Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » AV v1.10
AV v1.10[message #351862]
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Sun, 31 December 2017 23:52
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Arulco Vacations v1.10 is ready for download at the usual place! A lot of work has gone into all aspects of the mod - 110 new items, another new M.E.R.C. character (using voice files from another SirTech game of an original JA2 voice actor), another new in-country recruitable character (Doreen Harrows), 74 map sectors tweaked, Merc starting gear tweaked, major tweaks to the combat system, Arulcan Army loadouts modified, Arulcan Army patrols and garrisons modified, new Facilities, a new female I.M.P. portrait, and a whole lot more! You can find it on the download page of the blog, along with install instructions and notes on this release.
Enjoy!
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Re: AV v1.10[message #351978 is a reply to message #351862]
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Wed, 10 January 2018 09:10
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SmokinGun |
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Messages:69
Registered:June 2007 Location: Land of New Rising Sun |
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edmortimer wrote on Sun, 31 December 2017 21:52Arulco Vacations v1.10 is ready for download at the usual place! A lot of work has gone into all aspects of the mod - Enjoy!
Very Cool !
Congrats on another release and thanks for all your efforts. Will DL v1.10 and get it going.
I had to step back from playing 1.09 and refired up Arulco Revisited and playing some Urban Chaos. The complexity, sophistication and intensity of your mod, Arulco Vacations, was kicking my ass in a good way. At times I definitely felt overwhelmed and realized that playing a simpler, older 1.13 mod would give me some playtime to wrap my head around gameplay nuances and learn parts of the game better before diving into your mod.
JA2, the 1.13 constant upgrades over the years (improvements), and the details of Arulco Vacations are pretty astounding. There truly is no other "game" like it... - requiring attention, logistics, strategy, skill and hopefully luck at the right shot or miss at the wrong swing!
Thanks again and kudos to the Bears Pit community at large.
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Corporal
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Re: AV v1.10[message #352201 is a reply to message #352199]
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Sun, 28 January 2018 22:15
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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Hello Ed, let me 1st say Thank you!
While i adjusted some stuff to my personal preferences,
i noticed the value [ap_reload_loose = 2] in \apbpConstants.ini,
since it appears quite low i thought better ask here whether its a typo etc or intended.
p.s.
text message and voice of Jane Shepard on 1st click at AIM roster dont fit together
(audio: "Do i know you?"; edt: "lets hear it. Who are you and what do you want?")
[Updated on: Sun, 28 January 2018 22:53] Report message to a moderator
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Master Sergeant
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Re: AV v1.10[message #352242 is a reply to message #352219]
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Wed, 31 January 2018 13:48
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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The shopping part of Franks Heukermes appears to be buggy,
If i talk to him with r657 exe and hit the [Buy/Sell] button, the game freeze-locks,
i.e. even ALt+X will not allow to shut it down, only the taskmanager(win xp).
Doing that with stock 7609 exe results in: Assertion failure [line 990 in file shopkeeper interface.cpp].
Stack_trace.log is empty, vfs.log shows only the following errors:
[1.37109]: error: could not find section [] in container
[1.38736]: warning: could not ectract key value pair : :update_patrol_admins
[1.39426]: warning: could not ectract key value pair : reduce_bullet_impact - true
[12.3266]: error: could not find section [] in container
[12.3787]: warning: could not ectract key value pair : :update_patrol_admins
[12.3923]: warning: could not ectract key value pair : reduce_bullet_impact - true
Entirely cosmetic map issue:
Some roof tiles dont disappear after the inside of a building is explored, iirc already noticed some in Omerta,
the roof part over the entrances of Franks bar in San Mona definitely dont disappear.
Balance:
Playing @normal item progress speed(instead of minimum, and of course as always no "drop all";)
most mercs came with the Browning pistol and btw an excellet assortment of items, thanks;),
but e.g. a Stoner lmg and a C7ct for machinegunner/marksmann apppeared quite OP to me,
also the impact of low profile costs on JA2s financial aspect, add to that all the equipment for free.
(e.g.: running out of money? create an imp to sell his stuff)
I should mention that BR quality is at default although i always play at 1 or sometimes 2
as i thought it was intededly set to that lvl so we can see all new items in the shop,
would it affect item progress to go down if i lower BR quality?
The hiring fee of some mercs appears not to line up with their expertise,
e.g. compare Gasket or Juan to Static,
or low fee for Henning as the iirc most outstanding example that does ot line up with others.
(well, i wouldnt even hire him if he gave me money;)
may also want to check my last message as the "p.s." section was added after your reply.
p.s.
another thing i am not sure about whether intended or flaw:
3 new mercs met 4 bandits in a hut in B7(i guess placed there as they didnt want to change place)
and Guido could not withstand in sight of the loot they carried ;)
Expected that killing them would turn all members of bandit faction in Arulco hostile and checked in San Mona C6,
it did not, even fired a shot which called "bandit"s to cluster around the tile where the noise originated
(AI behaviour offers exploit opportunity;), with the shooter still standing there.
[Updated on: Wed, 31 January 2018 14:42] Report message to a moderator
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Master Sergeant
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Re: AV v1.10[message #352245 is a reply to message #352242]
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Wed, 31 January 2018 18:04
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Quote:
The shopping part of Franks Heukermes appears to be buggy,
If i talk to him with r657 exe and hit the [Buy/Sell] button, the game freeze-locks,
i.e. even ALt+X will not allow to shut it down, only the taskmanager(win xp).
Doing that with stock 7609 exe results in: Assertion failure [line 990 in file shopkeeper interface.cpp].
That's not good! I'll check it out.
Quote:Entirely cosmetic map issue:
Some roof tiles dont disappear after the inside of a building is explored, iirc already noticed some in Omerta,
the roof part over the entrances of Franks bar in San Mona definitely dont disappear.
I fixed them in the Update to v1.10
Quote:Balance:
Playing @normal item progress speed(instead of minimum, and of course as always no "drop all";)
most mercs came with the Browning pistol and btw an excellet assortment of items, thanks;),
but e.g. a Stoner lmg and a C7ct for machinegunner/marksmann apppeared quite OP to me,
also the impact of low profile costs on JA2s financial aspect, add to that all the equipment for free.
(e.g.: running out of money? create an imp to sell his stuff)
I should mention that BR quality is at default although i always play at 1 or sometimes 2
as i thought it was intededly set to that lvl so we can see all new items in the shop,
would it affect item progress to go down if i lower BR quality?
It's a 'vacation' - it is intended that you have plenty of money (no excuses for failure). As for Bobby Ray's, in line with the 'vacation' aspect it is intended that you have access to whatever you want - again, no excuses for failure. As you lower the Quality you will get closer to the actual in-game progress level.
Quote:The hiring fee of some mercs appears not to line up with their expertise,
e.g. compare Gasket or Juan to Static,
or low fee for Henning as the iirc most outstanding example that does ot line up with others.
(well, i wouldnt even hire him if he gave me money;)
I used a formula for every Merc's salary (except in-country RPCs). Static and Henning have lower salaries than expected because of their age and slower evolution (it's harder for them to learn). I may have to lessen the age penalty in the salary formula.
Quote:another thing i am not sure about whether intended or flaw:
3 new mercs met 4 bandits in a hut in B7
You'll find Kingpin's men in a few other sectors also. I can't control their behaviour, but have noticed you can fight the ones outside of San Mona without getting the ones in San mona hostile. Consider that they don't know you did it. However, once you get the ones in San Mona hostile then they will be hostile everywhere. Why this is different than the behaviour of Tony's gun smugglers . . . I can only guess it has something to do with the coding of the Fight Club and the Chalice quests. The same behaviour will be seen with the Hicks outside the farm -- killing those outside the farm won't turn the farm ones hostile, but killing the farm ones will turn the outside ones hostile. Again, I can only guess it has something to do with the coding of the marriage quest.
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Re: AV v1.10[message #352248 is a reply to message #352246]
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Wed, 31 January 2018 18:36
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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>Cosmetic map issues
"I fixed them in the Update to v1.10"
Pretty sure i also installed the update: v110-Update1.zip; 8.568.320Bytes; 2018_jan_28,
most likely successfully as timestamp of \data-av\maps\K10.dat is 2018_jan_27.
[Updated on: Wed, 31 January 2018 18:37] Report message to a moderator
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Master Sergeant
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Re: AV v1.10[message #352250 is a reply to message #352247]
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Wed, 31 January 2018 19:28
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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edmortimer wrote on Wed, 31 January 2018 18:29Quote:The shopping part of Franks Heukermes appears to be buggy,
If i talk to him with r657 exe and hit the [Buy/Sell] button, the game freeze-locks,
i.e. even ALt+X will not allow to shut it down, only the taskmanager(win xp).
Doing that with stock 7609 exe results in: Assertion failure [line 990 in file shopkeeper interface.cpp].
That's odd. I just tried that in my game and had no problem. Can you think of any modifications you made to JA2_Options or otherwise that might affect this situation?
I should mention that this first occured with enemies in sector,
which were not yet alerted at that time, probably even still unaware of our presence in sector at all.
Just in case there is a chance it carries over.
Cant imagine any of my changes causing it,
bytewise compare shows these changes in my \data-av\ja2Options.ini:
Toggle Spoiler
imp_min_attribute = 32 [35]
imp_max_attribute = 88 [85]
merc_level_up_salary_increase_percentage = 30 [33]
auto_save_every_n_hours = 0 [12]
additional_delay_until_loadscreen_disposal = 0 [2]
auto_collapse_inventory_at_turn_end = FALSE
milita_can_place_flags_on_mines = FALSE
soldier_tooltip_detail_level = 3 [2]
dynamic_tooltip_rangemodifier = 100 [75]
spotter_preparation_turns = 2 [3]
max_cth_penalty_for_moving_target = 24 [30]
camo_kit_useable_area = 25 [10]
(btw the latter change will cause a remaing camo value, which is unremoveable with rags,
better unequip all items with camo bonus before the change of the value in the .ini file)
energy_cost_for_weapon_weight = 80 [100]
energy_cost_for_weapon_recoil_kick = 80 [100]
suppression_effectiveness = 80 [133]
suppression_shock_intensity = 100 [133]
explosive_suppression_effectivenes = 125 [144]
allow_rain = FALSE
allow_lightning = FALSE
zombie_rise_behaviour = 1 [2]
zombie_spawn_waves = TRUE
zombie_rise_wave_frequency = 80 [60]
zombie_damage_resistance = 50 [0]
zombie_breath_ damage_resistance = 80 [0]
zombie_only_headshots_work = TRUE
zombie_difficulty_level = 4 [1]
zombie_only_headshots_permanently_kill = TRUE
game_progress_maximum_points_from_kills =30
game_progress_maximum_points_from_sector_control = 20
game_progress_maximum_points_from_explored_sectors = 25
allow_reinforcements_only_in_cities = TRUE
militiy_training_caryover_process = TRUE
Req_leadership_for_max_militia = 66 [86]
daytime_precision = 3 [4]
nighttie_precision = 2 [3]
max_soldiers_left = 2 [1]
enemy_roles_turns_to_uncover = 5 [6]
alert_on_dead_limit = FALSE
and as usual just in case, the changes in \data-AV\cthConstants.ini:
Toggle Spoilerbasic_reliability_odds = 20 [200]
base_target_invisible = -200.0 [-100.0]
Probably a local issue if no other player experiences the same,
so dont worry too much about it unless its confirmed by others.
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Master Sergeant
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Re: AV v1.10[message #352251 is a reply to message #352249]
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Wed, 31 January 2018 19:40
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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edmortimer wrote on Wed, 31 January 2018 18:42Quote:>Cosmetic map issues
"I fixed them in the Update to v1.10"
Pretty sure i also installed the update: v110-Update1.zip; 8.568.320Bytes; 2018_jan_28,
most likely successfully as timestamp of \data-av\maps\K10.dat is 2018_jan_27.
Is A10's timestamp January 2, 2018, and C5 is January 20, 2018?
timestamp for A10.map is jan_01_2017 19:58; size=497.054;
timestamp for C5.map is jan_20_2018 22:20; size=1.008.817
as far as i can see the files fom the v110-update1.zip, which i dlded on jan 28.
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Master Sergeant
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Re: AV v1.10[message #352276 is a reply to message #352272]
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Sat, 03 February 2018 17:26
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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more feedback on stuff experienced during gameplay, unsorted:
"Runtime error [assertion failure line 5879 in file items.cpp blabla
a default attachment could not be attached after merging, this should not be possible"
Happens if i try to extend a retracted stock that is attached to a M25 EBR.
Sidenote: depending on feedback from attachment slots,
the m25 ebr appears to accept more attachments(grip pod, m203pi, ism-v-ir) than the m21 ebr,
although both share the m14 ebr stock.
Btw Trigger Groups 2&3 can not be attached to weapons which are highlighted with cursor over trigger group.
Think there is another item but cant remember which one right now, in case will report it.
The roof tiles at Franks Bar now miraculously disappeared, no changes in game files or ram etc by me,
think i left the sector and returned before it occured but i not sure about that.
New "not disppearing roof tiles" in D5, house with 2 fridges inside&close to mine entrance,
affected tiles IDs: 17205, 17208, 17209, 17368, 17369, 17685, 17845, 17848-17852, 18008, 18009, 18011, 18012
"Gangster" faction turned hostile after some time(~1 day?)
An already running athlete needs 5 AP to cross 1 tile diaogonal, but only 2+2 if he runs "around" the tile,
i.e. athlets need less AP to run in zigzag instead of a straight line, which also partially negates the limited fov caused by running.
There is no option to split the ".30-06 Box, AP match" into mags or single rounds,
click on a Garand with said ammo box on cursor causes crash:
"assertion failure [line 859 in file item.cpp blabla.."
Enemies with 2 mercs standing/crouching/prone on an adjecent tile become invisible when e.g. dropped by attack effect,
(not sure if they can enter that state by simply going prone)
and stay that way until they decide to stand up and move/attack, usually killing at least one of my team(sounds like d&d;)
Other enemy in D5 stayed invisible until my spy entered an adjacent tile, the disguise dropped, spy dead :D
(i noticed enemy presence from spy name turning its color)
tried to spot her with 10xscope, even at 7 tiles she did not become visble(closer was too dangerous;)
Perhaps caused by camo settings values? I noticed the camo folder but didnt take a peek.
I know i can shoot at the tile to kill them before they recover and attack out of invisibility,
but i refuse to shoot at invisible targets in general, or glue tubes to barrels ...
Guido Grimaldi (btw great adddition to the roster):
The 5th skill covers and blocks access to his background on Laptop -> Personnel page.
p.s.
I can switch on/off an isolated Rifle Lam-Flashlight,
but if it is attached to the M25 ebr(and i guess weapons in general)
i get "assertion failure [line 6052 in file items.cpp blabla
p.p.s.
Cant load Beretta Silver Pigeon from within weapon properties window,
only the default way by dropping ammo on the weapon in mercs inventory.
Unload ammo works fine both ways(i.e. click on ammo counter of shift+r-click).
Also the silver pigeon shows up with no base sound volume,
there is not even a zero in the 1st column, only a +1 modifier.
Despite that the weapon appears to have correct <ubAttackVolume> entry in weapons.xml.
[Updated on: Sat, 03 February 2018 20:50] Report message to a moderator
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Master Sergeant
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Re: AV v1.10[message #352279 is a reply to message #352276]
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Sat, 03 February 2018 20:59
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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I'll check the LAM-Flashlight, the house in D5, the M21/M25 EBR attachments, Retracted Stock, .30-06 Box, & Trigger Groups. Seems like the Trigger Groups will be next to move to the (N)CAF system of attachments. I've got some rl stuff to do atm so will have to check on all that a little later.
I believe the diagonal movement costs more than zig-zag is intentional in the code - there's a thread about that on the forum that I read a while ago. I think it has to do with movement based on square tiles instead of hexagonal tiles.
I reduced the cover system variable a bit for v1.10, and may have to reduce it further. The enemy being invisible in an adjacent tile . . I think started with Sevenfm's improved AI cover and prone additions, but I'm not sure. If so, it's probably because my cover variables are higher than vanilla, and I'll have to reduce them.
Glad you like Guido!
Thank you for the feedback - I'll work on all this for the next update.
The Silver Pigeon . . . displays totally incorrectly in Bobby Ray's, and I have no idea why. All stats seem to be correct, having compared them with other shotguns numerous times. I am at a loss to figure out what's happening with that weapon. I have Leech with it now in my campaign, and will keep working on it.
[Updated on: Sat, 03 February 2018 21:02] Report message to a moderator
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Re: AV v1.10[message #352286 is a reply to message #352283]
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Sun, 04 February 2018 12:15
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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1st thank you for the updates!
However i wouldnt want you to get RL backdraws because of modding,
even if its a gamebreaking bug, so get that stuff done first! :D
Ok, next is only a tiny cosmetic issue of the Tripwire, its mini icon
(aka the one you see e.g. in pop up window when picking up more than 1 kind of item on tactical map)
needs x/y coordinates adjusted and also has transparency issue(wrong color set to appear transparent?)
p.s.
Negative reliability modifier of batteries has impact on Weapons reliability moddifier,
while tritium night sights provides +4
[Updated on: Mon, 05 February 2018 15:27] Report message to a moderator
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Master Sergeant
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Re: AV v1.10[message #352413 is a reply to message #352286]
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Wed, 14 February 2018 16:51
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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MiA1 Carbine (.30cal): the scope attachment slot lists "Scope+Reflex 4x" as one of the options,
as soon as i attach a Scope+Reflex 4x, it diappears into nothingness.
(checked sector and all mercs inventories in case the program had "teleported" the scope although Skitz had sufficinet inventory space)
Stats of the M1A1 also dont change as to expect on transformation into a "reflex-4xScoped M1A1", or so.
Also, many weapons i find have the current condition value higher than the repair threshold value.
Probably a minor issue as it does not appear to have consequences like crash when usuing such weapons,
(nevertheless i either sell them to Tony or shoot some rounds intil current condition </= repair threshold.
Regarding bug "game locks if pc tries to jump over obstacle and landing tile is occupied":
There are a couple of trees close to the fence in SW corner of Drassen Mine sector,
my sniper noticed 2 soldiers getting stuck there (and happily used the advice from Seven to hit [esc];)
Perhaps move the trees? E.g. put them on the same line as the fence.
Besides, i never got so much repeated attacks on city sectors, 2/h or 5+/day is not unusual, very nice!
Sometimes there is even no enough time to compensate the weapon weardown with Static, imp mechanic and occasional helper.
Plan is to get enough shells commando mortars to P3 so we can flatten the whole palace.
We have 30 shells on day 12 and Biggins(!;) just managed to steal our 3rd mortar from the last attacker in D15,
which he btw defends with Murray "Everybody knows who the best is now, son." McGillicutty :D
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Master Sergeant
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