Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Mod
Re: Arulco Revisited Mod v1.3[message #311156] Sat, 13 October 2012 23:31 Go to previous messageGo to next message
Sam Hotte

 
Messages:2003
Registered:March 2009
Location: Middle of Germany
The AP bonus for stealing (= picking up items) is IIRC not athletic but ambidextrous.
Re: Arulco Revisited Mod v1.3[message #311170] Sun, 14 October 2012 10:50 Go to previous messageGo to next message
Julix

 
Messages:93
Registered:June 2010
Location: Germany

Just started this on the newest version 56xx - and am encountering many stop watches. I assume that's because features aren't compatible yet. While you said that you don't know if they'd work together, I assume you do care if they work or not.

So when I give the letter to Fatima there's a stop watch where nothing works except quitting. [EDIT: I just tried again, and it didn't happen. So all is good, as long as you save often enough Smile ]
I'm getting some stopwatches when a lonely, wounded enemy that I stripped of all weapons gets an interrupt and sees me. I guess he doesn't know whether to hit me or run... :-S
Might be the new interrupt system. I'll restart the game without it, and report back if I still get those. (just as info for other people trying this).

[Updated on: Sun, 14 October 2012 10:51] by Moderator

Re: Arulco Revisited Mod v1.3[message #311172] Sun, 14 October 2012 11:15 Go to previous messageGo to next message
Gambigobilla

 
Messages:709
Registered:July 2008
Bad install i'd say. I'm currently playing AR (lies.. I'm playing XCOM) with 5618 and everything seems fine. But there is another issue might make difference, i don't like vfs system so i put everything in "Data-1.13" folder and use 1.13 vfs file. That probably wouldn't change a thing. So i recommend reinstall from scratch but backup your saves.
Re: Arulco Revisited Mod v1.3[message #311684] Thu, 01 November 2012 13:01 Go to previous messageGo to next message
onkelfrosti

 
Messages:17
Registered:October 2012
Location: DE
Heyho

Great Mod Grin
Sometimes after liberating an sector game chrashes -.-

BUT thats no problem, because of the save, made by the game...reload this save-game and all is fluffy Very Happy

btw...i play on insane with last AR...it is great
Re: Arulco Revisited Mod v1.3[message #311747] Sat, 03 November 2012 11:28 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Hi onkelfrosti.

Good to hear that you like the mod.

Could you give more detailed information on when/how the game crashes? Maybe it's something that I might be able to take care of.
Would also like to hear some more about how the game plays on insane - I never had the time to finish an insane campaign with the AR mod

Re: Arulco Revisited Mod v1.3[message #311777] Sun, 04 November 2012 12:46 Go to previous messageGo to next message
onkelfrosti

 
Messages:17
Registered:October 2012
Location: DE
the game crashes, when i conquered Drassen. I finished the sector and game crashes immitedialy after Ira starts her monolog about Drassen Mine. I do not know what happend, because of playing failsave-loading.

I had little bit changed things in the ini-editor before i began playing on insane:
- Merc

[Updated on: Wed, 07 November 2012 14:20] by Moderator

Re: Arulco Revisited Mod v1.1[message #312034] Wed, 14 November 2012 02:28 Go to previous messageGo to next message
Mercenario

 
Messages:21
Registered:July 2009
Location: Argentina
I've found a couple of bugs/inconsistencies:
-Firt of all, the "Come to my house" conversation with Kingpin doesn't trigger after defeating the 3rd/last opponent in the boxing ring. Instead, you can continue to bet, but won't have anybody to fight (they're all dead in my case).
-8th Day and Tony is still stepping outside...WTF?
-Devin doesn't sell anything.

EDIT: WAIT, ZOMGWTF! I've killed Hans, went to the backroom...and guess who was there? Well, Tony was there. Has he retired? Now all those "Tony stepped out" messages now make sense.
EDIT2: Change INI to 100% Tony chance. Still...he is outside. Now that I remember, the first I went there, the "Hans is annoyed by that lesbian customer" didn't trigger, he directly came up with "Tony isn't here". Weird. Guess I'll have to start ALL OVER AGAIN.

[Updated on: Wed, 14 November 2012 03:25] by Moderator

Re: Arulco Revisited Mod v1.1[message #312036] Wed, 14 November 2012 03:41 Go to previous messageGo to next message
Gambigobilla

 
Messages:709
Registered:July 2008
IIRC Tony stays where he is even when Hans says he stepped out. Also have you tried the side door? Then you won't need to talk with Hans.
Re: Arulco Revisited Mod v1.1[message #312038] Wed, 14 November 2012 04:33 Go to previous messageGo to next message
knightofni

 
Messages:100
Registered:August 2011
Problem is that if you do that, the whole Kingpin gang will attack you. I had to slaughter them all just to be able to sell to Tony.

Given the fact that BR is not available early on, maybe the mod could give 100% Tony chance as a default setting...
Re: Arulco Revisited Mod v1.1[message #312041] Wed, 14 November 2012 16:38 Go to previous messageGo to next message
Sam Hotte

 
Messages:2003
Registered:March 2009
Location: Middle of Germany
IIRC the Tony setting in the ini works only for new games (or at least before first visit to this sector).

@mercenario: Do you play AR 1.3 based on 1.13 v4870?

[Updated on: Wed, 14 November 2012 16:39] by Moderator

San Mona issues in AR v1.3[message #312046] Wed, 14 November 2012 18:45 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Thank you for your feedback, Mercenario.

1) The AR mod does not change anything about the inventory of the merchants. If anything goes wrong here, it's likely to be either a bad install or a bug in the v1.13-release. If you can reproduce the bug, you should be reporting it in the v1.13 subforum. (I think there have been some reports with the same content?!)

2) The boxing sequence in San Mona is one of the most complex and bugged moments of the whole game. This has been like this since vanilla. Golden rule is: save you game before talking to darren (or even before entering the sector), and if anything seems suspicious -> reload.
To make it clear: The AR mod does not change anything about the boxing sequence. If you encounter issues, they're bugs of ja2 (either vanilla or v1.13).

3) Tony and Hans: Again, the AR mod does not chance anything about Tony or Hans. If things don't work out as intended, you're most likely encountering a bug of v1.13 (by now, you can probably see the pattern behind all this... :headscratch: :nerd: )
The backdoor to Tony was created on purpose, to allow the player to visit him without having to deal with Hans. You can open the door with a regular key, which is placed somewhere inside the map (there are several keys in this map... take your time to look for them and you should be set.).

4) If you change "Tony chance", you should restart the game (=start a new game).

5) The INI file provided with the AR mod is 100% unchanged. It is in "stock v1.13" state. This was again done on purpose, because every player has his/her pwn preferences.

Re: San Mona issues in AR v1.3[message #312056] Wed, 14 November 2012 22:32 Go to previous messageGo to next message
Mercenario

 
Messages:21
Registered:July 2009
Location: Argentina
@Sam Hotte: Yes, I play with the latest Stable release. I can't stand the extra-JA1 mercs and other stuff (mostly "unpolished") of the latest release...

@Jasmine: Thanks for insta answer.
Well, it all leads to the conclusion of a faulty 1.13-Ja2 Install. I mean, it's the first time in 2 years that that happens to me. Weird thing is, the GOG installer passed the integrity check and I downloaded 4870 1.13 fine without problems. Guess I'll start another game and see how it goes.

Haven't told you before: Excellent mod, although it needs a few changes here and there.Mostly balance (As I find it extremely odd rushing to a enemy base with coolness 5 and looting ak-47's and m4's with 4x scopes) If you, somehow, could manage to add new NPC's and quests...wow, that would rock.
Re: San Mona issues in AR v1.3[message #312057] Wed, 14 November 2012 22:48 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3742
Registered:July 2009
JAsmine
2) The boxing sequence in San Mona is one of the most complex and bugged moments of the whole game. This has been like this since vanilla. Golden rule is: save you game before talking to darren (or even before entering the sector), and if anything seems suspicious -> reload.
To make it clear: The AR mod does not change anything about the boxing sequence. If you encounter issues, they're bugs of ja2 (either vanilla or v1.13).

3) Tony and Hans: Again, the AR mod does not chance anything about Tony or Hans. If things don't work out as intended, you're most likely encountering a bug of v1.13 (by now, you can probably see the pattern behind all this... :headscratch: :nerd: )
The backdoor to Tony was created on purpose, to allow the player to visit him without having to deal with Hans. You can open the door with a regular key, which is placed somewhere inside the map (there are several keys in this map... take your time to look for them and you should be set.).
I'm not sure you're getting off the hook that easily. Both the boxing event and (albeit to a lesser degree) Tony interact very closely with the maps. This expresses itself in requiring certain rooms, gridnumbers or doors both in the code and in .npc script files.


Re: San Mona issues in AR v1.3[message #312074] Thu, 15 November 2012 03:11 Go to previous messageGo to next message
Mercenario

 
Messages:21
Registered:July 2009
Location: Argentina
Oh crap. I changed the chance to 100%, started a new game, and even with that 100% he's still "outside".
Besides, again, conversation between Brenda and Hans didn't trigger, he just came up with "Tony stepped out for a bit"
Re: San Mona issues in AR v1.3[message #312082] Thu, 15 November 2012 08:46 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
I will look into this and eventually come up with a solution.

As a workaround for the time being: search for the key to tony's backdoor and engage into conservation with him directly without dealing with hans or brenda.

Re: San Mona issues in AR v1.3[message #312097] Thu, 15 November 2012 15:32 Go to previous messageGo to next message
onkelfrosti

 
Messages:17
Registered:October 2012
Location: DE
I haven
Re: San Mona issues in AR v1.3[message #312108] Thu, 15 November 2012 17:17 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
DepressivesBrot
Both the boxing event and (albeit to a lesser degree) Tony interact very closely with the maps. This expresses itself in requiring certain rooms, gridnumbers or doors both in the code and in .npc script files.

I'm aware of this entanglement and tried to be extra careful when changing maps with complex stuff going on in them.
That's why in D5 (boxing), *most* npc-positions, roomumbers and doors are in vanilla state.

However, when reworking roomnumbers for C5 (Tony) in the last version of AR, I changed Tony's roomnumber by an oversight. This is most likely what seems to disturb the whole "Hans-Brenda-Tony"-sequence.
But I wonder why it seems to work for some people? I'm also quite sure that I tested Tony before releasing v1.3. seems like I'll have to look into this some more...

Re: San Mona issues in AR v1.3[message #312115] Thu, 15 November 2012 18:03 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
The boxing sequence:
I just tested the fighting sequence in AR v1.3 - it works.
As I wrote before, I carefully tried to keep "key elements" of the map (D5) in vanilla state, to avoid making things worse than they already are.

I tested the whole fighting sequence (entering the club through conversation with spike, talk to darren, let spike go and get kingpin, let kingpin arrive, do the fights, be invited to kingpin's house, go to his house and get the chalice-quest) 3 times:
- the 1st time, everything went exactly as intended
- the 2nd time, the 3rd fighter knocked my merc unconscious and suddenly the whole kingpin-faction turned hostile on me and starte shooting
- the 3rd time, everything was okay until I knocked out he 1st fighter. Then, Kinpin suddenly invited me to his house and I was unable to do more fighting. I could take KP's quest but after the dialogue (in KP's house) finished, KP was teleported back to the club where he stood until I left the map.

-> I conclude, that the boxing-sequence is working in AR. "Working" means, that the whole sequence is bugged, but the AR mod does not add any more bugs to it. The sequence works in AR just as good (or bad) as in stock v1.13.

RoWa21
@boxing: The whole boxing stuff in San Mona is bugged (in every version of JA2 and 1.13). Sometimes it works, sometimes weird stuff happens. It seems we have to put some time into the boxing code to make it more stable ...
(post taken from this thread)


Furthermore, I reverted some gridnos in C5 to vanilla state. Tony (and the sequence between Hans and Breanda) definitely works as it should now.

[Updated on: Thu, 15 November 2012 20:16] by Moderator


Re: San Mona issues in AR v1.3[message #312120] Thu, 15 November 2012 20:00 Go to previous messageGo to next message
Sam Hotte

 
Messages:2003
Registered:March 2009
Location: Middle of Germany
Can confirm this also for AR 1.2 (v4870 + bugfix): Hans/Brenda/Tony as well as Spike/Darren/KP worked as intended.
Re: San Mona issues in AR v1.3[message #312121] Thu, 15 November 2012 20:23 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3742
Registered:July 2009
One thing that just occurred to me:
Hans will often try to fob off flunkies, so let a merc with better leadership talk to him.


Re: San Mona issues in AR v1.3[message #312125] Fri, 16 November 2012 01:37 Go to previous messageGo to next message
Mercenario

 
Messages:21
Registered:July 2009
Location: Argentina
I also thought the same. I used my IMP merc with 75 LDR...so...

Anyway, I've just reinstalled JA2, I'm gonna how it plays out.

EDIT: Well, reinstalling didn't fix a thing. I'll try this time to just install JA2 and 4870 without the update/quickpatch.

Mind you, what Im doing is to check whether it works is to hire a single merc, I CTRL+GABBI in Omerta, ALT+O, and then I teletransport to San Mona.

EDIT2: Nop, without the update/quickpatch, it still comes up with the same thing (Tony is out-Brenda won't talk to Hans).

EDIT3: Obviously, AR Mod has something to do with this, as I started a new game with just plain 1.13 INI and did the same test as describe above and the Hans-Brenda conversation came up. Checked it again just to be sure and it worked again. I'll re-download AR mod just to be sure.

EDIT4: Downloaded again. Still comes up with the same error. Devin still has nothing in his inventory. Ugh, I'll just wait for another update. In the meanwhile, I'll have to beat it. I hope that kind of error doesn't apply to other characters as well.

[Updated on: Fri, 16 November 2012 23:22] by Moderator

Re: San Mona issues in AR v1.3[message #312531] Tue, 27 November 2012 03:55 Go to previous messageGo to next message
markmid

 
Messages:6
Registered:January 2009
This looks amazing I shall be testing now! Many thanks for all the work that has gone into it so far, if I don't resurface with any comments, its because I am having too much fun Very Happy
Re: San Mona issues in AR v1.3[message #312564] Tue, 27 November 2012 20:34 Go to previous messageGo to next message
Flugente

 
Messages:3494
Registered:April 2009
Location: Germany
Forgive me if this has already been asked. I heard that your mod has pepper spray and tazers. What are the exact effects, ingame? Does pepper spray blind, and is the tazer a 'disguised' dart gun, or are there different effects?

Edit: Ignore what I did here.

[Updated on: Tue, 27 November 2012 20:38] by Moderator



Re: Arulco Revisited Mod v1.3[message #312610] Thu, 29 November 2012 09:47 Go to previous messageGo to next message
Istrebitel

 
Messages:217
Registered:December 2009
Location: Russia, Saint-Petersburg
Kapnah
I was defending SAMsite at Drassen when I got attacked by the Elites she sends and at the same time some of her patrols attacked my militia in Omerta.
The auto resolve screen popped up, not for the Omerta attack but for my defending SAM site.
I couldn't defend it my self, did win however but lost Omerta.
Perhaps this is just one of the normal bug from JA2.


JA2 has general problems when stuff happens simultaneoncely that shouldnt happen simultaneoncely.

In case anyone ever gets bug like that, after you reload, in order to prevent this from happening again, order your mercs to march towards enemy group that is going to attack you. Then skip at least 1 minute. This will make enemies stop marching towards your sector. Then you can return your mercs back and enemy will have to start marching towards your sector again. This can be useful generally, and especially when you need to prevent this kind of bug.
Re: Arulco Revisited Mod v1.3[message #312614] Thu, 29 November 2012 10:43 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
@Istrebitel:
Thank you for this helpful information. Very Happy


Btw, I'm currently doing some 'final' testing on AR v1.4. If everything works out as intended, I will do a release of v1.4 within this year.

Re: Arulco Revisited Mod v1.3[message #312624] Thu, 29 November 2012 16:40 Go to previous messageGo to next message
winehouse

 
Messages:92
Registered:October 2012
What are some of the new features in your mod?
Re: Arulco Revisited Mod v1.3[message #312629] Thu, 29 November 2012 20:24 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
I have a lot misses, especially in burst mode but in single shot, too. Even with machinegunners an within the range of the weapon and optics. Normally only the first shot hits. That happens in close range, too.

I'm using 5692 without overheating.

[Updated on: Thu, 29 November 2012 20:27] by Moderator

Re: Arulco Revisited Mod v1.3[message #312631] Thu, 29 November 2012 21:02 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Dyson
I have a lot misses, especially in burst mode but in single shot, too. Even with machinegunners an within the range of the weapon and optics. Normally only the first shot hits. That happens in close range, too.

I'm using 5692 without overheating.

The AR mod does not change anything about the way ncth or octh works.
If there is really something 'messed up' about which prevents you from hitting, than it must be something else.
Maybe you could be a bit more specific when describing your problem? Have you altered any ini's?

Re: Arulco Revisited Mod v1.3[message #312633] Thu, 29 November 2012 22:46 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
JAsmine

The AR mod does not change anything about the way ncth or octh works.
If there is really something 'messed up' about which prevents you from hitting, than it must be something else.
Maybe you could be a bit more specific when describing your problem? Have you altered any ini's?


I have only altered the militia settings (see_what_we_see...)
It is like you have soldiers with only a low marksmanship skill. But I have Magic, Shadow and Kelly. I tried different guns (MG, SMG, AR, SR) in different situations (I have freed 3 cities and explored a lot). The Laptop says I have between 38% and 45% hits. Normally that's higher. Guns and Attachements are norally in goof condition (means, I reapir them often). It feels like the soldiers fail.

On the other hand: I played the last JA2 in June and it was AIMNAS. Maybe it is normal behaviour but feels different to me.
Re: Arulco Revisited Mod v1.3[message #312639] Thu, 29 November 2012 23:19 Go to previous messageGo to next message
Hazapuza

 
Messages:264
Registered:February 2009
Location: Finland
Are you using NCTH? That might be the answer, it's still not properly configured in base 1.13.
Re: Arulco Revisited Mod v1.3[message #312641] Fri, 30 November 2012 00:32 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Oh,
ok....
Well, tha's it. I am using it. Thank you for helping
Re: Arulco Revisited Mod v1.3[message #312650] Fri, 30 November 2012 16:13 Go to previous messageGo to next message
nbhomie
Messages:1
Registered:November 2012
woooo~so good im love in it
Re: Arulco Revisited Mod v1.3[message #313114] Sat, 15 December 2012 21:07 Go to previous messageGo to next message
Vadim Dolvich

 
Messages:26
Registered:February 2009
Location: None
Hello JASmine, first I would like to thank you and your team for creating this mod. Its very good and adds a refreshing change to the game.

I have a few questions about the game.

I just took over most of Chitzena except top right sector. I started training militia and I only noticed how high is the militia upkeep cost. I haven't played in quite some time but I don't remember getting costs over $1000 for militia, so I want to change it so that defending the town doesn't bankrupt me.

I tried editing the DATA AR/JA2 Options ini however even after changing the militia upkeep costs, the daily expenses remain at the same point. Will I have to start a new game to get the new costs used?

Also I noticed something very odd, for some reason the mine wasn't paying up the money that it generated daily. This meant that I ran out of cash while I trained militia. Do I have to take over the town before I can start seeing returns on the mine?

Thanks in advance.
Re: Arulco Revisited Mod v1.3[message #313115] Sat, 15 December 2012 21:16 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Hi VadimDolvich.

Concerning militia:
Militia upkeep cost in AR is the same as in stock v1.13. The file data-ar\ja2_options.ini is in stock v1.13-state.
I tend to lower militia upkeep cost in my games by 25-33% because I also think it's too much.
Most changes in ja2_options.ini require a new game to take full effect.

Concerning mines:
In order to get the full income of a mine, you'll have to take all town sectors and have 100% loyality. I's also important to note, that the income will be transfered not all at once bute in several small steps each day. This is vanilla JA2 behavior. But a mine will pay money as soon as you take it.

Re: Arulco Revisited Mod v1.3[message #313120] Sat, 15 December 2012 23:52 Go to previous messageGo to next message
Vadim Dolvich

 
Messages:26
Registered:February 2009
Location: None
Thank you, I imagined it would be something like that.

I just started a game with the latest version (1.13 5782) to see if I like the features and if it does, I'll try AR with the latest build.
Re: Arulco Revisited Mod v1.3[message #313389] Thu, 20 December 2012 18:57 Go to previous messageGo to next message
Vadim Dolvich

 
Messages:26
Registered:February 2009
Location: None
I've been testing it with the latest build, 5718 and so far there aren't as many problem as I initially believed.

Skills.ini and JA2Options.ini displayed some errors so I copy/pasted from the latest build into AR's and it worked just fine. The red errors that appeared on startup no longer appeared. Music and maps also worked well because I basically copy pasted everything missing from AR data folder from the latest build.

The only feature that is not working well is the canteen refilling function. I read in Flugente's thread that every map or an XML needs to be updated with water data so that the game knows if you can refill the canteens, and the type of water that you'll get by refilling.

I'll keep testing with the latest build and editing this post if I discover anything else not working.

Question: what does the motor oil item do? I tried mixing with gas to make an eagle explosive but it didn't work.

[Updated on: Fri, 21 December 2012 03:10] by Moderator

Re: Arulco Revisited Mod v1.3[message #313408] Fri, 21 December 2012 13:18 Go to previous messageGo to next message
Sam Hotte

 
Messages:2003
Registered:March 2009
Location: Middle of Germany
Answer: nothing (in AR).
Re: Arulco Revisited Mod v1.3[message #313743] Mon, 31 December 2012 17:50 Go to previous messageGo to next message
IvanRa78
Messages:2
Registered:June 2011
Location: Serbia
First of all, AMAZING mod,totaly new experiance, thanks.
I have one question, i am at day 50 in the game, but there is no Bobby Rays guns, so when will they appear, when will they be available online, is there some triger,how to activate them.Or is there any way i can maybe manualy activate it, thanks
Re: Arulco Revisited Mod v1.3[message #313760] Tue, 01 January 2013 08:07 Go to previous messageGo to next message
Slax

 
Messages:1437
Registered:July 2006
Location: People riding polar bears...
Read the FAQ, Iv78.

Re: Arulco Revisited Mod v1.4[message #313855] Fri, 04 January 2013 00:44 Go to previous messageGo to previous message
JAsmine

 
Messages:315
Registered:May 2011
The next version of Arulco Revisited, v1.4, is on it's way to be released within some days. It was supposed to be out around x-mas 2012, but... RL.

After I've added some more stuff to it, v1.4 is now in it's final testing phase.

I've updated the first post of this thread with some more info.

edit: lv78, if you haven't figured out by now, BR won't be available after liberating Drassen. You'll have to progress deeper into Arulco to unlock BR...

[Updated on: Fri, 04 January 2013 00:46] by Moderator


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