift thing, since it could be made with functions and all that lua magic that other modders use, but I have never programmed, so instead of that it is made 100% with just the ingame editor and its limitations
Caladan 30 Dec, 2023 @ 7:17am 
I had a squad in a sector right under Eagles Nest preparing to assault it when I triggered the world flip and all the movement started. Little did I know :)

Awesome mod that really spices up the game and creates some very fun non-scripted combat scenarios on the fly, sometimes when you least expect them. Auto-include in my playthroughs.

Would be cool if it was possible to have a chance of spawning additional squads on timer, as well, and maybe randomize the contents of a spawned squad a bit if that's at all possible? E.g. have some elites join attack squads later in game.

Also I don't think I noticed any of the outposts sending additional squads after the world flip, maybe this isn't fully implemented yet, although I did retake all of them rather quickly.
Kondo Isami 24 Dec, 2023 @ 10:17am 
@Sig ah ok thanks for the response, that helps a lot
Sig  [author] 24 Dec, 2023 @ 7:36am 
@Kondo Isami That happens because the mod does a check every time a squad from any faction successfully arrives at a sector, meaning that there are only two circumnstances that will trigger it: when you move your team around in the wild, and when an enemy squad arrives at a city/mine (and conquers it) or an enemy squad from this mod arrives unchallenged at a wilderness tile. The more you move and the more independent squads you have the more you will be attacked. if you idle you won't be attacked unless you lose a city/mine. I have to change the description in the workshop and the options, since it really doesnt say what the percentage applies to.
Kondo Isami 24 Dec, 2023 @ 5:05am 
It doesn't work for me at all. I am right next to an enemy outpost and it keeps sending out normal squads and ignore me. I set the attack change to 50% and let time run and nothing?
Echo 20 Dec, 2023 @ 6:10am 
Great mod. I've been having fun with it during my last campaign (bigger enemy squad size, better AI). It really does a provide a dynamic element of difficulty that's missing from vanilla.
Sig  [author] 5 Dec, 2023 @ 1:21am 
If it helps choosing the right %: every time a squad (ally or enemy) arrives at a sector and idles (meaning it is not destroyed or it doesnt keep going), then a check is made, one of the parameters of the check is a chance of happening roll of 20% by default.
Sig  [author] 5 Dec, 2023 @ 1:16am 
@Federex I'm glad you are enjoying it, make sure to check the mod options in the options menu, since last update you can now lower or rise the chance of attack there.
Federex 4 Dec, 2023 @ 11:11pm 
I just wanted to say this is great though a bit over the top (which I guess is part of the fun). I have custom settings→bigger enemy groups, which means the attacking squads are 24 people for my five mercs (10 of that is hyenas, mind you). Maybe you could consider a compatibility option to have another setting to decide if the game should use that modifier as it is or tune. For example smaller more frequent squads, or huge search parties once in long while. In any case, lovely mod and a lot of fun :D
Sig  [author] 3 Dec, 2023 @ 7:54am 
@lejinsb What outpost is attacking you? when does it happen? what type of squad is it sending? does the attack go to the outpost and the town or to the wilderness sectors in Ernie?
lejinsb 3 Dec, 2023 @ 7:24am 
Ernie island is not a safe-zone , I'm being attacked in Ernie as there are four militias station on this inland . BTW , I'm using GC-militia Mod
ich_einer 23 Nov, 2023 @ 12:03pm 
This mod is so funny. Have split my 4 6* squads to 24 1* squads and move all togeher 1 sector. Ended in two fights, 24 vs 70 and 24 vs 50. (all enemy squds 4 hyeanas + 6 fighters)

I use GC Nightmare and I won the fights very esay because i sipmly run to the enemys as one pack so close I can and than surprise they stand so close to each other they can do nothing,only two at the egde of there pack move out. I placed my 3 mgs + all overwatch without shooting expect the one merc with the bullethell perk and this merc was killing 45 + enemys the rest dies in overwatch, only 3 of the last row make it into sneak but my meleeys got them next round.
BulleTgt 23 Nov, 2023 @ 5:01am 
Thank you for the update! I know that this mod technically is not compatible with GC Militia, but I'm already in the late game with both mods enabled and I didn't notice any game breaking bugs. Maybe I missed something or just got lucky)
Sig  [author] 21 Nov, 2023 @ 9:44am 
Chance of attack can now be selected in the mod options, you can thank rato and check out his mods, without his help it would have been impossible.
Sig  [author] 20 Nov, 2023 @ 4:25pm 
@BulleTgt I was wondering about why it might be so frequent for you, and I remembered you mentioned gc militias the other day. Are you using that mod? I didn't know how it works but I just took a look and they are borderline incompatible lol. The way this mod works is: whenever any squad (yours or not) in the map arrives at a sector and idles in it, meaning it doesnt just pass by or gets destroyed, then a check is performed. If gc militias sends squads like it does in the workshop video, then the amount of checks being done skyrockets and squad spam potentially ensues.

Anyway Im trying to add options with the help of the JA discord, but I cant promise anything because it requires code and it is being an absolute nightmare to get it to work, we will see how it goes over the next days. If I can't get it to work Ill send you a google drive link with a modified version with 15, 10, 5% chances so you can use that for the moment.
BulleTgt 20 Nov, 2023 @ 7:34am 
I figured out how to intercept an enemy squad in D11. When legion squad is in the D11 you have to move out of the sector and cancel order to return back to D11 and this triggers a battle
BulleTgt 20 Nov, 2023 @ 6:18am 
1) I wish we could edit the chance of spawning attack squad. It's quite easy to add this to in-game mod options, check other mods for an example. And everyone will be happy. Someone needs a horde mode, someone need just a little bit more occasional fights. I'm tired of legion sending tons of squads attacking literally every sector I move through. 5 sectors, 5 squads... not fun. I feel like I'm in the middle of star-wars clone wars with infinite amount of enemies one wave after another. And I don't have so much free time to play them all.
2) Is there any way to intercept attacking squads on river? They just ignore my squads in D10, D11 and G10. AFAIK this is a vanilla issue, but I hope you could fix this in your mod someday.
But I have to admit - the loot I'm getting is nice, especially free RPG-7 and mortar cartridges)
And vanilla is quite boring with the fact that legion just ignores you. So all I need for now is a lower chance for spawning an attack squad