Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Mod
Re: Arulco Revisited Mod[message #315225] Wed, 06 February 2013 16:52 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
@Andris:
No need to change this by hand. It's part of AR.

Re: Arulco Revisited Mod[message #315228] Wed, 06 February 2013 19:24 Go to previous messageGo to next message
spaeR

 
Messages:106
Registered:September 2008
Location: Hungary
Hi JAsmine!

Grat. for the great mod!

I have 2 question?

1) I want to modify the profiles (Prof.dat, Prof_Expert_TonsOfGuns.dat) but not work! Why?
2) Available new weapons for this mod? (perhaps the orig v1.13 weapons)!

... sorry the bad english:D
Re: Arulco Revisited Mod[message #315229] Wed, 06 February 2013 19:57 Go to previous messageGo to next message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
1) In options.ini the READ_PROFILE_DATA_FROM_XML is set to TRUE. hence the games reads from the according XMLs not the prof.dat etc. Either change this to false, edit the *.dat files then start new campaign. Or leave it at true but then use merc profiles editor and/or XML editor (in your installation folder) to edit the according XMLs.

2) The orig v1.13 weapons are in AR. Despite that, AR is no item mod, so no, there are no new weapons in it.
Re: Arulco Revisited Mod[message #315230] Wed, 06 February 2013 21:15 Go to previous messageGo to next message
spaeR

 
Messages:106
Registered:September 2008
Location: Hungary
THX!

The options.ini method is working, but then not wirk the new skill system!
The profile editor not work! I change the values, but not change in the game!
Re: Arulco Revisited Mod[message #315231] Wed, 06 February 2013 21:33 Go to previous messageGo to next message
spaeR

 
Messages:106
Registered:September 2008
Location: Hungary
Work with XML Copy editor!
THX the help!
Re: Arulco Revisited Mod[message #315239] Thu, 07 February 2013 00:10 Go to previous messageGo to next message
Larynx

 
Messages:184
Registered:April 2003
Andris
I didnt find anybody reporting this:
-Not sure if its a bug or "feature", but once I give father Walker a bottle of wine and he gets drunk, he stops reacting to my IMP mercs. He does react to Ira and Bull, but only with "I have a sermon to prepare". So no way to trigger the food for Drassen quest.

I went to him at about midnight. Should I try talking to him later?

When Father Walker is drunk, he is supposed to drop hints about the Crepitus. Do you have the Crepitus disabled in the .ini file? I just tried getting him drunk with the Crepitus disabled, and he became pretty much nonresponsive (I had already gotten him to send food to the rebels).

Wait for him to sober up, and try again.
Re: Arulco Revisited Mod[message #315248] Thu, 07 February 2013 12:00 Go to previous messageGo to next message
Andris

 
Messages:85
Registered:October 2006
Location: Budapest, Hungary

Nocturnal
When Father Walker is drunk, he is supposed to drop hints about the Crepitus. Do you have the Crepitus disabled in the .ini file? I just tried getting him drunk with the Crepitus disabled, and he became pretty much nonresponsive (I had already gotten him to send food to the rebels).

Wait for him to sober up, and try again.


Thank you for your answer! Yes I was missing the Crepitus dialogue (because I disabled it for the first time ever lol), not the food dialogue. The History tab clearly shows that the food quest is progressing fine.

Has anybody else tried the mod with a new SCI? I have not yet had time to start a game. I took the 1.13 options ini and overwrote the AR options ini. Now I dont get errors on startup.

I have also deleted the AR mercprofiles xml and edited the 1.13 mercprofiles xml with the location data discussed here at this forum.

I have 2 problems now. Im confused Razz
1)I dont know if deleting AR mercprofiles xml and editing the 1.13 xml was the correct thing to do to have the new(old) mercs working and Pablo and Maddog at the correct in my next game.

2)I have no idea which options.ini I have to modify now with Ini.editor to set my game up to my taste.

HALP!!! :computer2:
Re: Arulco Revisited Mod[message #315258] Thu, 07 February 2013 18:56 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Andris
1)I dont know if deleting AR mercprofiles xml and editing the 1.13 xml was the correct thing to do to have the new(old) mercs working and Pablo and Maddog at the correct in my next game.

2)I have no idea which options.ini I have to modify now with Ini.editor to set my game up to my taste.

1) AR ist compatible with the Deadly Games Mercs Add-on. You don't have to edit anything if you want to use the DG mercs add-on together with AR. More information on this issue can be found in Arulco Revisited.pdf !!!

2) You have to edit the INI files that are inside the Data-AR folder. You can select them in the INI editor. Again, more information on this issue can be found in Arulco Revisited.pdf !!!

Re: Arulco Revisited Mod[message #315262] Thu, 07 February 2013 22:57 Go to previous messageGo to next message
Larynx

 
Messages:184
Registered:April 2003
JAsmine
1) AR ist compatible with the Deadly Games Mercs Add-on. You don't have to edit anything if you want to use the DG mercs add-on together with AR. More information on this issue can be found in Arulco Revisited.pdf !!!

I'm not using that add-on, but I got an in-game e-mail informing me that "Leech" had died in the Philippines. That seems strange.
Re: Arulco Revisited Mod[message #315264] Fri, 08 February 2013 01:16 Go to previous messageGo to next message
Andris

 
Messages:85
Registered:October 2006
Location: Budapest, Hungary

Hmm ok Total fail here with Latest SCI (5845) + AR. I dont know if I just messed up the install or the files are incompatible.

1)I have GUI errors when: saving, stealing
2)My changes in XML's dont show up ingame.
3)I have no idea why my game works in tactical like a fast forward movie. I hate the speed.

Reverting back to the supported SCI. That works perfectly

If anybody manages to successfully merge the latest SCI with the ini editor, XML editor and manual edit working properly, please post how you did it. Thanks!

I hope tbird reads this Smile He loves to fiddle around with incompatible stuff Smile

Re: Arulco Revisited Mod[message #315266] Fri, 08 February 2013 13:15 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Nocturnal
JAsmine
1) AR ist compatible with the Deadly Games Mercs Add-on. You don't have to edit anything if you want to use the DG mercs add-on together with AR. More information on this issue can be found in Arulco Revisited.pdf !!!

I'm not using that add-on, but I got an in-game e-mail informing me that "Leech" had died in the Philippines. That seems strange.

Which version of v1.13 are you using? If it's an unstable revision newer than stable 4870, then it probably has the DG mercs add-on already included.
In other words: Is Leech available from the AIM roster?

Re: Arulco Revisited Mod[message #315267] Fri, 08 February 2013 13:25 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Andris
Hmm ok Total fail here with Latest SCI (5845) + AR. I dont know if I just messed up the install or the files are incompatible.

1)I have GUI errors when: saving, stealing
2)My changes in XML's dont show up ingame.
3)I have no idea why my game works in tactical like a fast forward movie. I hate the speed.

Reverting back to the supported SCI. That works perfectly

I simply can not guarantee for AR to be compatible with latest SCI.
I have tested AR with unstable revision 5795 + Gamedir 1597 and I've modified some of AR's files to to make it compatile in most regards.

Concerning your issues:
1) Don't know what's going on, either.
2) I don't know if the XML editor fully supports the latest XMLs. You should edit the by hand to make sure that it works.
3) Have you searched the INI if this is connected to a new feature?

If you want to be on the safe side, use 4870.

Re: Arulco Revisited Mod[message #315270] Fri, 08 February 2013 23:59 Go to previous messageGo to next message
Larynx

 
Messages:184
Registered:April 2003
JAsmine
Nocturnal
I'm not using that add-on, but I got an in-game e-mail informing me that "Leech" had died in the Philippines. That seems strange.

Which version of v1.13 are you using? If it's an unstable revision newer than stable 4870, then it probably has the DG mercs add-on already included.
In other words: Is Leech available from the AIM roster?

I'm using the official 4870 update - build 12.07.25. Leech was never available.
Re: Arulco Revisited Mod[message #315337] Tue, 12 February 2013 01:20 Go to previous messageGo to next message
Shepard

 
Messages:22
Registered:January 2013
Location: Chitzena beach
Heya. How do I move mobile militia? I trained 10 of them, but the only thing I can do is to change color of sectors :/
Re: Arulco Revisited Mod[message #315338] Tue, 12 February 2013 01:33 Go to previous messageGo to next message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
You cannot move mobiles directly. You 'guide' them indirectly by changing the colors:
[color:#33CC00]green[/color]: mobiles can patrol through this sector (meaning they can go into and out of this sector).
[color:#FFFF00]yellow[/color]: mobiles can move into this sector but not out.
[color:#FF0000]red[/color]: opposite to yellow; they won't go there but will move out from there.

So once a mobile squad has spawned in a sector, turn this sector red and a neighbouring to yellow. they will go to the yellow one. Turn this one red and the next yellow and they will march on to yellow. And so on.
Or e.g turn all road sectors between Drassen and Omerta to green, everything else to red to make them patrol this street without further bothering about them.

Another way to 'pull' mobiles is to lead the way with a merc. mobiles like to follow you around ...

[Updated on: Tue, 12 February 2013 01:34] by Moderator

Re: Arulco Revisited Mod[message #315355] Tue, 12 February 2013 17:59 Go to previous messageGo to next message
Shepard

 
Messages:22
Registered:January 2013
Location: Chitzena beach
Aha! Ok, will try it out. Thanks!
Re: Arulco Revisited Mod[message #315408] Thu, 14 February 2013 00:52 Go to previous messageGo to next message
tbird94lx

 
Messages:693
Registered:April 2002
Location: ohhhhhh canada
been enjoying this mod and am using an earlier IOV weapons mod that dosnt require a special exe or anything..its about 99% stable..but sometimes get crash to desktop's when trying to pick up or enemy picks up item that may not match up right..just a warning for others that use this with other add-ons


Re: Arulco Revisited Mod[message #315563] Mon, 18 February 2013 20:08 Go to previous messageGo to next message
Peal

 
Messages:260
Registered:August 2007
Location: Germany
And total failure for me as well with Arulco Revisited on Revision5702 SCI by goc_man

Seems like the skill system is buggy, Danny for example is only a Doctor, but not Ambidextrous. MercProfiles.xml under 1.13 data has Ambidextrous for Danny.

Also other Mercs do have the problem, that they only have 2 Skills while in MercProfiles there are 3.

And on IMP creation, you can only choose 2 major skills like Gunslinger/Marksman and not Gunslinger/Marksman/Hunter

So there is a bug somewhere.

[Updated on: Mon, 18 February 2013 20:11] by Moderator

Re: Arulco Revisited Mod[message #315564] Mon, 18 February 2013 20:20 Go to previous messageGo to next message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
Peal, IMO you'd better either stick with tested stable release version as base for AR or go for latest SCI from Depri (in my sig.) if you want to try AR on newer, unstable version.
Re: Arulco Revisited Mod[message #315567] Mon, 18 February 2013 21:42 Go to previous messageGo to next message
Peal

 
Messages:260
Registered:August 2007
Location: Germany
Sam_Hotte
... or go for latest SCI from Depri (in my sig.) if you want to try AR on newer, unstable version.


I'll do that and it will be bloody! Let's see if I can get the feature paradise of one of these Depri Builds to run with Arulco Revisited Smile

Oh dear :grimreaper:
Re: Arulco Revisited Mod[message #315581] Tue, 19 February 2013 18:06 Go to previous messageGo to next message
Peal

 
Messages:260
Registered:August 2007
Location: Germany
SCI_Unstable_Revision_5718_on_GameDir_1572

with

Arulco Revisited (AR v1.4 20130120)

Just copy and replace the Ja2_Options.ini and Skills_Settings.ini from 1.13 data to the AR data folder.

So far runs without issues!
Later Unstable Builds causing bugs with the merc tables.
Re: Arulco Revisited Mod[message #315598] Wed, 20 February 2013 07:52 Go to previous messageGo to next message
Peal

 
Messages:260
Registered:August 2007
Location: Germany
and I also got IOV 915 rebalanced version to work with it, now im the most happiest nerd in town, by far!
Re: Arulco Revisited Mod[message #315674] Sun, 24 February 2013 04:02 Go to previous messageGo to next message
nz_reg
Messages:1
Registered:February 2013
Peal
and I also got IOV 915 rebalanced version to work with it

How to do that, sir?
Re: Arulco Revisited Mod[message #315773] Wed, 27 February 2013 16:19 Go to previous messageGo to next message
S3rialThrill3r

 
Messages:27
Registered:January 2012
I'm using the most recent stable release of 1.13 along with the DG Mercs add-on 3.0.

Got two queries. After installing the mod, I accidentally started a new game for 1.13 only. After seeing that the strategic map didn't contain the new towns, I started up AR through the INI editor as per the instructions in the PDF. It also said that replacing the line, "VFS_CONFIG_INI = vfs_config.JA2113.ini" with "VFS_CONFIG_INI = vfs_config.AR.ini" in the INI file enables the mod to start without the editor. Thing is, when I checked the INI file, that line was already there. Anyway, the ja2.exe starts AR now. I just don't know how I fixed that problem.

Edit: Oh, I get it. For some reason, changing from "vfs_config.JA2113.ini" to "vfs_config.AR.ini" in the dropdown menu in the INI editor (WITHOUT SAVING) still changes the INI file.

Also, I noticed when creating a male IMP that there are only three voices to choose from as opposed to four in 1.13. Why is that?

[Updated on: Wed, 27 February 2013 16:24] by Moderator

Re: Arulco Revisited Mod v1.3[message #315859] Sat, 02 March 2013 17:47 Go to previous messageGo to next message
smuck

 
Messages:59
Registered:May 2011
Playing v1.4 there's still an NPC at Drassen in a hut. "Some one is in this sector..." when you click NPC it says not finished, and there's no talk...
Re: Arulco Revisited Mod v1.3[message #315864] Sun, 03 March 2013 02:10 Go to previous messageGo to next message
Kapnah

 
Messages:43
Registered:September 2011
Location: Philippines
At Smuck
That's probably Manuel, he's a recruitable merc if you have "deadly games merc's" installed.
Don't ask me how to get it running couse I wanne know as well Wink

At Jasmine.

Maybe its a good idea to write how to get DG mercs running in the pdf of AR.
The link to DL DG mercs is very handy btw.
Also I wonder why we cant enter A3 in right bottom from B3.
Re: Arulco Revisited Mod v1.3[message #315867] Sun, 03 March 2013 05:37 Go to previous messageGo to next message
Rednight

 
Messages:103
Registered:April 2004
Location: United States

Hi,

Just got back to the Pit. Where does it stand with this mod? It looks great. Can't wait to get home and start setting up different mods. Also need to get back to my fanfiction for the JA2 world. Any suggestions where to post it?
Re: Arulco Revisited Mod[message #315870] Sun, 03 March 2013 06:09 Go to previous messageGo to next message
Peal

 
Messages:260
Registered:August 2007
Location: Germany
How to run IOV 928 with AR1.4 and Unstable Rev.

This is a little bit messy but If some missing starting gear is not a game breaker for you (See known bugs), this runs pretty stable. So these instructions aren't meant to be the best way, but it was my way and it worked for me.


SCI_Unstable_Revision_5718_on_GameDir_1572
with
Arulco Revisited (AR v1.4 20130120)
and
IoV 928


1. Get a clean install of JA2.

2. Get SCI_Unstable_Revision_5718_on_GameDir_1572 from here : http://www.mediafire.com/?y3jh33fvhdfsh3n (Unstable 1.13 SCI).

3. Copy paste the Unstable_Revision (everything you download from the link above) into your new JA2 folder.

4. Get AR from http://www.bears-pit.com/board/ubbthreads.php/topics/298276/Arulco_Revisited_Mod.html#Post298276 follow the install instructions!

5. Just copy and replace the Ja2_Options.ini and Skills_Settings.ini from 1.13 data to the AR data folder.

6. Make a copy of folder Data-1.13 so you get access to the food items later. This copy will be called

[Updated on: Mon, 04 March 2013 00:38] by Moderator

Re: Arulco Revisited Mod[message #315872] Sun, 03 March 2013 09:41 Go to previous messageGo to next message
Zalpha

 
Messages:29
Registered:July 2009
Location: South Africa
I just want to say thank you so much for this mod, I don't think I will ever play JA2 with out it. I just found out about this mod from the front page, haven't played JA2 for almost a year and found myself wishing I had know about this mod sooner.

I added Jagged Alliance Deadly Games Mercs with all speech for 1.13 mod into Arulco Revisited v1.4 and just replaced the Arulco Revisited area that Mercs with speech mod changed and it's working perfectly so far.

http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/315871/1.html

Plus I get a 7th I.M.P. Merc which is awesome.

Is there any chance of adding more into the game? Maybe into the bottom right of seen (grayed out area) or maybe Caves to explore or secret area's/basements to go into? I find myself thinking if this what can be added, couldn't more be added?

Also this is the 1st time I haven't made it into Drasen in my 1st or 2nd day, took me awhile to make it there, awesome!

[Updated on: Sun, 03 March 2013 09:41] by Moderator

Re: Arulco Revisited Mod[message #315873] Sun, 03 March 2013 13:38 Go to previous messageGo to next message
sevenfm

 
Messages:1935
Registered:December 2012
Location: Soviet Russia
What should i do if i want to start training militia in checkpoints (roadblocks)?
I think of defining them as hidden towns in cities.xml, is that enough or is there some other way?
Do i need to start a new game for that?

p.s. great mod! playing AR 1.3 now


Re: Arulco Revisited Mod[message #315877] Sun, 03 March 2013 20:33 Go to previous messageGo to next message
Andris

 
Messages:85
Registered:October 2006
Location: Budapest, Hungary

Tried to install everything as you wrote but I dont think I managed to do it correctly:

-Imp Mercs have missing items even though they are there in the impstartinggear.xml
-Multiple warning messages at game start.
-Ini editor does not work = I says "choose a game exe to proceed", and the field is greyed out...

Here how I installed it:
1-Clean JA 2 Gold install check

2-Get SCI_Unstable_Revision_5718_on_GameDir_1572 check

3-Copy paste the Unstable_Revision (everything you download from the link above) into your new JA2 folder. check

4- Get AR + install check

So far everything works fine

5-Make a copy of folder Data-1.13 so you get access to the food items later. This copy will be called

[Updated on: Sun, 03 March 2013 20:34] by Moderator

Re: Arulco Revisited Mod[message #315879] Sun, 03 March 2013 22:19 Go to previous messageGo to next message
Peal

 
Messages:260
Registered:August 2007
Location: Germany
Andris

-Imp Mercs have missing items even though they are there in the impstartinggear.xml

There are some minor issues with starting gear, I had some Mercs as well missing some items. I think this is not a game breaker, but it is messy. Could be Rev 5718 maybe Rev 5720 runs better but everything above rev 5720 doesn't work with AR. I guess we have to life with that.

Andris

-Multiple warning messages at game start.


Sry, I said this before but I did not include this in the steps, so I added:

5. Just copy and replace the Ja2_Options.ini and Skills_Settings.ini from 1.13 data to the AR data folder.

if there is any warning messages at game start after step5 just tell me, or you could add the missing value just by yourself. You get the error report in the profile folder => UserProfile_JA2AR => ERROR_REPORT.iniErrorMessages

Andris

-Ini editor does not work = I says "choose a game exe to proceed", and the field is greyed out...


Man I had this at some point on my tryouts as well but I cannot remember what it was. This is serious, and definitive not correct. I guess you replaced the JA2.ini from the IoV archive, don't do that, copy and replace only the stuff in the data-IoV folder to the data-1.13 folder.

For IOV you only need the stuff from the data-IoV folder, no .exe or .ini only the data. Copy and replace everything, do the same with the 2 patches.




You only need to backup the 1.13 folder if you wanna play with the new food items and gameplay. If you disable the food gameplay on a new game you don't have to edit the xml.

I did not modify the xml I played without the food changes, because the new food items aren't placed on the AR maps and do not spawn as 1.13 loot, you can only buy them at stores. Because of that I did not even modify the xml, I disabled the whole food gameplay. Better save than sorry.

http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/314040/Re_IoV_Current_version_928.html#Post314040

You could ask WillyWonka

[Updated on: Sun, 03 March 2013 23:16] by Moderator

Re: Arulco Revisited Mod[message #315880] Sun, 03 March 2013 23:15 Go to previous messageGo to next message
jpg

 
Messages:44
Registered:January 2009
Location: north of Paris, France
Thanks peal, I followed your indications, the error messages disapeared after I copied both ini files from 1.13 data to AR data, but my mercs, both IMP and AIM, don't get any LBE or armor (I have armor and LBE in loot however).
Re: Arulco Revisited Mod[message #315882] Sun, 03 March 2013 23:35 Go to previous messageGo to next message
Peal

 
Messages:260
Registered:August 2007
Location: Germany
Yep I remember this as well, I had several missing starting items, unfortunately I have no fix for that, hope this isn't a game breaker for you, you can see it as additional challenge ;D

Maybe rev 5720 works better, but everything above rev 5720 doesn't work with AR. Maybe there is someone with a better way to get all 3 Mods to work, this was my way and it worked for me!

Pro Tipp:
Try to steal gear from unconscious elite enemy in the early game, this way you get all your armor and LBE gear you need.

@Jasmine
Thank you so much!

[Updated on: Sun, 03 March 2013 23:56] by Moderator

Re: Arulco Revisited Mod[message #315899] Mon, 04 March 2013 05:09 Go to previous messageGo to next message
Rednight

 
Messages:103
Registered:April 2004
Location: United States


Nobody answered my question, but I think I'm getting the answers anyway it seems. Have to get back home and do all this. I have clean copies of JA2, so I can do a few mods.
Re: Arulco Revisited Mod[message #315950] Tue, 05 March 2013 08:46 Go to previous messageGo to next message
Vince7403

 
Messages:146
Registered:February 2012
You *can* play AR on new revisions, but it takes some work. You'll have to reorganize the XMLs according to the instructions here: http://www.bears-pit.com/board/ubbthreads.php/topics/313737/New_feature_Class_specific_gun.html#Post313737

Then, use the enemy/militia item choice XMLs from 1.13 gamedir 1591 or newer and place them in the Inventory folder.
Re: Arulco Revisited Mod[message #315951] Tue, 05 March 2013 09:54 Go to previous messageGo to next message
S3rialThrill3r

 
Messages:27
Registered:January 2012
I'm getting a crash and I think it has something to do with this email I keep getting.

http://thumbnails107.imagebam.com/24122/8d9e22241218080.jpg

It usually happens not long after I let the time run on or immediately after I close the window. I don't think I can progress any further unless I prevent the email from coming up.

By the way, as someone mentioned earlier, Barry seems to have a mechanical skill level of 44.
Re: Arulco Revisited Mod[message #315960] Tue, 05 March 2013 15:15 Go to previous messageGo to next message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
S3rial, pls tell us which version of 1.13 (and additional modding etc.) you are using as base for AR.
This is seeminglynot plain 1.13 v4870 release version, is it?

However this looks like it was meant to be a mail from M.E.R.C. about salary increase for one of your hired MERCs. Can you say who did a level lately (to narrow down on the potential cause)?
Re: Arulco Revisited Mod[message #315962] Tue, 05 March 2013 16:17 Go to previous messageGo to next message
S3rialThrill3r

 
Messages:27
Registered:January 2012
I'm only using the latest stable release (4870) with the bugfix and the DG Mercs add-on (3.0) which is supposed to be fully compatible. I believe the most recent level-up came from Reuban, although I also hired Flo, Biff and Gumpy. I can't make sure by looking at the email now since the save isn't playing nice anymore. It crashes as soon as the email notification flashes on the laptop icon.

Could it be that the DG Mercs add-on is responsible for this (and perhaps Barry's abnormal mechanical skill)? I believe it was mentioned that AR doesn't alter mercenary stats, so that's got to be it right?
Re: Arulco Revisited Mod[message #315963] Tue, 05 March 2013 16:46 Go to previous messageGo to previous message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
IIRC 44 MECH for Barry is perfectly normal for 1.13.
But yes, i'd think that the DG-mercs thingie is somehow picking the wrong mail text or something the like ...
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