Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » Arulco Vacations (A Tweak of the v1.13 Mod)
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Re: Arulco Vacations[message #343876 is a reply to message #343809]
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Thu, 28 January 2016 03:29
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InfinityV |
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Messages:7
Registered:February 2009 |
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Zombie_SPAWN_WAVES is set to TRUE by default, is that intentional? I believe I'm encountering far more zombies than the 1 in 20 chance (especially in combat heavy sectors where I have militia reinforcements vs enemy reinforcements). I think I killed about 20-25 zombies in one battle when fighting off the Drassen counterattack. (20 militia + 10 mercs vs 40 enemy) After the battle ended, zombies kept respawning non-stop on the tactical screen and I had to turn off zombies lol.
Also, a few suggestions:
1) given the higher militia training requirements, I believe you should turn on Militia_Training_Carryover_Progress = TRUE. It helps out just a bit
2) $3 is a bit cheap for an IMP character, given the $100K starting budget I think it'd be more interesting to set the cost at $1000 to start, but turn on Dynamic_IMP_Profile_Cost.
3) Sometimes, while exploring towns on the tactical screen, enemies from nearby sectors will send in 1 or 2 guys at a time instead of attacking as a full unit. For example, a nearby sector might have 12 enemies, but they send 3 waves of 1-2 guys to attack and then hold back on the rest. It ends up being extremely annoying. Not sure if this is intentional or a bug.
[Updated on: Thu, 28 January 2016 04:02] Report message to a moderator
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Private
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Re: Arulco Vacations[message #343877 is a reply to message #343876]
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Thu, 28 January 2016 05:42
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Quote: Zombie_SPAWN_WAVES is set to TRUE by default, is that intentional?
No. That must have been left on from a playtest -- I had some trouble with my computer at the end of v1.05, and must have missed that. That said -- even though there's supposed to be a 1 in 20 chance . . . evidently the game engine doesn't know percentages very well, and there will be more than 1 in 20 usually (and they can keep on coming back undead until the game engine determines they can't).
Quote:Also, a few suggestions:
I intend it to be difficult to train militia -- but you, as the Player, can change that in the settings if you like.
I've been thinking about the IMP fee . . . dunno which way I'll go with it yet, though.
Enemy coming in from other sectors -- I'm also thinking on this one, thinking on making it take longer for them to arrive, but to arrive in greater numbers. It is intentional that they come in in groups of 2-6, as of now. Though, like you, I have found that they rarely, if ever come in with more than 3.
I'm still thinking on these things, and on other aspects also. But whatever I decide, the neat thing is that you, as the Player, can tweak it to your likes through the ini and xml files no matter what I set the default to.
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Re: Arulco Vacations[message #343878 is a reply to message #343877]
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Thu, 28 January 2016 11:10
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InfinityV |
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Messages:7
Registered:February 2009 |
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I think it's the Zombie_SPAWN_WAVES = TRUE that's causing the mass zombies, because its description is that every few turns it runs an RNG check, which means it's basically 5% zombie spawn rate per corpse per X turns. On a huge battlefield like Drassen with 50+ corpses, that basically means every few turns, guaranteed zombies lol.
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Re: Arulco Vacations[message #343968 is a reply to message #343961]
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Fri, 05 February 2016 04:14
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Actually, it's just "Ray's Guns & Stuff", an imagined knock-off of Bobby Ray's. The sign was in the tileset so I made the store, and guarded it with the stun & gas traps. It awaits a new shopkeeper -- when I get one to work and have the voice files. Until then, the Kingpin owns the store -- reselling to the civilians what he gets from Tony cheap. So, yes, if you take the stuff Kingpin's gang will turn hostile.
Edit: Oh, for clarity, the store is in San Mona, not Cambria.
[Updated on: Fri, 05 February 2016 04:16] Report message to a moderator
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Re: Arulco Vacations[message #346861 is a reply to message #346860]
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Sat, 10 September 2016 20:59
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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v1.07 is almost ready. I'm just running through it one last time to make sure everything works. I could probably release it this weekend, but to be on the safe side I'll -probably- give it a few more days of testing then release next weekend.
Arulco Vacations comes with Sevenfm's latest executable for r7609 -- which includes most, if not all, of the fixes of the latest v1.13 executable -- plus a tremendous amount of work on the AI. Sevenfm's executable really improves the AI tactics. Unfortunately, Arulco Vacations and Sevenfm's executable are built on r7609, and so are not compatible with the latest v1.13 executable or data.
v1.07 of Arulco Vacations is a massive upgrade from v1.06 -- nearly every aspect of the game has been modified to make the entire experience more open-ended, and both easier and more difficult at the same time. Easier in the sense that more options are readily available (like fully war-ready gear kits, more and expanded IMP Backgrounds, more starting cash, more weapons & items, non-linear gameplay, et al), and more difficult in the sense that reality has encroached upon Arulco (like non-repairable fiber armor, no pistol-only soldiers, post-1999 weapons only available at the Orta research facility, an aggressive Arulcan army, et al).
[Updated on: Sat, 10 September 2016 21:00] Report message to a moderator
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Re: Arulco Vacations[message #347459 is a reply to message #347450]
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Wed, 02 November 2016 06:32
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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The full version of Arulco Vacations v1.08 is available on MediaFire. It is not savegame compatible with previous versions of Arulco Vacations. I have not updated the blog Download Page yet, and will not tonight because rl work has exhausted me.
v1.08 Full install is a 757MB download. As with previous versions of the mod the install process is as follows:
The Step-by-Step Instructions for a Clean Install
1) Install Jagged Alliance 2 v1.12
2) Install JA2 v1.13 Full Release 7435, overwriting all files.
3) Install JA2 v1.13 Update 7609 for Release 7435, overwriting all files.
4) Run the zPatch.bat file found in the main game folder.
5) Extract Arulco Vacations v1.07 VFS Install Package, overwriting the ja2.ini file.
6) Create a desktop launcher icon for Arulco Vacations pointing to the "ja2_7609en+AI_r299" executable, and using the included AV icon in the main game folder.
. . .
7) Start game, enjoy, kick ass.
The Step-by-Step Instructions for a Previous Arulco Vacations Install
1) Extract Arulco Vacations v1.07 VFS Install Package, overwriting all files.
2) Create a desktop launcher icon for Arulco Vacations pointing to the "ja2_7609en+AI_r236" executable, and using the included AV icon in the main game folder.
. . .
3) Start game, enjoy, kick ass.
[Updated on: Wed, 02 November 2016 16:42] Report message to a moderator
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Re: Arulco Vacations[message #347466 is a reply to message #347465]
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Wed, 02 November 2016 09:37
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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I have Zombies set at at the lowest setting -- they are very, very rare at that setting. If you want more, at any time simply go into JA2Options.INI and set ZOMBIE_RISE_WAVE_FREQUENCY = 1 to ZOMBIE_RISE_WAVE_FREQUENCY = 2 . . . and then they will be much more common. One caveat -- a zombie incident will break any NPC interactions you are having, most notably with Fatima. Before engaging Fatima make sure no more zombies will arise. If Fatima's routine is broken you will never have access to the rebels, and will have to re-start.
Also . . . here's some info on the new recruitable characters:
Scheinworld's "Playable Characters Mod" (PCM+) for Ed Mortimer's "Arulco Vacations" Mod
Original idea and concept by Smilingassassin aka "the Scorpion"
Features of the PLUS version:
Converted the non-playable JA2 characters: Darrel (#73), Perko (#74), Maria (#88), Joey (#90), Skyrider (#97), Fred (#106), Matt (#148), Oswald (#156), Calvin (#157) and Carl (#158) into playable characters.
For Arulco Vacations Rude Dog (#206) (from Urban Chaos Mod) and Jerry Melo (#207) (from JA2.5 UB) have been added as new M.E.R.C. characters. New M.E.R.C. characters have also been added -- Rachel Thorne, Dr. Catherine "Knockout" Onorosa and Dr. ZoRutha Jones
For Arulco Vacations Annie (Matron of Mayhem), Jasmin (T-Rex), and Joe (Tiffany Eddie) have been made recruitable. They are recruited by giving them any amount of money -- and then they will be on hire for $1000/day.
For Arulco Vacations Angel DaSilva is now recruitable with Maria DaSilva (see below), both for $100/day each.
For Arulco Vacations Brenda Drake is now recruitable, and quite the character. After fulfilling the video quest (Pantsuit Loretta 6), Brenda will return to her house in the north-central section of that same San Mona sector. If you approach her inside the house she will recruit -- just click on recruit. She will then be on hire for $100/day.
For Arulco Vacations Alberto Ruiz (SOG '69 Mod) has been made an in-country recruitable character. He is recruited by giving him any amount of money -- and then he will be on hire for $750/day.
All new playable characters have faces, speech and battle sounds. They also have character skills.
Changes are very nonintrusive to keep the integrity of the vanilla story, setting, maps etc. intact.
Notes:
Skyrider has his speech limited due to an overlapping issue from his function as a pilot. If the player prefers to have Skyrider as the pilot (same as in the vanilla game), then you need to react quickly. After Skyrider is escorted to his chopper, he'll do his usual speech, after that Skyrider will walk towards his chopper. If you want to avoid Skyrider to join the squad but want him as a pilot as usual, go to the strategic map before Skyrider has reached his chopper. Then everything will be as in the Vanilla game. If you want him to join, wait for him to reach his chopper, after that he will become playable but will not be able to pilot the helicopter.
Darrell will only join if a female character is married to the Hicks. There might still be issues with this action related to 1.13's messed pathing. Make sure your female character has a path to the place where Darrell is walking to. If she doesn't move, break the deadlock using alt-enter and make her walk into that direction, the pathing might still catch her and continue her script.
Perko can be easily recruited, but requires user input (just click on "recruit").
Maria and Angel automatically join the squad after Maria meets Angel. Like Skryider, there's some time between the end of the quest and them joining the squad. After having talked to Angel, Maria and Angel will leave the leather shop and, once standing on the road, join the player's squad. In that time between the end of the quest (history log beeps) and them joining, the player can go to the strategic screen if you don't want Maria and Angel to join the squad.
The Head Miners (Fred, Matt, Oswald, Calvin & Carl) can only be recruited after the mine they lead has started to produce income for the player.
Upon recruiting, they lose parts of their head miner function, parts might still be active and overlap. For convenience reason, it is advised to minimize the chances that the mining income is interrupted (either the bug quest is already over, or sci-fi mode is unselected) in order not to cause glitches. In testing, however, they can join as soon as their mine has started to produce income without problem. Please report any glitches that appear in this situation.
Let John & Mary Kulba go off on their own upon completion of their quest, John will appear on the M.E.R.C. roster shortly thereafter.
Let Joey Graham go see Martha on his own, and he will join if your leadership is good (don't let Martha see one of your mercs or her thankyou speech will interrupt Joey joining as RPC).
Known Bugs / personal experience:
Try to avoid using the new characters for interactions with NPCs, as certain actions like NPC's handing over an item (like Carmen's disk) can cause the game to crash.
Don't try to marry the new RPC Maria DaSilva with Daryl Hick for the recruitment of Darrel or you'll get an endless stop watch.
No more bugs are known, if you find them - report them!
Credits:
Most content is taken from JA2, JA2.5 UB and Mod Squad's Urban Chaos
The speech of character 73 (Darrel) was designed and recorded by Khor 1255
The speech of character 90 (Joey) was designed and recorded by Thor
Alberto Ruiz was taken from SOG '69 mostly intact, with the exception that his portrait was modified by D.G. to be more JA2-ish.
- Will Gates for Jerry Melo RPC and several PCM additions and improvements for the English version
- Wil473 for his Urban Chaos-1.13 (UC-1.13) project
- Cagemonkey for the improved Bigfaces
...and of course "the Scorpion"!
Have fun! :-)
[Updated on: Wed, 02 November 2016 17:48] Report message to a moderator
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Re: Arulco Vacations[message #348051 is a reply to message #347466]
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Wed, 04 January 2017 22:22
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Toma777 |
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Messages:55
Registered:October 2013 Location: serbia |
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I just recently found free time to try your mod and first impressions are great (I especially like how you designated hand grenades, I think it should be put in official trunk), if I can give you a few suggestions:
You can find appropriate images of M1 helmet in IOV or AIMNAS mods, also in AFS and this mods you can find the images and ideas for future additions to your mod! Keep up the good work!
[Updated on: Wed, 04 January 2017 22:27] Report message to a moderator
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Corporal
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Re: Arulco Vacations[message #348065 is a reply to message #348061]
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Thu, 05 January 2017 10:41
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wolf00 |
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Messages:1148
Registered:September 2006 Location: Czech Republic |
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i really like your mod,here on thing- in 7*** builds of 1.13 merc engine handle sing. shot launcher's at this way,after fire/use empty rocket tube is in merc hands,in 8*** it is handle like this,fire at target, empty rocket tube is automaticly removed from merc hands.can you please try add this feature in you av mod ? thx
caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7Report message to a moderator
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Sergeant Major
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