Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » AV v1.11 Download, Discussion & Bug Reports
Re: AV v1.11 Download, Discussion & Bug Reports[message #356556 is a reply to message #356555] Thu, 24 January 2019 11:39 Go to previous messageGo to next message
CareBear

 
Messages:117
Registered:April 2016
As for picture obstructing the tactical panel, just go to vfs_configJA2ArulcoVacations and comment or delete the lines under [PROFILE_Data-CamoInterface]. It will remove camo interface all together, from laptop and tactical panel. If you dont want militia using sector equipment there's an option in ini file to disable it.
Re: AV v1.11 Download, Discussion & Bug Reports[message #356557 is a reply to message #356555] Thu, 24 January 2019 12:41 Go to previous messageGo to next message
sevenfm

 
Messages:1919
Registered:December 2012
Location: Soviet Russia
@SmokinGun
Some more information about tactical panel:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21864&goto=351756&#msg_351756
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21864&goto=351776&#msg_351776


Hints:
- press [ALT] to see quick items help panel
- to see enemy info, select look cursor (by pressing [L] or middle mouse button) or use grab cursor (press [CTRL])
- switch panel mode by pressing [I] or pressing middle mouse button on panel
- use mouse wheel for scrolling tactical log
- press RMB on tactical panel window to swap hands
- to use statistics window (feature by anv from Vengeance:Reloaded mod), put Extended_Panels.INI to Data folder (file available it from Data folder on google drive)
- it's recommended to use interface mod to fill tactical panel background, for example download VR_Interface.7z (interface from Vengeance:Reloaded mod) and unpack it into Data folder

[Updated on: Thu, 24 January 2019 12:43]




7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: AV v1.11 Download, Discussion & Bug Reports[message #356561 is a reply to message #356555] Thu, 24 January 2019 15:05 Go to previous messageGo to next message
edmortimer

 
Messages:1206
Registered:January 2015
Location: Home Free
Quote:
Another question regarding starting defenders (militia in A9 A10 sectors ex)? They are already present in sector when you arrive- and you can give them orders, and they will take freshly dropped enemy weapons. But they don't seem to rely on sector inventory, and are free defenders that do upgrade. Will they perma remain in sector until killed off and do they ever become your militia dependent on sector inventory? In other words they can take your gear but it doesn't seem like you can get the gear back?

Unlike milita you can pay for and train and who will also occupy the same sector (or mobile) but are wholly reliant on you equipping them, but we can get the gear back which they use but don't "steal" like the pre-placed defenders do. My work around for the pre-placed defenders not ripping off my gear is to stash weapons in packs and so far that seems to keep them at bay ;)


Those "militia" already on map that you don't train, but can give orders to, but have a mind of their own regarding inventory are actually "Rebels". In Vanilla they were only in Miguel's basement. I brought some up topside. They are in Omerta and a couple in Drassen. They respawn (more rebels come in from the countryside). I do not know if disallowing Militia to use sector inventory will work for Rebels as they are a different faction under a different control routine.

What I do to stop them from grabbing things after the battle is to use SHIFT-M to bring all items to the highlighted Merc, then I go to Strategic immediately and go into Inventory.

Thank you for the info on the graphics - I will remove the JA2 Gold logo from that spot for future versions of AV.




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Re: AV v1.11 Download, Discussion & Bug Reports[message #356562 is a reply to message #356561] Thu, 24 January 2019 15:48 Go to previous messageGo to next message
edmortimer

 
Messages:1206
Registered:January 2015
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If you want to use Seven's Extended Panel feature but keep the rest of the Camo interface simply unpack this file into the ../Data-CamoInterface/INTERFACE/ folder overwriting all files. It contains the BOTTOM_BAR*.sti files from Seven's VR-Interface. I did a quick test and all seems OK.




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Re: AV v1.11 Download, Discussion & Bug Reports[message #356566 is a reply to message #356557] Thu, 24 January 2019 16:58 Go to previous messageGo to next message
Randok

 
Messages:323
Registered:March 2004
Request. Can you say what kind of song is in Ja2 + AI - Tactical Panel demo 1.
Thank you in advance.



Many thanks to all those who make new features for Jagged Alliance 2.

New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
Re: AV v1.11 Download, Discussion & Bug Reports[message #356567 is a reply to message #356566] Thu, 24 January 2019 17:22 Go to previous messageGo to next message
sevenfm

 
Messages:1919
Registered:December 2012
Location: Soviet Russia
Randok wrote on Thu, 24 January 2019 19:58
Request. Can you say what kind of song is in Ja2 + AI - Tactical Panel demo 1.
Thank you in advance.

Melodic Brothers - Autumn Leave.
You could probably ask this in youtube comments to not go offtop here.



7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: AV v1.11 Download, Discussion & Bug Reports[message #356570 is a reply to message #356557] Fri, 25 January 2019 10:26 Go to previous messageGo to next message
SmokinGun

 
Messages:72
Registered:June 2007
Location: Land of New Rising Sun
sevenfm wrote on Thu, 24 January 2019 10:41

- to use statistics window (feature by anv from Vengeance:Reloaded mod), put Extended_Panels.INI to Data folder (file available it from Data folder on google drive)
- it's recommended to use interface mod to fill tactical panel background, for example download VR_Interface.7z (interface from Vengeance:Reloaded mod) and unpack it into Data folder


With Vengence Reloaded I have the statistics window working, when I delete the Extended_Panels.INI from data folder the statistic panel becomes black. I've copied the bottom bar files into every interface folder I can find, but it still doesn't work. I must be missing a step somewhere. Wondering if I have to activate/ or deactivate some setting in the main INI?

Very cool feature and I'd love to get it working in Vengence reloaded as its working great in Arulco vacations- Thanks !


Re: AV v1.11 Download, Discussion & Bug Reports[message #356571 is a reply to message #356562] Fri, 25 January 2019 10:29 Go to previous messageGo to next message
SmokinGun

 
Messages:72
Registered:June 2007
Location: Land of New Rising Sun
edmortimer wrote on Thu, 24 January 2019 13:48
If you want to use Seven's Extended Panel feature but keep the rest of the Camo interface simply unpack this file into the ../Data-CamoInterface/INTERFACE/ folder overwriting all files. It contains the BOTTOM_BAR*.sti files from Seven's VR-Interface. I did a quick test and all seems OK.


Awesome thanks Ed ! Got it working with Arulco Vacations.

Hopefully I can get it working in Vengence Reloaded too but no luck yet- there I have the stat menu but not the new interface tactical panel.
Re: AV v1.11 Download, Discussion & Bug Reports[message #356573 is a reply to message #356571] Fri, 25 January 2019 12:28 Go to previous messageGo to next message
sevenfm

 
Messages:1919
Registered:December 2012
Location: Soviet Russia
SmokinGun wrote on Fri, 25 January 2019 13:29
Hopefully I can get it working in Vengence Reloaded too but no luck yet- there I have the stat menu but not the new interface tactical panel.

Vengeance Reloaded has no Ja2+AI features.



7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: AV v1.11 Download, Discussion & Bug Reports[message #356577 is a reply to message #356573] Fri, 25 January 2019 21:59 Go to previous messageGo to next message
SmokinGun

 
Messages:72
Registered:June 2007
Location: Land of New Rising Sun
sevenfm wrote on Fri, 25 January 2019 10:28
Vengeance Reloaded has no Ja2+AI features.


Well no wonder I was confused and couldn't get it working, thanks for clarifying and thank you for all the awesome work you've done modding thumbs up That Tac screen feature is awesome, I will do more research on your AI project.
Best wishes your way !

Very much looking forward to Arulco Vacations v.11
Thanks again Ed heart

Re: AV v1.11 Download, Discussion & Bug Reports[message #356578 is a reply to message #356577] Fri, 25 January 2019 23:39 Go to previous messageGo to next message
edmortimer

 
Messages:1206
Registered:January 2015
Location: Home Free
Quote:
Thanks again Ed


Thank you for letting me know about it! Enjoy!




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Re: AV v1.11 Download, Discussion & Bug Reports[message #356624 is a reply to message #356542] Mon, 04 February 2019 18:10 Go to previous messageGo to next message
edmortimer

 
Messages:1206
Registered:January 2015
Location: Home Free
Quote:

Try this. I'm not getting the crash any more - but I don't know why because what I did should not have mattered . . . but . . .


That appears to work for Bobby Ray's problem, but does not fix the horrible Devin crash when trying to access his merchant inventory. I'm still working on it.

[Updated on: Mon, 04 February 2019 18:11]





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Re: AV v1.11 Download, Discussion & Bug Reports[message #356626 is a reply to message #356385] Mon, 04 February 2019 20:18 Go to previous messageGo to next message
Gopas

 
Messages:231
Registered:June 2016
Location: Norway
Just a quick question. Where can i change the wear of the weapons when fired a lot in a single battle ? I remember seeing an option somewhere but i can't remember anymore.



Just another old soldier.
Re: AV v1.11 Download, Discussion & Bug Reports[message #356627 is a reply to message #356626] Mon, 04 February 2019 20:38 Go to previous messageGo to next message
edmortimer

 
Messages:1206
Registered:January 2015
Location: Home Free
Quote:

Just a quick question. Where can i change the wear of the weapons when fired a lot in a single battle ? I remember seeing an option somewhere but i can't remember anymore.



BASIC_RELIABILITY_ODDS in CTHConstants.ini




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Re: AV v1.11 Download, Discussion & Bug Reports[message #356628 is a reply to message #356627] Mon, 04 February 2019 23:54 Go to previous messageGo to next message
Gopas

 
Messages:231
Registered:June 2016
Location: Norway
Thanks a lot Ed !



Just another old soldier.
Re: AV v1.11 Download, Discussion & Bug Reports[message #356673 is a reply to message #356628] Tue, 12 February 2019 11:22 Go to previous messageGo to next message
Squiggle

 
Messages:8
Registered:February 2019
I have a couple of questions or possible issues.

I have not completed much of this mod yet but I had:

- the problem that skyrider does not auto unescort and so no reward for the quest
- the problem that Tony is away despite the ini being set to 100% there,
- and I could not get auntie to acknowledge that I had destroyed the bloodcat lair (tried a few times and took out more bloodcat in the next two sectors, after that they stopped showing up. So no experience boost or increase in loyalty in Alma.

The last thing is that in unloading vehicles to inventory at Alma mine some of the stuff seems to have landed on the cliff and I can't pick it up manually or in inventory it is greyed out and I can't climb the cliff? . I had a lot of stuff in the sector and used the shift+s and shift+m sorting commands.

Despite these things , I am really impressed so far with all the work and thought that has gone into this. The blog is also a great idea (and also a lot of work!), it has been useful to just understand 1.13 more.

So thanks for the great work.
Re: AV v1.11 Download, Discussion & Bug Reports[message #356674 is a reply to message #356673] Tue, 12 February 2019 18:51 Go to previous messageGo to next message
edmortimer

 
Messages:1206
Registered:January 2015
Location: Home Free
Quote:
- the problem that skyrider does not auto unescort and so no reward for the quest
- the problem that Tony is away despite the ini being set to 100% there,
- and I could not get auntie to acknowledge that I had destroyed the bloodcat lair (tried a few times and took out more bloodcat in the next two sectors, after that they stopped showing up. So no experience boost or increase in loyalty in Alma.


These quest-related issues show up time and again for no reason I have been able to deduce. I play the campaign between releases, and so far on v1.11 I have successfully escorted Skyrider without recruiting him. I haven't hit San Mona or Alma yet. I have had these quest problems in previous run-throughs, and always a completely new game (deleting all previous saves for precaution) without any changes fixed the problem. I know it is frustrating when these bugs show up. For some unknown reason there is a set of circumstances that leads to these quest-related issues happening. I tend to think using CTRL-GABBI is a factor in interrupting the quest process, but that is just a guess. My run-throughs always go much smoother and problem-free when I do not use CTRL-GABBI (although Diedreanna tends to kick my butt).

Quote:
The last thing is that in unloading vehicles to inventory at Alma mine some of the stuff seems to have landed on the cliff and I can't pick it up manually or in inventory it is greyed out and I can't climb the cliff? . I had a lot of stuff in the sector and used the shift+s and shift+m sorting commands.


Cliffs have always presented problems in JA2. Cliffs are off-limits to characters. I have reduced the area used by cliffs in a lot of sectors to reduce the number of cliff problems that occur. Shift-M should bring everything to the feet of the highlighted character in Tactical. I do not know of a way to get those things off the cliff except to try loading a different sector (wiping this sector from memory), reloading the affected sector, go immediately to Tactical, select a character, use Shift-M, reach down with the character and see if it all is there.




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Re: AV v1.11 Download, Discussion & Bug Reports[message #356675 is a reply to message #356674] Wed, 13 February 2019 03:13 Go to previous messageGo to next message
Gopas

 
Messages:231
Registered:June 2016
Location: Norway
Same problem happens in AR. The southern Estoni sector has a cliff right nest to the airport and sometimes, everything will have moved up there and it's impossible to get it back.
Isn't there a way to make the maps where the mercs can use as HQ, to not have the cliffs ? Remove it somehow ? Or would the whole sector map have to be replaced ?



Just another old soldier.
Re: AV v1.11 Download, Discussion & Bug Reports[message #356677 is a reply to message #356675] Wed, 13 February 2019 06:41 Go to previous messageGo to next message
edmortimer

 
Messages:1206
Registered:January 2015
Location: Home Free
Working on the maps with cliffs is a real pain. One wrong move and the map is toast. It's less frustrating to make an entirely new map without cliffs even though making a new map is a lot of work. However, some maps use the cliffs to indicate no exit in that direction from that sector, and that would have to be somehow portrayed to the Player so it doesn't seem like an error.




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Re: AV v1.11 Download, Discussion & Bug Reports[message #356682 is a reply to message #356677] Wed, 13 February 2019 13:11 Go to previous messageGo to next message
Gopas

 
Messages:231
Registered:June 2016
Location: Norway
Just what i thought. I figured that cliffs do indicate a no-exit or no approach, since 1999. There is a sector that you have to go north and then west, to enter it, otherwise the game would crash. I think it has been fixed in 1.13. Why would the game makers though do something like that ? Why not allow access to all sectors from every direction ? Or at least, a warning message that this and that sector are inaccessible from that direction. The game crashing without warning because we walked in a sector from the wrong direction, it's a bit annoying, especially if we haven't saved it recently.



Just another old soldier.
Re: AV v1.11 Download, Discussion & Bug Reports[message #356683 is a reply to message #356682] Wed, 13 February 2019 14:38 Go to previous messageGo to next message
Squiggle

 
Messages:8
Registered:February 2019
Thanks for the info Ed. I dont think I used gabbi, but it is possible perhaps for cleaning up a last soldier. I actually forgot about it because I last played Vengeance Reloaded which had it disabled because of the bugs it can cause?

I also turned off massive attack (though I know it is meant to be on), I find it not only hard but also big battles with militia used to regularly give me the wheel of death crashes in VR.
The original idea was just to sack Alma for the $ and vehicles but with no attack I decided to try to keep it. But no luck getting loyalty up. I might try tixa and see if that works or not.

If I start a new game because I have since used gabbi should I reinstall?
Re: AV v1.11 Download, Discussion & Bug Reports[message #356687 is a reply to message #356683] Wed, 13 February 2019 17:37 Go to previous messageGo to next message
edmortimer

 
Messages:1206
Registered:January 2015
Location: Home Free
It might not be CTRL-GABBI. It might be something I haven't tripped over yet. For example - I just saw 3 items in Betty Fung's inventory in-game that have never been in her inventory XML. That is a mystery to me how that could happen but it indicates something amiss somewhere. Those items don't cause a crash but they shouldn't be there.

You don't have to reinstall. I delete my old save game files in the Profiles/UserProfile_ArulcoVacations/ folder, and also do not reuse my old IMPs.

Town Loyalty is more difficult to raise in AV than in other mods. There are Facilities to aid in that, and the use of propaganda is more or less important depending on the town - but is always very helpful.

Sometimes repeating over and over the Skyrider sequence entering Drassen airport will result in it finally clicking into place and finishing the quest.




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Re: AV v1.11 Download, Discussion & Bug Reports[message #356694 is a reply to message #356687] Thu, 14 February 2019 13:17 Go to previous messageGo to next message
Squiggle

 
Messages:8
Registered:February 2019
Yes I read about those but then forgot them when plann my strategies. Thanks, another example of the depth of thought you have put in to this.
Re: AV v1.11 Download, Discussion & Bug Reports[message #356771 is a reply to message #356694] Wed, 20 February 2019 19:25 Go to previous messageGo to next message
edmortimer

 
Messages:1206
Registered:January 2015
Location: Home Free
I am still clueless about why Devin causes a crash when you go to trade with him. I have gone over everything I can think of multiple times. I have had no luck. If anyone can debug this (I don't know how) and let me know where it's breaking . . . I would be very grateful.




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Re: AV v1.11 Download, Discussion & Bug Reports[message #356773 is a reply to message #356771] Wed, 20 February 2019 20:12 Go to previous messageGo to next message
sevenfm

 
Messages:1919
Registered:December 2012
Location: Soviet Russia
If you reproduce the crash with debug exe it can provide more information on what exactly is wrong.



7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: AV v1.11 Download, Discussion & Bug Reports[message #356776 is a reply to message #356773] Wed, 20 February 2019 22:44 Go to previous messageGo to next message
edmortimer

 
Messages:1206
Registered:January 2015
Location: Home Free
Quote:

If you reproduce the crash with debug exe it can provide more information on what exactly is wrong.


How do I do that? Do you mean Windows' debug? I have Win10 now, no debug. Debug using code software? - I don't have, never used.




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Re: AV v1.11 Download, Discussion & Bug Reports[message #356781 is a reply to message #356776] Thu, 21 February 2019 10:41 Go to previous messageGo to next message
sevenfm

 
Messages:1919
Registered:December 2012
Location: Soviet Russia
You can send me a save if the bug can be reproduced with actual AV, I will take a look when I have time.

[Updated on: Thu, 21 February 2019 10:45]




7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: AV v1.11 Download, Discussion & Bug Reports[message #356810 is a reply to message #356781] Mon, 25 February 2019 05:31 Go to previous messageGo to next message
edmortimer

 
Messages:1206
Registered:January 2015
Location: Home Free
Thank you. I sent you a PM with a link to the savegame.




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Re: AV v1.11 Download, Discussion & Bug Reports[message #357285 is a reply to message #356385] Mon, 22 April 2019 04:45 Go to previous messageGo to next message
Squiggle

 
Messages:8
Registered:February 2019
Hi Ed

Thanks again for all the effort put into this mod. After quite a few partial runs trying different things and tinkering with line ups etc.. I completed it, cept I never made it to Grumm.

Have a few thoughts and feedback that I will break up into sections.

Bugs and Typos

The Colt Canada C7CT sniper rifle has accuracy 740 instead of 74 which gives it a minus accuracy when you hover over it.

The Berretta Silver Pigeon shotgun is listed as a heavy wpn at Bobby Rays.

The P90 won't ship. If I recruit Lucky, his P90 won't be with him. Same if I change the IMP starting kit to include a P90. You can order one P90 at a time from BR. If you order more, you only get one delivered, unless you order over 10 in which case you get 2.

Sector M9 - I encountered an endless bug there when I attacked, the enemy reinforced from the north and the battle never ended even though I killed all the army and factions there. Just caught in a loop and the game kept crashing. Weird.

Can't seem to recruit the Imposter terrorist. I had a look at his profile and his approach factor recruit seemed to be much less than the others. I bumped it up for another game but no luck. Maybe there is some kind of pre-condition like Slay?
Re: AV v1.11 Download, Discussion & Bug Reports[message #357286 is a reply to message #357285] Mon, 22 April 2019 04:47 Go to previous messageGo to next message
Squiggle

 
Messages:8
Registered:February 2019
Quests

Tony had always stepped out. I am now wondering is that because I took out smugglers?

Never got Skyrider to talk when I took him to his Heli.

Never got Auntie to acknowledge that I had killed the bloodcats lair.

Maria - auto recruited and that kicked off a battle with the gangsters in the section. I figured that it meant I was at war with
Kingpin, so I went through San Mona and dealt with him but it was a bit of a surprise.
Re: AV v1.11 Download, Discussion & Bug Reports[message #357287 is a reply to message #357286] Mon, 22 April 2019 04:48 Go to previous messageGo to next message
Squiggle

 
Messages:8
Registered:February 2019
Maps, Gear

Re comments below. Maybe a lot of this is just from more recent versions of 1.13. I never played more than the basic stable release that things like Vengeance Reloaded uses, so its new to me.

Maps - really impressed with the changes you have made to all of them. I think that the changes you have made, esp to reduce sniper sightlines etc... are great.

LBE - all the slots for pouches etc... are really great, though never fully engaged with the 3.11 stuff.

M21 (esp EBR) - is perhaps a little overpowered (accuracy/self loading) and can function pretty much as well as a 'proper' (manual loading) sniper rifle in a lot of cases. This is convenient, but I found myself using other sniper rifles much less (maybe partly because the maps also meant they were less necessary).

Napalm - never seen it before, it is overall great and I like it that you can't buy it at BR. It seems to take a turn to work (so they can shoot you on their next turn) and sometimes it bugs out and seems to crash my games. (Had that in the past in other mods when militia fired too much smoke, so may not be an issue with your mod).

Vehicles - are mostly in and around Alma. This is probably from the original game, but I ended up there a lot just to get the vehicles as there is so much stuff to ship around for militia etc... It would be cool if they were more evenly spread which made other strategies a bit more viable. Seemed to be limited places that they could be repaired?

Like your idea that you can't use mortars for tanks (keeps the puzzle side going) and like that there is a lot of mortar avail (to cope with all the extra concertina wire etc...).
Re: AV v1.11 Download, Discussion & Bug Reports[message #357288 is a reply to message #357287] Mon, 22 April 2019 04:48 Go to previous messageGo to next message
Squiggle

 
Messages:8
Registered:February 2019
Mercs and Skills

Shepard - I tried her out because she is new (to me). I like her but I think she is overpriced. She is a squadleader, yet a loner. More importantly, she is only level 5 and so is not much use to the high end mercs as a squad leader yet very expensive if one is doing a thrifty run with cheap mercs. I would give her at least an experience upgrade to level 7, and/or a weapons skill (maybe auto) or bump up a few of her stats. If not, I think her price should come down.

Len and Henning - I really like them but they are of course crazy cheap and now with (slow) progression are pretty much a must recruit.

Snipers - like your ideas and changes.

Scouts - there is a bit of shortage of scouts in JA generally, Cougar - good, Spike - ok, Ira - a bit limited, Scully - v exp, Lynx - no Buzz, Thorne - not that great. Maybe some others could have that skill.

Propaganda - I like the idea and I tried two different mercs for this, but the need for both snitch and leadership means you are pretty limited in your options? The eligible mercs are all a bit limiting in different ways, so I suppose that is the idea, but given that it is pretty much a necessity to have at least one, I think I'd like to see more options as to who one could use. Maybe mercs with crazy high leadership could do it as well?
Re: AV v1.11 Download, Discussion & Bug Reports[message #357289 is a reply to message #357288] Mon, 22 April 2019 04:50 Go to previous messageGo to next message
Squiggle

 
Messages:8
Registered:February 2019
Enemy and Factions etc..

I read that this mod has the improved AI. Enemy circle around a lot which is great, but they also fall for kill rooms very easily - and there are still quite a few available in the maps. The few games that I played with massive counterattack, I ended up using this technique cos I was unprepared, but it is a bit of cheat. One time I set up a proper open defence in the alma mine sector (but left a few mercs in another sector) and the massive attack hit them instead! So I never had a chance to see if I could duke it out. Should have thought of that I suppose. Incidentally, there is a weird bug when I am in the room they are on the roof and drop down, they can see me (briefly) and I can see them. Occasionally they randomly drop off the roof and land inside the room (eg mine office in Drassen).

Vehicles - I never noticed the enemy going for my vehicles in Vengeance Reloaded (I think vehicles are 'invisible' in that mod). But here the enemy regularly shoot up my vehicles if I don't actively defend them, which is both a pain (as it affects your deployment options) but also a challenge (so, overally, grudgingly, it is probably good). Seemed to be limited places that they could be repaired?

Factions - are difficult, there were all sorts of problems with them in the Vengeance Reloaded early betas that I played. Here, I am still a bit confused as to why in each town you get a few factions fighting both you and the army? Is it because I killed smugglers? In any event, I find it a bit frustrating because they are not a real threat, but can be hard to find to 'clear' a sector and so kind of annoying. Also, even ages after I have taken a town, if I decide to switch to the map and walk around, I am then caught in a battle that I have to resolve, but struggle to find all the enemy. Finally, I noticed that sometimes, taking them on can smash your loyalty in towns (esp Balime and Cambria - not talking about the G8 thing) but there seems to be no way not to fight them?

Khaki/Brown shirt militia that help you seem to work fine.

Stealing Stuff - is a real pain as it seems you have to manually steal everything from the massive caches that exist around the place - and you have made them really massive. There may not be a way to do this, but if it were possible to steal one thing (triggering a hostile response etc...) and have all the other things that are in open crates or on tables available from inventory that would be so much better.

Arming Militia - I like the idea, but it means a lot of sorting etc... and very messy sectors (even if you Shift S to consolidate). Sometimes they seem to bring me new wpns which weren't there before. They also don't seem to always pick up stuff to use. It is definitely something that has merit and is logical (but it would obviously work better if it were somehow possible to have a decicated inventory for them - probably not possible to do I suppose). Overall, like the idea, but it is a bit limited by the game mechanics.


Re: AV v1.11 Download, Discussion & Bug Reports[message #357340 is a reply to message #357289] Sun, 05 May 2019 13:46 Go to previous messageGo to next message
Burzmali

 
Messages:242
Registered:March 2007
Location: Estonia
Just reporting...

There are some old nuisances, like:
snitches refuse to leave vehicles (it's ok, let 'em walk);

Maria, Dynamo and Ruiz not staying in their sectors (ok, i can come back often);

if a merc was positioned on the roof when getting marching orders, they'll stay on "roof" level when arriving, so it's a bit hard to understand, where they really are or to move them to wanted place (i can sure try to remember getting 'em down before moving on).

Some strange, maybe random things.

Keith's shop was full of arms when i was talking with him the first time - before visiting Hicks. and P90 for $1 was a good deal!

i forbade zombies to bite peaceful citizens and generally they obeyed - until noticing a guy in a wheelchair. and what a fast zombie that guy became...

in Alma and Grumm there is a faction, something industriale, that hates me, hates the army and starts shooting, no questions asked. entering a sector with them, all squad but my imp panicked - guys
from aim, merc and terrorists. after doing some killing, Joe/Tiffany's morale improved but Jasmine stayed in panic.

when i entered Tixa sector (from N) and had silently killed a guard there, somebody shot Warden.

i set squad limit to 8. now, arriving into enemy sector, having 4 guys in one car and 3 in another, they are automagically put into one squad and i can choose their entry points. when there were 5 guys in
the second car, the game crashed.

but AV is a mod to try again and again - facilities open up so many possibilities. out of old habit i'm playing as a "good guy" but already getting tempted by "warlord" way.




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Re: AV v1.11 Download, Discussion & Bug Reports[message #357394 is a reply to message #357340] Wed, 22 May 2019 15:09 Go to previous messageGo to next message
almo2006
Messages:2
Registered:May 2019
In version 1.11 XML Editor don't work, error: "Column 'id' is constrained to be unique/ Value '1048576' is already present."
Re: AV v1.11 Download, Discussion & Bug Reports[message #357398 is a reply to message #357394] Wed, 22 May 2019 23:19 Go to previous messageGo to next message
edmortimer

 
Messages:1206
Registered:January 2015
Location: Home Free
Thanks for the report, it might be the bug I'm looking for - but I'm not sure what ID it is referring to!!! I've got one <ItemFlag>1048576</ItemFlag> (Stun Gun) and one <AttachmentClass>1048576</AttachmentClass> (Detonator) . . .




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Re: AV v1.11 Download, Discussion & Bug Reports[message #357406 is a reply to message #357398] Thu, 23 May 2019 10:20 Go to previous messageGo to next message
almo2006
Messages:2
Registered:May 2019
edmortimer wrote on Wed, 22 May 2019 23:19
Thanks for the report, it might be the bug I'm looking for - but I'm not sure what ID it is referring to!!! I've got one <ItemFlag>1048576</ItemFlag> (Stun Gun) and one <AttachmentClass>1048576</AttachmentClass> (Detonator) . . .
Hmmm... yesterday I also found it, then rename 1048576 -> 111048576, and receive previous error: "Column 'id' is constrained to be unique/ Value '1048576' is already present."
Re: AV v1.11 Download, Discussion & Bug Reports[message #357799 is a reply to message #356385] Thu, 08 August 2019 05:28 Go to previous messageGo to next message
BlueWarrior

 
Messages:15
Registered:May 2019
How do you remove Shepard from the game?
Re: AV v1.11 Download, Discussion & Bug Reports[message #357800 is a reply to message #357799] Thu, 08 August 2019 10:16 Go to previous messageGo to next message
townltu

 
Messages:364
Registered:December 2017
Location: here
BlueWarrior wrote on Thu, 08 August 2019 05:28
How do you remove Shepard from the game?
Hire, drop all stuff and place in front of a door,
place another merc with automatic weapon (chambered in smth you dont use at all) a couple tiles away in a straight line.
Autofire at the door.
Re: AV v1.11 Download, Discussion & Bug Reports[message #357813 is a reply to message #357800] Thu, 08 August 2019 20:59 Go to previous messageGo to previous message
edmortimer

 
Messages:1206
Registered:January 2015
Location: Home Free
shy

What he said.

Shepard does not replace anyone, so if you don't want to hire her . . . don't.




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