Jagged Alliance 3

Jagged Alliance 3

TheBase
67 Comments
cockadoodledoo  [author] 24 Aug @ 1:03pm 
@Cloud Kan Just tested it and I had not trouble hiring the Camper. He joins normally as Merc. As for the "Chip", there was something wrong with his loot def, just fixed it.
Cloud Kan 24 Aug @ 11:28am 
Hello,I arrived the base and hired camper,then he became my teammate as dummy with a microchip called"code error",I think you can check the file about camper maybe.btw others are still good and thx for this work!
cockadoodledoo  [author] 15 Aug @ 6:00am 
@Cloud Kan Tbh no idea!
Cloud Kan 15 Aug @ 5:19am 
If I hire camper this run the dummy will apear or not?
cockadoodledoo  [author] 15 Aug @ 5:10am 
@Cloud Kan because i have changed Vanilla Sectors now, last time I just added the Camper to become playable
Cloud Kan 15 Aug @ 5:06am 
I also find it strange.There was one run where I installed The Base midway, but this problem didn’t occur. Yet this time, it did.
cockadoodledoo  [author] 15 Aug @ 4:54am 
@Cloud Kan just checked, but he is not in the list at all, made a new game and is working fine. Could be that the new change is not save game compatible. He technically can not appear in the list since his affiliation is Secret and not AIM.
Cloud Kan 15 Aug @ 4:45am 
Hello, after this update, if we haven’t reached the Base to hire Camper, he will appear in the new recruit list as a dummy requiring a 10k salary, regardless of whether we have been to the Base before or not.
Cloud Kan 14 Aug @ 5:35am 
I will enjoy this
cockadoodledoo  [author] 14 Aug @ 4:43am 
@Cloud Kan new Version is up, J12 free for BCE Mod, J13 free for Flyguider Mod, fixed passability Bug on First Tower (moved the Hidden MG to the edge), added Squad Spawn Movement -> need more in depth testing.
Cloud Kan 14 Aug @ 4:34am 
Thank you so so much:steamhappy:
cockadoodledoo  [author] 14 Aug @ 2:16am 
@Cloud Kan I am working on a fix right now, which is removing J12 and also J13 (which is used by Flyguider Mod) from The Base. This way any other mod can use those two sectors.
Cloud Kan 14 Aug @ 1:13am 
Hello, thank you for your reply. I'm currently using the B.C.E Outpost, which utilizes J12. Since I also really like THE BASE, I prefer them to coexist. However, whenever I use THE BASE, J12 enters a conflicted state where there are enemies present, but I can't enter the area.
Also, at the top of the tall tower in the base,the one where you need to clear out the bushes,there's a specific tile on the right side that becomes inaccessible during defense, even though there's nothing visibly blocking the way. It's a bit frustrating. Could it be made a walkable/movable area?
cockadoodledoo  [author] 13 Aug @ 7:33am 
@Cloud Kan Those sectors are not used in Vanilla and thus can not be traveled. This is why I added J12, J13, J15, I14 and I15 as empty sectors, so that Shipments can pass through.
What other mod is using J12?
Cloud Kan 13 Aug @ 4:49am 
Hello,this mod will make J12 as a unuseable sector,no matter other mods will use it or just vanilla version,J12 has been a weird sector.I like this mod and hope it can be fixed.
cockadoodledoo  [author] 22 May @ 12:13pm 
@Doctor May May, I have not tested it with GC Militia yet tbh, but I can ask permanent666 if he thinks it could have an impact. Regarding Mid Save, since the sector is not involved in Vanilla at all, I dont think it would have any negative impact. You might lose out on some missions the Liason is giving out, but thats all.
But I have not tested this either, so take it with a grain of salt.
Doctor May May 22 May @ 11:42am 
Does anyone know if this is compatible with GC Militia?
Also how bad of an idea would it be to add mid save?
Shuri-Sama 12 May @ 1:57am 
i think its a nice idea - when playing ja2 there was a missle base like a fortress (cant remember the sector number) and really hard to conquer and enemies regulary try to reoccupy it. so would be nice if you can add sth like that like every elite troops which try to occupy it and the player can build defensive structures like walls elektric fen or mine fields to defend it (if u succeed u get rewarded and if u loose yeah u need to get it back and need to build everything again)

just an idea bc this mod looks really prmosing to advance ^^
bunny de fluff 5 May @ 12:10am 
Thanks cockadoodledoo, will try this out asap!
cockadoodledoo  [author] 5 Apr @ 11:03pm 
@Dan Can you be more precise, so I can improve the Map? Because on my End and on
many other players end everything is working.
Dan 5 Apr @ 1:19pm 
good idea but does not work for me very buggy
cockadoodledoo  [author] 19 Mar @ 8:40am 
@Haruko in order for the task to show, they sometimes need a tick in satview
Haruko 19 Mar @ 8:28am 
For some reason, many operations such as recruit militia is still not available even after completing the tasks.
ferengi 17 Mar @ 5:16am 
This looks interesting. I'll have to reinstall the game eventually.
Chance Callahan 10 Mar @ 3:56am 
really like the mod. Compatibility with GC militia would make it perfect.
cockadoodledoo  [author] 4 Mar @ 10:14am 
@doris.burger1 which provisions, there is Intel for the build locations. You only get the Intel by Dialogue Option, but the NPC only talks to you once.
Only way to change it, is to unload the Mod and load it again, and dont use the same savegame.
doris.burger1 4 Mar @ 9:41am 
Hey
my probem is, i dn´t find the 5 provisions for the mnission. I had talk to erverbudy , but by some people the is a talk opion, but the is no dialog ? Bug. ? Have someone idea to solve the problems ?
TexMcQuade 26 Feb @ 10:00am 
Ok thanks - compat with GC Militia would be amazing, as if you are using your mod as base of operations - you cannot drop ship from Militia shop (which is basically essential as its better than Bobby ray)
maseyka 18 Feb @ 2:00pm 
After your comment, I found it. But oh you, evil-evil person... :Johnny2:
cockadoodledoo  [author] 18 Feb @ 1:00pm 
Have not tried with GC Militia Yet, could be tricky since Permanent changed a lot in the UI.

There are two boxes in the Harbor...each with a machinegun ;)
maseyka 18 Feb @ 12:12pm 
Can't find all 3 machine guns. -_- Found NPC one, in the solemn box at the bottom. Where is the 3rd one ? PM, please.
TexMcQuade 18 Feb @ 11:27am 
Thanks! Love the mod btw

Is this mod compatable with GC-Militia? i.e. you can drop-shop purchases to base from militia shop?
cockadoodledoo  [author] 17 Feb @ 11:22pm 
Tested Air Support several times now, and on my end its working fine, pick a merc, start the Op, finish it, Port unlocked.
Will investigate further, but so far I have no clue why its not working for you guys!
However, I have changed the Scoundrel/Negotiator values as Claudius33 suggested, hope this does smth for you. New Version is uploaded now!
cockadoodledoo  [author] 17 Feb @ 11:17pm 
There are three spots scattered over the map where you can set up the machine gun. It is an interactible (stash of weapons leaned on one another), ofc you need to find a MG-Nest Gun first (2 are hidden on the map, 1 via Dialogue)
TexMcQuade 17 Feb @ 5:22pm 
Hi - having issues with the machine guns - how does one install them? Also same issue with Air Support.

Is this mod compatable with GC-Militia?
cockadoodledoo  [author] 16 Feb @ 2:52pm 
@Claudius33 Thanks, that looks like a clue! I will investigate! Glad you enjoyed your experience.
Claudius33 16 Feb @ 12:47pm 
Hi @cockadoodledoo

I love the game and appreciate your mods. I was experiencing the same issue regarding the Airdrop operation.

Though I know zylch about lua and am not used to the mod editor at all, I noticed that the bonus values for rthe pêrks scoundrel and negotiator where missing. I just added bonus 30 for scoundrel and bonus 50 directly in the lua file.
Bingo, Airdrop works like a charm. Hope it helps..
cockadoodledoo  [author] 14 Feb @ 11:20pm 
Hmm, will have to look into this. There was an issue with this before and I thought I have fixed it, thx for bringing this to my attention @maseyka
maseyka 14 Feb @ 4:50am 
Ok, after some additional pondering I got the following:
1. I initiated operation by another merc (selecting each one squad and closing the operation if they didn't show up in the list)
2. Kalyna was able to start the OP, but after it started - it showed Grizly and Fox as OP negotiators. O_o
3. When OP reached to the end - it didn't finish properly. I force moved the squad from the sector and got a message from NPC that Air Drop constructed. Such a case.

Do w/e you want with this info. :shcscribe:
maseyka 14 Feb @ 4:32am 
Re-read the thread. To avoid questions:
- all mercs are from initial clearing team
- my IMP is 100 leadership as well as other mercs 90+
maseyka 14 Feb @ 4:23am 
I'm unable to build air support thingy. Whenever I assign merc to it, they don't show up in the list of selected, but they dissapear from the list of proposed for the job. Any idea how to fix that ?
cockadoodledoo  [author] 12 Feb @ 8:44am 
@ImegaSW I think its safe to use, some features might not work anymore when progressed like the bounty hunter Quests. But since the sector is otherwise unused in Vanilla it should work.
But to be safe, make a copy of your savegame.
OmegaSW 12 Feb @ 5:38am 
Is this mod safe to add to an existing save or does it require a new game?
cockadoodledoo  [author] 4 Feb @ 12:20am 
@dOOmrider666 did it work?
dOOmrider666 2 Feb @ 8:09am 
Thank you! I'll try that :)
cockadoodledoo  [author] 2 Feb @ 7:44am 
Sometimes it needs a tick on the Satelite Map (1hr). Try to wait some time in SatView or go in and out of Tactical View.
The new Sector Operation should Pop up in SectorOps Window then.
dOOmrider666 2 Feb @ 5:52am 
Hello
I don't seem to be able to build anything after I freed the place.
Disarmed the mines, installed the 3 machine guns.
No special operation available and I can't talk to the main 2 NPCs anymore.
Did I do something wrong? (btw all enemies are down ;) )
Thank you !
Soulmanagement 3 Jan @ 10:51am 
Meanwhile I managed to do the Airdrop Operation with a different merc from the initial team, so at least this problem is solved for me.
Soulmanagement 2 Jan @ 1:11pm 
I will try again in a new game, but this will take time.

Nice idea about blocking the stairs/ladder with brushwork :-)
Soulmanagement 2 Jan @ 1:09pm 
About the MGs: I found the two in the chests, but that is not what I consider a 'nest'. For me a MG-nest is a machinegun-emplacement.
So it's a simple misunderstanding on my part.