r/JaggedAlliance3

What mods do you use (and recommend)?

For me I'm using;

Mercs: Using the entire collection that adds JA2 mercs into JA3.

TheBase: Adds a base for your guys.

More Armor

Tons of Components + Tons of Guns: Adds tons of those things.

ShowChanceToHit

-Mods below are ones I'm testing-

GC-Militia / Militia Overhaul mod: Lets you have a shop for militia, train them, equip them, pay for them, command them in battle, move them on the map.

Don't Reposition: Stops the BS enemies running everywhere when you surprise them.

OctoSquad: Makes squads size 8, instead of 6.

 

 

For those that used GC-Militia; what do you think of it?

Any other mods you'd highly recommend for me?

reddit.com
u/LightlyUsedSpaghetti — 18 hours ago

All Mercenary Banter in Jagged Alliance 3

I made a compilation of every conversation between mercs in the game. Hope someone may find that interesting!

youtube.com
u/Landfar — 4 days ago

Should I use a loot drop mod or keep going vanilla?

I don't want to end up breaking the balance of the game but this is my 2nd run since the game first came out and man, it really feels like the lack of loot is unfair however does it get better later on? I don't want to end up using a loot balance mod just to become OP a few hours later.

reddit.com
u/LightlyUsedSpaghetti — 3 days ago

How important is the starting team?

I am playing on normal and am very overwhelmed by the choiches. Should I just go with recommended or will that fuck me over? Also is this a type of game where money is tight early on but later you get to essentialy swim in money or is the money always a scarce resource?

reddit.com
u/VoxTV1 — 10 days ago
▲ 6 r/JaggedAlliance3+1 crossposts

Creating own NPC/Merc you can add to the team

Hi everyone,
I’m currently trying to create a custom recruitable merc/NPC in the Jagged Alliance 3 modding tools and I’m stuck on one specific problem.

What already works:

  • the custom unit spawns correctly,
  • she behaves like an NPC,
  • she fights enemies normally,
  • AI routines work,
  • banter can trigger,
  • animations work.

The problem:
I still cannot interact with her properly.
There is no clickable dialogue/recruit interaction like with normal recruitable NPCs/mercs.

What I already tried:

  • cloning existing NPC setups (Larry, Flay, etc.),
  • copying UnitMarker settings,
  • copying banter settings,
  • checking Interaction/Banter sections,
  • comparing spawn templates,
  • testing Initial Hire Status values,
  • creating a separate test mod for reverse engineering,
  • checking Unit definitions vs UnitMarker settings.

Interesting detail:
Originally the unit behaved like a static prop (sitting pose only), but after copying more data from Larry she now behaves like a real NPC and participates in combat — still without interaction/recruit dialogue.

So it feels like I’m missing:

  • some hidden interaction trigger,
  • conversation component,
  • recruit flag,
  • quest reference,
  • or another required object/link between UnitMarker and Unit.

Questions:

  1. What actually controls whether an NPC becomes clickable/talkable?
  2. Is there a specific component required for recruit dialogue?
  3. Does recruitability require quest scripting/events?
  4. Which vanilla NPC would be best to reverse engineer for a custom recruitable merc?
  5. Are there hidden dependencies outside UnitMarker/Banter/Unit definition?

Any help or examples would be massively appreciated 🙏

reddit.com
u/BoxSalty545 — 8 days ago

Jagged Alliance fans, I’d love feedback on my tactical roguelike demo

Hi everyone,

I’m a solo indie developer working on a tactical roguelike RPG called Integrity.

I recently showed the game to some tactics game fans, and several people suggested that I should ask for feedback from the Jagged Alliance community as well.

The game is built around free movement, line of sight, Energy management, and terrain control.

Movement and skills use the same Energy resource, so moving farther means you may have less Energy left to attack, reposition, or retreat.

Most skills can also be blocked by walls or objects, and players can create or destroy walls during combat to reshape the battlefield.

Since Jagged Alliance players are familiar with tactical positioning, line of sight, and action-resource management, I’d really appreciate hearing your thoughts on this kind of combat system.

There is a demo available here:

https://store.steampowered.com/app/4547930/Integrity_Demo/

I’d be grateful for any feedback, especially on whether the movement, line of sight, and terrain control feel interesting or concerning from a Jagged Alliance player’s perspective.

Thanks for reading.

u/OneCoin97 — 13 days ago

Coop restrictions?

Hello!

Im having a blast with the game as singleplayer with a dozens of mods (weapon, characters, AI, additional difficulty options etc.), and im thinking on gifting a copy to my brother so he can join me on the experience.

But before I buy it (its on sale) I want to know how similar the experience will be in co-op with him, considering the mods and also even the base game.

Im ok if I have to sacrifice SOME mods, but don't want the overall experience to change that much form my sp campaign.

Thanks

reddit.com
u/Zestyclose-Date-8476 — 14 days ago