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I created a few mods for JA3 which I will link and share bellow, as otherwise mods these days tend to be on Nexus or Steam and not everyone is keen on registering on either of these.

BODY COUNT IMPROVED

Think you're tough? I'll show you tough! This mod dramatically increases number of enemies in most squads.

* Body Count game rule increases number of enemies in most squads by 20%. This mod can change by how much Body Count increases number of enemies.

* Unlike other squads, including static (initial) diamond shipment squads, travelling shipment squads for some reason ignore Body Count game rule. However, this mod can multiply min/max number of units in shipment squad's preset on the fly, by whatever Body Count is at the moment.

* Unique feature of this mod is variable difficulty option. If you turn this on, the mod will, at certain points, further increase Body Count on top of what you set as you progress. It will also increase Bonus Levels. These are only used to calculate autoresolve power and who will get more/less experienced CTH bonus/penalty, when difference is more than 2 levels. Enemies will NOT have better stats, perks etc. In vanilla, Bonus Levels are 0, 1 or 2, depending on general difficulty level.
The reason behind this is that due to power creep (caused chiefly by perks and weapon mods), you might want more enemies towards the end than at the beginning, which can not be controlled through effectively invariable. Hence this makes Body Count variable variable.

CUSTOM DIFFICULTY

With this mod, you can adjust several difficulty related parameters: income from depleted mines, Hard Lessons, outpost attack rate, merc/milita autoresolve power, max militia, A20 outpost, Bobby Pays game rule, value of Diamond Briefcase and special Sector Alarm.

* Income from depleted mines is normally set by general difficulty level and is 0 on Mission Impossible. This mod can override that value. If you set income to 100, it will effcitvely turn off mine depletion, regardless of notifications.
Note that only Mfumu, Diamond Red and Old Diamond mines will go dry in vanilla game. Still, you might want to adjust income from depleted mines a bit, because the game on one hand presents you with many side quests etc., but on the other hand will punish you for doing (wasting time on) them...only to stop applying any financial pressure whatsoever mid way through.

* Hard Lessons game rule consists of two variables. One increases amount of experience needed for level up by 20%, the other seems to affect training. With this mod, you can set the experience related value to whatever you want.
Useful to offset increased exp from increased number of enemies (see Body Count Improved mod). Note that lower level also means lower salaries, therefore Hard Lessons, modded or not, may literally pay off.

* Outpost attack rate largely depends on number of mines, outposts and cities held by the player, that generate some aggro over time, and aggro threshold, which is associated with general difficulty level. When aggro exceeds threshold and enemy outposts have attack squads ready, they will launch 1-3 attacks regular or 1 strong attack (1 regular is the most probable). This mod can adjust the threshold and thus attack rate.

* Merc/Militia Autoresolve Power (times level) is used to calculate results of autoresolved fights. You can increse power, for example to offset modded enemies.

* Alternatively, you may increase max number of militia, which, unlike autoresolve power, will show in tactical battles too.

* Combat speed in Fast Forward mode can be increased.

* This mod can tweak outpost A20 so that it will send hard (i.e. veteran) variant of regular attack squads after World Flip.

* In vanilla game, Bobby Pays game rule triples prices in Bobby Ray's e-shop. As with mine depletion (because it is related), the effect is very front loaded, i.e. fairly severe early on, but practically irrelevant later. If you turn on Variable Prices mod option, Bobby Pays will have less severe (or none) effect early, but gradually increasing and more (than vanilla) severe later.
At the same time, value of Diamond Briefcase from shipments, Chipped Sapphire and Big Diamond will gradually increase too, albeit not as much.

* The game uses fairly complex system of awareness to determine which enemies can/will be alerted by whatever is going on in the sector and respond, therefore only some, not necessarily all will respond, let alone immediately, which is actually desirable and largely works. Still, some battles may turn into a string of trash fights with small subsets of enemies who fail to alert their relatively nearby comrades, even when you are not sneaky at all. If you turn on Sector Alarm and fighting continues past turn 3 (plus a few more, depending on day/night and weather), all enemies will be alerted.
Note that some scripted battles also force alert dispersed enemies who could not possibly spot (more or less) distant fighting.

NOT ONLY LEGION IS COMING FOR YOU

You wrote Legion Go Home without l'accent aigu and thus your seal is fated. Or so goes the original The Legion Comes For You mod, which sends enemy squads after mercs. This mod further elaborates on the idea.

* Unlike the mod it draws from, which works in parallel with outpost attacks, this mod makes regular outpost attacks target merc squads with certain probability instead of player-held mines, outpost or cities.

* Probability of attack against merc squads can be adjusted.

* Enemies will target either current of destination sector of given merc squad, depending on whether it is travelling or not.

* Furthermore, if enemy squad fails to make contact and ends up in wilderness (non-mine/outpost/city/port sector), it will again target nearby merc squads and thus will relentlessly chase mercs untill destroyed.

SCRIPTED BATTLES IMPROVED

This mod increases number of enemies in some scripted battles. On its own, not by much, because it uses Body Count to calculate number of extra enemies to add, which would be ~2 in most cases. However, you can use Body Count Improved mod to increase Body Count and dramatically amplify effect of this mod.

* Let's start with what scripted battles are not. Any fight with enemies that are represented by actual squad on satellite map is not a scripted battle. The squad may be scripted as part of some quest or event, but number of enemies depends on squad definition and is usually multiplied by Body Count, if you have that enabled.

* In scripted battles, enemies are defined in sector map data and turned on/off by state of associated quest, or so it seems. Their number is set, unaffected by Body Count.

* Some battles are mixed, like Port Cacao City; there is a squad of defenders (multiplied naturally by Body Count), visible on satellite map, but more enemies are spawned as part of quest (multiplied by Body Count by this mod).

* To increase number of enemies, you could edit the map, but then you would end up with perhaps more enemies, but not variable number of enemies on the map. Or you could edit the map and associated quest and turn/off variable number of otherwise hardwired enemies, but that would be a hassle.

* Instead, this mod usually waits for quest state change and spawns additonal enemies at (hopefully) the same time the game spawns what is there prepared for scripted battle. Number of extra enemies is the vanilla number times Body Count, whatever the value.

* Types of extra enemies match types of scripted enemies; the more prevalent types are more likely, meaning if 50% of scripted enemies are Marauders, any extra spawned enemy will have 50% chance to be also Marauder etc.

* Currently, number of enemies is increased for: Biff siege (A8), siege of Port Cacao City (L8), Fleatown church shootout (H8, Smiley), Haunted Mansion (G8, ambush), Refugee Camp (E9, betrayal), Middle of ...where farms (E5, C15, I13), Bus Stop Gang (F9), Old Fortress (F11), Chalet de la Paix (F13, ambush, or F12, camp), Drachenberg Mine (B12) and WaffenLabor (random sector)

Bug Fixes

This mod fixes some bugs present in vanilla game.

* Fixes number of overwatch attacks with gun with light stock. Vanilla game actually does correctly add one extra attack for light stock, but incorrectly to any gun and for every light stock anywhere in inventory.

* Experimental.

Download link
ahx_mods.zip

Installation
Unpack to (on Windows, usually): C:\Users\User Name\AppData\Jagged Alliance 3\Mods

Some screenshots
ahx_body_count_1.png
ahx_body_count_2.png
ahx_body_count_3.png
ahx_custom_difficulty_1.png
ahx_not_only_legion_1.png
ahx_scripted_battles_improved_1.png
ahx_scripted_battles_improved_2.png

Beware
Naturally, no guarantees whatsoever. Save often.

Thanks
To Haemimont. They released pretty much the entire game logic as Lua source code.
Post edited 10 hours ago by idared