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I want to add two new MOLLE LBE items
I've found how to edit the items.xml but now I'm stuck; Sun, 29 March 2026 20:22
I want to add two new MOLLE items, one a rig, one an attachment
The rig is very similar to the Large Thigh Rig; a Medium Thigh Rig, with 2 small and 2 medium attachment slots, maximum spaces 32
The attachment is a single grenade pouch; a small attachment, 5 spaces, holds one grenade, storage 13x1 14x1
I don't know how to set up the rest of the stuff - including the image files
v1.13 General Development Talk |
0 comments
(Old) new user questions...
Need update on newest version; Mon, 23 March 2026 14:39
Hi guys! I'm thrilled this project is still alive and kicking!
As you see by my registering date, I'm not really new to JA2 1.13, but the last version I played was build 8915, many years ago.
So I downloaded the poetically named stable (?) version "JA2_113-v5-Gdff4La10d-English" and have a couple basic questions:
- OMG is it big! 2.55GB, with about 3 times more files than JA2 + build 8915. How comes?
- I assume there are lots of new features added since then, so is there some place I can get a quick overview of how it now works? Build 8915 was already getting complicated (surgical equipment, trap/fortification building, food), so I'm afraid the newest version will not be playable without some reading...
- I see lots of mentions of a version 7435 in the forum, yet I downloaded years ago a version 8915. Is there a rational explanation?
Thanks in advance!
v1.13 General Gameplay Talk |
2 comments
Increasing Wisdom
Mon, 09 February 2026 16:36
Recently I started a new run of JA2 1.13 and wanted it to be a M.E.R.C. hires only run - the Razor / Haywire etc, a bunch of low wisdom fun personalities. I researched how to QUICKLY improve wisdom (without modifying the Prof.dat file). I had to dig through lots of old Bear's Pit posts and finally figured it all out. The quickest way is by planting/disarming C1/TNT. Below I will share my findings of game mechanics and how to raise your merc's wisdom.
The Basics:
There are 3 types of actions: Planting an explosive (C1/TNT), detecting the explosive (when attempting to disarm) and disarming it. When successfully disarming a planted explosive (C1/TNT), there is a chance to gain wisdom, in addition to chance to gain explosive skill (EXP) stat.
When an explosive is planted, it is set with a "difficulty level" determined by the EXP stat of the character/merc planting it. Higher the planting merc's EXP stat, higher the difficulty of detecting and disarming the planted explosive.
When you command a merc to disarm a planted explosive (Control + Left click), they first attempt to detect its presence. The merc either is able to detect the planted explosive or not. If they cannot detect the planted explosive, they will immediately cause it to explode. If they can detect the planted explosive, they will launch a dialogue warning about the explosive - this indicates a successfully detection. After successful detection, the "Disarm boobytrap" selection box pops up for you to select YES/NO. Selecting YES will trigger the next test of whether your merc can disarm it.
The key to successful detection is a combination of experience level (more important) and wisdom. Your merc must have a high enough experience level and/or high enough wisdom. Together they must be sufficiently high to overcome the difficulty of the planted explosive. Once detected, the key to successful disarming is a combination of EXP stat (more important) and wisdom.
Planted landmines are different from planted C1/TNT, in that landmines can be detected without high level or wisdom, but using a metal detector. But disarming a planted landmine will never increase wisdom - it only increases EXP stat.
The Method:
Step 1) Raise your merc's EXP stat from any non-zero low number to around 30 by training, either through self practice or teacher/student. This will take long time if your merc has very low (below 50) wisdom.
Step 2) Raise your merc's EXP stat from 30 to 50 by disarming landmine. This requires meeting Devin, and buying a landmine and metal detector from him. He appears randomly, and I restarted my run until he showed up in the bar in C5 San Mona. Make your merc plant and disarm (Control + Left click) from the same square in tactial screen. The rate of EXP stat increase by this method does not depend on your merc's wisdom, so this step can be done in 15 real life minutes. If you cannot get a landmine & metal detector, then repeat Step 1), but training takes longer time.
Step 3) Raise your merc's experience level to at least 4, preferrably level 5 through battle with Deidranna's army. Both kills and assists contribute to increasing a merc's experience level.
Step 4) Find a TNT or C1 (hire Fidel) with detonator attached. Plant, detect and disarm the+
explosive with the same merc. This will increase that merc's wisdom as well as EXP stat, with the latter increasing more quickly. As EXP stat increases, the difficulty of the planted explosive goes up, and your merc's detection may start to fail. When that happens, level up your merc's experience by 1 through battles, then try to detect planted explosive again. By level 6, your merc should always be able to detect planted explosives. This steps can take 1 hour of real time to grind to 95 wisdom, with 100 EXP stat.
v1.13 General Gameplay Talk |
0 comments
Music Mod - Music from old Tom Clancy games
Mod to change the music in JA 1.13; Tue, 03 February 2026 22:25
Here's a music mod for 1.13 I made a few years ago for 1.13, using the music from old Tom Clancy games that I used to play back in the day, including the first two R6 and GR games, and IIRC there's also one track from The Sum of All Fears. I believe all of the music included was composed by Bill Brown. Some of these games had music tracks on their CDs but I no longer had an optical drive so I ripped them all from music videos on Youtube and used oggenc2.exe to convert the MP4 file (video downloaded from YT) to OGG. If anyone's interested, I have a list of the names of those videos I downloaded from Youtube but not the actual links to the videos (it was 4-5 years ago at least), but regardless I'm sure they can easily be found on Youtube.
Haven't uploaded anything to share publicly for more than a decade so I didn't know where to share this rather large file (34MB) so I did a search for "anonymous file sharing" on Google and the service below seemed reasonable, but it will expire in 6 days, so feel free to create mirrors for it.
Installation:
- Extract into Data-1.13\ folder.
In other words 14 .ogg files included in the archive should go into Data-1.13\Music. Please make sure NOT TO overwrite anything! There shouldn't be a "Music" folder in vanilla 1.13 installation but rename the existing files/folders if you need to.
Link:
https://filebin.net/tas6uhz1foqx79j0 [Note that the link will expire in 6 days]
v1.13 Modding, Customising, Editing |
0 comments
New noob questions 2026
Tue, 03 February 2026 08:46
Hello i have some questios about the VR mod. I hope somebody can help me because i dont want do a long break of my campaign.
Here my primary questions:
1. How can i refuel the helicopter?
2. How to use the scopes and binocs?
3. Can i delete Mobile Militias because they stuck in A1 all the time and cost me money.
4. Where can i find Ammo 7.62 x 54 for Dragunov Sniper.
5. Is there a way too mount scopes on FN FAL or other automatic rifles?
6. Where i can find some LAW and Mortar ammo?
7. Where i can find some silencers for Main and handgun?
8. How to replace the gun barrels and is it important to do this?
9. Is there a crafting menue somewhere and how can i get it?
10. Where is Mad Dog?
11. How its the camo colouring works? I only get a camo of 30% not more.
12. Is it possible too get more range for the Nightvision?
13. Where to sell the army clothes?
14. Can i claim other Vehicles like Helicopters, Plain, Cars?
15. Is it possible to hack the PCs and how it is work?
- Here are the secondary questions but they are not so important for my progress:
16. How to imprison and interigate the enemy?
17. For what is the car battery and the small batterys and how to use?
18. Why Maria cant walk out of San Mona in tactical screen? Maybe its a bug? And where is her Brother going? Can i recruite him?
19. Reading books and other stuff like MK Ultra. How to read and why?
20. How to increase the troop morality? Its not working only with gunfights.
21. For what is the Porn and Cigars? Are they trash items or can i boost my morality with that stuff?
22. What are the Medals for?
23. Are the guys from the distribution center like Kingpin. Em i have to kill them?
Greetings Comrades
Vengeance 1.13 Reloaded |
3 comments
Mechanics & version-difference reference for JA2 (v1.12 vs Wildfire)
Sat, 31 January 2026 15:34
Hi everyone,
I've been playing Jagged Alliance 2 on and off for more than a decade, mostly v1.12 and Wildfire, and over the years I kept running into the same problem: a lot of the game's mechanics are either undocumented, mixed across versions, or only half-remembered in old forum posts.
So over the last months I started putting together a small, mechanics-first reference site for JA2 and Wildfire. It's not meant to be a walkthrough or a "best build" guide, but a place where things like interrupts, accuracy, vision, suppression, AI behavior, and version differences are written down in one place.
The site is open source and alive here: jas-guide.pages.dev
Some sections are still incomplete and my writing is far from perfect, but the goal is to make it something that players, modders, and even engine developers can actually refer to.
In particular, I tried to document the real differences between JA2 v1.12 and Wildfire, since that causes a lot of confusion when people talk about balance, bugs, or difficulty.
If you notice anything that's wrong, missing, or doesn't match how you remember the game, I'd genuinely appreciate the corrections — I'd like this to be as accurate as possible.
Thanks, and it's great to see that this game still has a community after all these years.
Jagged Alliance 2 General |
3 comments
JA2 1.13 REDUX Beta3 out now!
Fri, 16 January 2026 18:04
Hi, I'm da_mad_king a long time lurker within these Forum. 
Since the release of the map editor for 1.13 in 2006 or 2007 I build maps for it and today i have decided to show them to the rest of the world!
NEW UPDATE!! BETA3!
REDUX is a map mod for JA2 1.13 v2
it also works with the unstable version please read the included README's for more information. You have to replace one file to make it work with the latest unstable versions: v4-4xx
NEW IN THIS VERSION Beta3:
- Checkpoints added:
- Checkpoints are hidden "Towns" once discovered you can train Milita there. They
have a "Barrier" icon on the strategic map.
- So far, there are only two. More will follow!
- Barriers are multifunctional now! You can open them, jump over or use a switch to
toggle them.
- They have a few issues though: To close them manually you have to hold CTRL and click.
- You have to open them individually; only with a switch you can open/close both at once.
- Shadows are also visible at night.
- The small guard houses are now passable and have a switch inside for the barriers.
- The JEEP was added as the fourth vehicle; you can find it in Alma.
- New and remastered Textures!
- Tanks have a new model! I don't know from where I got it, it was stored on my PC for years and just found it recently. Credits go to the rightful owner.
- alot of small and bigger Map changes.
- added Ira's Wildfire Portrait
FEATURES:
- More than 250 very detailed and realistic Maps!
- More Maps than the original game! (for example: A4, A5, A16)
- A new Town: Akatzena (when discovered you can send Bobby Ray shipments to the Harbor)
- All Towns have Sandbag Tilesart! (for fortification)
- Vehicles can drive to SAM Sites.
- A new road from San Mona to Chitzena. (for vehicles)
- New Training Facilities: Gym (Strength), Darts (Dexterity), Military Parkour (Agility)
- Training Militia in Tixa is now possible!
- Vehicles Passenger changes: Helicopter (8) Icecream Truck (10) Hummer (7) El Dorado (5)
- Easter eggs (e.g. Money has special values, my birthday ;), JA release dates)
- Secret Locations!
- ...and more
- Facegear is complete! Sunglasses, Gas masks and Night Vision are complete new.
- NVG doesn't cover the Gas masks 100% correctly, I have to change this someday.
- There are 4 different NVG Colors:
- Gen 1 = Green
- Gen 2 = Blue
- Gen 3 = Red
- Gen 4 = Violet
- There is a second road to Alma and also Akatzena is now connected
- GRUMM Harbor is now part of Grumm and can even be attacked (no more Mine only
defence )
How to install:
1: Install your original JA2 (from CD, Steam, GOG or elsewhere)
- since Windows-Vista some folders are "protected", so don't use Program Files, Program Files (x86), etc.
- you can have multiple instances of JA2, so you may wanna make a copy of original install as template for later use
- if you purchased ja2 via a platform that installs it into some special folder (i.e. Steam Folder), it's adviced to copy-paste ja2 from there to somewhere else
2.: extract v2 1.13 (it's a zip-archive) over your JA2 installation, allow overwriting of existing files
3.: extract JA2_113-REDUX and copy the files over your JA2 1.13 install, allow overwriting of existing files
4.: You can check cnc-ddraw config.exe for you desired playstyle (windowed, upscale Fullscreen etc.)
5.: You can change the resolution of the game in Ja2.ini scroll down and change the number to your liking
6.: Done! Hit JA2.exe and have fun! ;)
DOWNLOAD:
1.13 v2
Please use this version, it's the original 1.13 v2 version from GITHUB which was removed some time ago. My Mod is only tested with this version all other versions are untested or causing bugs. (more in the README)
1.13 unstable v4-4xx from GitHub works two but you will find some strange items here and there!
https://drive.google.com/file/d/1QrbSC6_QuDVDCL-fejEpu8nf11b0yQaL/view?usp=drive_link
REDUX MOD:
https://drive.google.com/file/d/1R2UXEvsxd_wFBbWQdnI-0qV0yZLtclRC/view?usp=drive_link
- You have to change
"MAX_NUMBER_PLAYER_VEHICLES = 2" in the Ja2_Options.ini under Data-1.13/
to: "MAX_NUMBER_PLAYER_VEHICLES = 4" otherwise you can't access all vehicles
In my mod I have included the El Dorado car and the Jeep which means that there are now 4 cars not only 2.
I hope everthing works, I made some last minute changes which I only tested for a few minutes.
Cheers,
da_mad_king
All about modding JA2 |
13 comments
Submenus auto close
Thu, 08 January 2026 14:52
Installed most of the mods from jagged_alliance_3_113 list (except tons of ones) and the ReShader that makes the game resemble JA2 desaturating the cartoonish colors.
I don't know what caused it, but now the submenus in the game main menu, like options, new game, even load submenu autoclose themselves, even when in active use. I am trying to start a new game, I tweak the initial settings and poof: I am again in the main menu.
Sometimes, the selected initial options are preserved after reopening the new game submenu. Sometimes they are not.
JA3 Bugs & Tech Issues |
0 comments
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