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Re: Arulco Revisited Mod[message #309472] Fri, 24 August 2012 02:07 Go to previous messageGo to next message
Larynx

 
Messages:183
Registered:April 2003
I've done Alma, and I didn't notice any loyalty difference from stock 1.13 (or vanilla JA2 for that matter).

What I have noticed in 1.13 (including AR) is that the enemy doesn't always observe the grace period in the .ini settings. If you take two town sectors in quick succession and start training militia in the second one, the enemy may re-take the first one in just a few hours even though the grace period may be set for 2 or 4 days (I play with reinforcements turned off, so it shouldn't be that). That will knock the loyalty down and make things difficult in some towns.
Arulco Revisited v1.3[message #309570] Mon, 27 August 2012 23:34 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Work on the next version of the mod is proceeding. I've got enough spare time on my hands to work on AR several times a week.
If I can go on like this, I might be able to release within a few days.
The next version will tackle the problems that users (and I) encountered while playing the mod.
This includes bugs and balancing issues.
Lots of maps have been updated and polished for better gameplay.
Of course, there wll also be some new content in the next release. The focus in this area however, is on expanding old locations rather than adding new ones.

For example, underground level of Tixa will be expanded:
http://img.xrmb2.net/images/187872.png
(right-click to enlarge)

Re: Arulco Revisited v1.3[message #309584] Tue, 28 August 2012 13:01 Go to previous messageGo to next message
Slax

 
Messages:1433
Registered:July 2006
Location: People riding polar bears...
At this pace I'd very much like to see this get integrated into 1.13 proper.
Grounds for an in-game campaign selector, maybe?

Quality's already outstanding. What more could you want?

Re: Arulco Revisited Mod v1.1[message #309720] Sat, 01 September 2012 05:31 Go to previous messageGo to next message
Lord_Hades

Messages:1
Registered:October 2011
Thanks for the mod! downloading..
Re: Arulco Revisited Mod[message #309772] Mon, 03 September 2012 01:48 Go to previous messageGo to next message
Larynx

 
Messages:183
Registered:April 2003
JAsmine
Concerning loyality in balime: for the next release of ar, loyality in all towns will be reworked. Thanks for the feedbaxk.

After taking all 6 sectors of Meduna, defending the SAM site (lucky I was there waiting for rain to stop or I probably would have lost all loyalty), and returning the chalice in Chitzena, I still did not have enough loyalty to train militia in Meduna.
Re: Arulco Revisited Mod[message #309785] Mon, 03 September 2012 22:56 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Nocturnal
JAsmine
Concerning loyality in balime: for the next release of ar, loyality in all towns will be reworked. Thanks for the feedbaxk.

After taking all 6 sectors of Meduna, defending the SAM site (lucky I was there waiting for rain to stop or I probably would have lost all loyalty), and returning the chalice in Chitzena, I still did not have enough loyalty to train militia in Meduna.

btw, how was it in Vanilla JA2? Was there enough loyality in Meduna after conquering it?
Am not quite sure right now.

Re: Arulco Revisited Mod[message #309789] Tue, 04 September 2012 00:28 Go to previous messageGo to next message
Larynx

 
Messages:183
Registered:April 2003
JAsmine
btw, how was it in Vanilla JA2? Was there enough loyality in Meduna after conquering it?
Am not quite sure right now.

In vanilla JA2 (including 1.13, I think), taking three of the six Meduna sectors and returning the chalice (5% boost in vanilla versus 2% in AR) would get you enough loyalty to train militia.
Re: Arulco Revisited Mod[message #309791] Tue, 04 September 2012 14:34 Go to previous messageGo to next message
clbg

 
Messages:35
Registered:February 2007
Location: Moscow, Russia
Excellent mod! Been playing it for few weeks - finally JA2 v1.13 have Arulco v1.13 to play around Smile Keep up with this good work!

Just minor reports from me:
a) As I like to keep merc's sidearms from starting gear I got into trouble to supply Thor's DE .357 with ammo. There is a lot of rare pistol ammo placed in Arulco, but almost no .357 ammo of any type found at this moment (progress > 70).
b) At the roadblock two sectors south from Alma there is a crate in barracks with 10 to 20 sniper scopes and bipods placed in it. Typo? There is also metal detector lying outside the building (probably it was supposed to be in crate just behind the wall?)
c) A crate in San-Mona's brothel is unaccessible (missing room info?)
Re: Arulco Revisited Mod[message #309794] Tue, 04 September 2012 17:12 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Thank you for your feedback. I will look into it and fix the issues.
Concerning rare ammo: The next release will again add lots of stuff to the sectors. There might be some .357 ammo present, but like all the stuff in AR, it' appereance might be random.

Re: Arulco Revisited Mod[message #309811] Tue, 04 September 2012 20:14 Go to previous messageGo to next message
JP'TR

 
Messages:104
Registered:April 2009
Location: Germany
Bug: It is possible to drive with the Hummer in Sector K16/J16, but once you are in, there is no way back. Just the Message "This vehicle can only drive on roads".

[Updated on: Tue, 04 September 2012 20:15] by Moderator

Re: Arulco Revisited Mod[message #309815] Tue, 04 September 2012 21:13 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
coolberg
b) At the roadblock two sectors south from Alma there is a crate in barracks with 10 to 20 sniper scopes and bipods placed in it. Typo? There is also metal detector lying outside the building (probably it was supposed to be in crate just behind the wall?)
c) A crate in San-Mona's brothel is unaccessible (missing room info?)

b) Bug confirmed and fixed.
c) The crate behind Madame's desk is supposed to be inaccessible. You'll have to kill her (and fight Kingpin) if you want it. You're right about missing room info.

scope100
Bug: It is possible to drive with the Hummer in Sector K16/J16, but once you are in, there is no way back. Just the Message "This vehicle can only drive on roads".

Good finding! What the heck were you doing with the humvee down there?
It's a typo in a xml. Is fixed now.
I hope you can go back to an older save so you won't lose your humvee?

Re: Arulco Revisited Mod[message #309827] Wed, 05 September 2012 09:03 Go to previous messageGo to next message
JP'TR

 
Messages:104
Registered:April 2009
Location: Germany
Sure thing was not a problem, just saw a few red dots in there i had to take care of, 2 times now. Razz
Re: Arulco Revisited Mod[message #310071] Thu, 13 September 2012 13:04 Go to previous messageGo to next message
Voteslave

 
Messages:28
Registered:July 2005
Am thinking of trying this with the goc_man SCI - anyone tried this already? Or are there aspects of that which will definitely mess things up?

thanks
Re: Arulco Revisited Mod[message #310077] Thu, 13 September 2012 14:11 Go to previous messageGo to next message
lockie

 
Messages:3819
Registered:February 2006
Location: Scotland
Just try it and let us know if it's a dud ... Smile

Just remember to have a second copy of JA2 before you add any mods !


Re: Arulco Revisited Mod[message #310081] Thu, 13 September 2012 15:15 Go to previous messageGo to next message
Voteslave

 
Messages:28
Registered:July 2005
just installed it all in my lunchbreak so no actual time to play it yet

i didn't notice it overwriting anything so am optimistic

it does seem to start OK though i get a lot of red error writing as part of the start up (not there long enough to read) - is this normal?
Re: Arulco Revisited Mod[message #310082] Thu, 13 September 2012 15:54 Go to previous messageGo to next message
Gambigobilla

 
Messages:705
Registered:July 2008
I don't use goc_man's SCIs but just to be sure if you did not overwrite anything, this means exe file is renamed. If so, you should not run game from original ja2.exe it would mess your game irrecoverably. There should be sth like ja2_5412.exe in your game folder. Run this exe for the game. If you've overwriten the exe file or game folder does not contains another exe then ignore this post.



Re: Arulco Revisited Mod[message #310089] Thu, 13 September 2012 16:26 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Voteslave
just installed it all in my lunchbreak so no actual time to play it yet

i didn't notice it overwriting anything so am optimistic

it does seem to start OK though i get a lot of red error writing as part of the start up (not there long enough to read) - is this normal?

The massive red text on startup probably won't harm you. It's just the game complaining about missing entrys in the ja2_options.ini. The entries are missing because ar comes with an ini file from plain 4870. Newer features ask for new entrys within that file. The game will alert you but should run fine.
However, if the mod actually works with this sci is another story.

Re: Arulco Revisited Mod[message #310090] Thu, 13 September 2012 16:29 Go to previous messageGo to next message
Sam Hotte

 
Messages:1997
Registered:March 2009
Location: Middle of Germany
The error messages are probably due to missing line in AR's options.ini. The newer exe from goc's SCI expects new options to be set. If missing - like in AR - default values are used. So you can usually ignore those warnings if the games starts seemingly OK.
Re: Arulco Revisited Mod[message #310092] Thu, 13 September 2012 16:35 Go to previous messageGo to next message
Voteslave

 
Messages:28
Registered:July 2005
thanks guys

does this mean i can't change any of the SCI .ini settings - or is it just ok to manually edit the .ini file and add in new entries (or even use a newer version of the editor?)
Re: Arulco Revisited Mod[message #310095] Thu, 13 September 2012 16:49 Go to previous messageGo to next message
Gambigobilla

 
Messages:705
Registered:July 2008
You can manually add those lines.
Re: Arulco Revisited Mod[message #310098] Thu, 13 September 2012 18:02 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
No need to add the lines by hand.
You can simply replace the ja2_options.ini in AR's profile folder with a new ini from your sci.
The ini provided with AR is an unodified ini from 4870.

Replacing AR's ini with the proper (newer) one should result in a "clean" gamestart (without red text).
You can then edit the ini as usual via INI editor or by hand.

Arulco Revisited Mod v1.3[message #310115] Thu, 13 September 2012 23:06 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Btw, the new version of AR, v1.3 is finished. Atm, the version is being tested and it will be ready for release within a few days. :type:

Re: Arulco Revisited Mod v1.3[message #310131] Fri, 14 September 2012 08:02 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
*Thumbs up!*
Re: Arulco Revisited Mod v1.3[message #310136] Fri, 14 September 2012 10:53 Go to previous messageGo to next message
Slax

 
Messages:1433
Registered:July 2006
Location: People riding polar bears...
Better find yourself a nice black dress, Deidranna. It's go time. :rifle:

Re: Arulco Revisited Mod v1.3[message #310138] Fri, 14 September 2012 11:24 Go to previous messageGo to next message
sidew

 
Messages:49
Registered:June 2012
Can I continue the actual campaign or I must restart a new one after update from 1.2?
Re: Arulco Revisited Mod v1.3[message #310139] Fri, 14 September 2012 11:49 Go to previous messageGo to next message
clbg

 
Messages:35
Registered:February 2007
Location: Moscow, Russia
I ran into trouble twice, while attempt to fight in the ring at San-Mona. At first day, after third fight Kingpin invited me to his house and was attempting to leave the building, but Spike was staying in the doors after he came back, so Kingpin was unable to make kis route to exit - endless clocks. I pass over this by adding a temporal "boss door" in map editor, so when he left the building thru that door and game returned control to me, i left the building too (Spike was still in the doors), saved and removed the portal.
Next day, when i come for another $15k, i ran into problem immediately after chat with Spike. He said that i may come in, opened the door, step one tile in and stopped, again right in the same tile as day before. So now even i was unable to pass him. Of course, the "door trick" .. but there was no fun anymore.
Is it possible, that such a bug caused by modified maps? In vanilla Spike was stepping one tile aside, not in.
Re: Arulco Revisited Mod v1.3[message #310140] Fri, 14 September 2012 11:55 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Concerning compatibility between versions of AR: you can not upgrade a running game, continue your campaign and expect everything to work as intended. Sorry, but that's because of how ja2 handles your savegames: as soon as you visit a map, it will be stored in your savegame. The game will then ignore the map file in the data folder and use exclusively the map stored in your savegame. Apart from that, some xml files were changed and require a new fame to take effect.

If your running campaign is already very advanced, i would recommend to finish it and then upgrade to v1.3.



Edit: thanks for reporting this, coolberg. Will check it out.

[Updated on: Fri, 14 September 2012 11:57] by Moderator


Re: Arulco Revisited Mod v1.3[message #310143] Fri, 14 September 2012 12:53 Go to previous messageGo to next message
Sam Hotte

 
Messages:1997
Registered:March 2009
Location: Middle of Germany
Cannot confirm the bug with spike; in my game (AR 1.2 + 4870 + Bugfix) it worked OK. Spike always takes a step from the door in direction outside from bar room, not into it.
Re: Arulco Revisited Mod v1.3[message #310154] Fri, 14 September 2012 15:31 Go to previous messageGo to next message
sidew

 
Messages:49
Registered:June 2012
Thanks JAsmine. So I 'll wait, because my current campaign is still advanced (near half Arulco freed).

Thanks to your mod, expecially with the unavailability of BR in early games, I rediscovered most useful weapons that I never tried before.... Wink


Re: Arulco Revisited Mod v1.3[message #310236] Sun, 16 September 2012 22:33 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
@sidew: Thanks. You're welcome.


@coolberg:
Concerning issue with Spike in San Mona.

I can also not confirm the bug. Maybe you can provide a savegame, but my guess is, that the changed map in AR doesn't mess up things with Spike and Kingpin.

Keep in mind, that Kingpin and his extreme fights is one of the most sensitive parts of the whole game. And by "sensitive" I mean "prone to go wrong". No matter which version of JA2 (w/wo v1.13) you're using, I would strongly recommend to save your game in a new slot befor entering San Mona and especially D5, because things may not work properly there.

As another workaround you could maybe blow a hole into the wall of the club to create a new door.

Re: Arulco Revisited Mod v1.3[message #310254] Mon, 17 September 2012 02:10 Go to previous messageGo to next message
Gambigobilla

 
Messages:705
Registered:July 2008
I've played almost every JA2 mode that exists, but i never encountered this boxing bug. I guess i'm pretty lucky about it [/randomrant]
Re: Arulco Revisited Mod v1.3[message #310260] Mon, 17 September 2012 08:26 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Gambigobilla
I've played almost every JA2 mode that exists, but i never encountered this boxing bug. I guess i'm pretty lucky about it [/randomrant]

Ask other people. Search the forums. Problems with boxing have existed in JA2 since vanilla.

Apart from that, you are the only one so far to report this bug. I checked it and couldn't reproduce the bug. Anothe user also couldn't confirm it.
You shouldn't be ranting but rather believe me when I tell you that you're not the first one to have trouble with the figbts in san mona. And you won't be the last one, either. No matter which ver. Of ja2 you,re using.
Also, keep in mind that, especially on bp forum, you might not be the only one who has played 'almost every ja2 mod that exists". Wink

[Updated on: Mon, 17 September 2012 08:51] by Moderator


Re: Arulco Revisited Mod v1.3[message #310261] Mon, 17 September 2012 09:33 Go to previous messageGo to next message
Voteslave

 
Messages:28
Registered:July 2005
hi JAsmine

any eta for 1.3, really looking forward to this

thanks
Re: Arulco Revisited Mod v1.3[message #310263] Mon, 17 September 2012 12:11 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Voteslave
hi JAsmine

any eta for 1.3, really looking forward to this

thanks

Well, I recently added one minor fix to the package. Apart from that, it has been ready for release since 3-4 days. Atm, it is being tested to make sure everything works out fine. If we don't find any issues, we will release . It will probably be within this week.

Re: Arulco Revisited Mod v1.3[message #310265] Mon, 17 September 2012 12:14 Go to previous messageGo to next message
Voteslave

 
Messages:28
Registered:July 2005
great news - having just discovered this mod am really looking forward to having a go

many thanks
Re: Arulco Revisited Mod v1.3[message #310266] Mon, 17 September 2012 13:37 Go to previous messageGo to next message
Blue_Fox

 
Messages:547
Registered:September 2006
Location: Netherlands
Hi again.

Time to play JA again and gonna proceed with the AR version.
Which 1.13 SCI version i need to install now?

[Updated on: Mon, 17 September 2012 13:39] by Moderator

Re: Arulco Revisited Mod v1.3[message #310267] Mon, 17 September 2012 14:07 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Requirements are in the first post of this thread.
Some people have experimented with new SCIs.
In general: AR works with new SCIs but I can't give any support.

Re: Arulco Revisited Mod v1.3[message #310270] Mon, 17 September 2012 16:24 Go to previous messageGo to next message
Blue_Fox

 
Messages:547
Registered:September 2006
Location: Netherlands
Can't find the sci version anymore, some can help me out with this?
Re: Arulco Revisited Mod v1.3[message #310277] Mon, 17 September 2012 17:53 Go to previous messageGo to next message
Sam Hotte

 
Messages:1997
Registered:March 2009
Location: Middle of Germany
What SCI version are you talking about?
Edit: latest 1.13 SCI is AFAIK goc_man's SCI (but don't ask me, which version of 1.13 this is).

[Updated on: Mon, 17 September 2012 17:56] by Moderator

Re: Arulco Revisited Mod v1.3[message #310278] Mon, 17 September 2012 17:54 Go to previous messageGo to previous message
lockie

 
Messages:3819
Registered:February 2006
Location: Scotland
http://tinyurl.com/cux34yk


Ahh , blue Fox , have you forgotten the instructions already ?

The link above will lead to latest builds , browse and try , after all , you're not a newbie here !


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