Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 v1.13 Deidrannas Side Mod » New 2020 Mod Announcement (Deidranna's Side Mod )
New 2020 Mod Announcement[message #359512] Mon, 13 April 2020 13:38 Go to next message
edmortimer

 
Messages:1361
Registered:January 2015
Location: Home Free
*New 113 mod*
*Deidrannas Side Mod (DSM) is a brand new modification for Ja2 113. Its
core features include, as the name implies, that the player fights on
Deidrannas side. The current version of this mod is an early release. It is
intended as something of a diversion for everyone still in lockdown,
quarantine or therwise looking for something new to play.*

*Story and setting. *
*In short, the rebels are winning the ongoing civil war in arulco. Meduna
is the last stronghold of the regime. Friends and associates of Deidranna
have fled to Meduna, Balime and into nearby foreign countries. Elliot hires
us to fight on Deidrannas side. The player hires a squad and gets inserted
into Meduna through a secret tunnel. *

*Features*
*Inverted strategic situation. Fight from Meduna to Omerta with Deidranna,
Elliot and Joe as part of your team (and hire all other types of bad guys
and misfits)*
*Heavier fights when closing in on drassen and omerta. *
*Custom map pack from azazel and other new maps*
*Countless npcs are recruitable now*
*Various quest tweaks*
*More convenient NIV.*
*More interactive maps, as heavy gunfire will damage and eventually destroy
various map objects and tiles. *

*Objective*
*Kill Miguel and force enrico to give up. Otherwise the player can roam
freely.*

*Credits*
*EdMortimer custom characters from Arulco Vacations*
*Azazel custom maps*

*Various hints and comments *
*Use Deidranna, Joe an Elliot for fighting, they are hilarious. Also use
Fredo and Kingpin for their speech lines. Almost every npc is recruitable,
some may be more useful than others. *

*This is an early version of the mod. I have played it through and it
works. I hope to be able to improve and refine almost every aspect of it,
but I don't know how much time i will have in the future. *

Installation Instructions
-------------------------

make a new copy of English JA2 1.12

apply 1.13 this version (download from 15 January, 2020 under this link)


unpack the DSM archive available here into the install. It should ask whether to overwrite ja2.ini


Use JA2 r8734 to run the game, start a new game.

(the starting sector will be P1)

Mod by The Scorpion

https://img.xrmb2.net/images/566967.png

[Updated on: Sun, 19 April 2020 22:37]







Re: New 2020 Mod Announcement[message #359517 is a reply to message #359512] Mon, 13 April 2020 18:41 Go to previous messageGo to next message
silversurfer

 
Messages:2759
Registered:May 2009
Hey Ed, I see you're still not tired from modding. happy

This mod is actually something I would like to play. It's a welcome change from always playing on the same side.
One thing bothers me a little. Why did you make Deidranna a recruitable NPC? Isn't she the head of government? As such I find it highly questionable that she would join a band of mercs instead of leading the country. It's like Assad personally leading an assault on an IS stronghold.
I like that one can recruit the other NPCs though.

How does combat work? Are we still fighting admins, regulars and elites and train militia in towns? I assume that it's a bit tricky to change that without modifying the code, right?



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: New 2020 Mod Announcement[message #359518 is a reply to message #359512] Mon, 13 April 2020 18:46 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
I wanted to try but I have the message:8734 is not a valid Win32 application.

I have WinXP.
Maybe you will do an exe for this system. happy



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: New 2020 Mod Announcement[message #359519 is a reply to message #359517] Mon, 13 April 2020 18:50 Go to previous messageGo to next message
grim

 
Messages:349
Registered:July 2006
Location: France
Thrilling!

Thank you for this mod. I will probably wait a little bit before playing it, but definitely will in due time!

@silversurfer
Well, maybe we need a bit of suspension of disbelief here, but it seems the rebels got really close, so she has to get her own hands dirty and get back her country by herself.
Gameplay wise, it must be very fun to have her in the team. By the way, as when you play mercs, you can have her in the back raising troops with leadership and stuff like that i guess.
Re: New 2020 Mod Announcement[message #359521 is a reply to message #359517] Mon, 13 April 2020 19:01 Go to previous messageGo to next message
edmortimer

 
Messages:1361
Registered:January 2015
Location: Home Free
@SilverSurfer The DSM mod is by The Scorpion. We've been helping each other a little on each other's mods is all. That said, Arulco Vacations is close to another release - all critical issues fixed and many improvements and additions thanks to help from Sevenfm, Scorpion, mikukian, Stavian, Carebear, everybody on the forum, and all the past modders of JA2 whose mods I scour for new ideas and implentations.







Re: New 2020 Mod Announcement[message #359522 is a reply to message #359518] Mon, 13 April 2020 19:06 Go to previous messageGo to next message
edmortimer

 
Messages:1361
Registered:January 2015
Location: Home Free
Quote:

I wanted to try but I have the message:8734 is not a valid Win32 application.

I have WinXP.
Maybe you will do an exe for this system.

I don't know if r8734 is unable to run on XP or not. Maybe someone else will answer this.

Actually, I haven't used any executable except Sevenfm's +AI executables in a very long time so I am not one to answer about the newer exe releases.






Re: New 2020 Mod Announcement[message #359523 is a reply to message #359518] Mon, 13 April 2020 19:11 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
@Randok
Ja2_r8734_xp.exe can be found on my google drive.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

Кто в Москве не бывал, красоты не видал.


Re: New 2020 Mod Announcement[message #359529 is a reply to message #359523] Mon, 13 April 2020 23:52 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
@sevenfm
Thank you very much. 8734_xp works.



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: New 2020 Mod Announcement[message #359549 is a reply to message #359529] Tue, 14 April 2020 18:23 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
Problem with leaving the first sector. There is no arrow to the tunnel entrance by the stairs (because it should be there, probably?)



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: New 2020 Mod Announcement[message #359555 is a reply to message #359549] Tue, 14 April 2020 22:53 Go to previous messageGo to next message
Vritran

 
Messages:180
Registered:February 2020
Location: North East England
Randok wrote on Tue, 14 April 2020 18:23
Problem with leaving the first sector. There is no arrow to the tunnel entrance by the stairs (because it should be there, probably?)
I noticed this too but I only played it quickly so the entrance could be hidden?

Managed to recruit Skipper by giving him the letter from Miguel Cordona thumbs up
Re: New 2020 Mod Announcement[message #359571 is a reply to message #359555] Wed, 15 April 2020 19:07 Go to previous messageGo to next message
edmortimer

 
Messages:1361
Registered:January 2015
Location: Home Free
The Scorpion says"

======================

Deidranna as RPC: there are many reasons for this, mostly hilarity and
because it is kinda the point of the mod. And yes, we can keep her in the
back training militia. Also we don't lose the game if she dies (let's just
assume for shits and giggles that elliot takes her place).

Skipper: may have been a bad choice from me to use him, but really all it
takes to get to the underground level is talk to him for a bit (friendly,
direct should both work)

As for enemies: we are mostly fighting blue shirts, rarely green or dark
blue shirts.



https://img.xrmb2.net/images/120873.png:

[Updated on: Wed, 15 April 2020 19:09]







Re: New 2020 Mod Announcement[message #359584 is a reply to message #359571] Thu, 16 April 2020 13:34 Go to previous messageGo to next message
az75

 
Messages:72
Registered:June 2012
Location: Romania
Can't play.
Followed the instructions. Even reapplied the win10 fix.
Message says ja2 requires a colour depth of 16bpp.

Scorp's installers are always a mess...

What can I do?

Edit: nevermind, got it to work eventually. Now I'm stuck too in front of what should be a teleport point by the stairs.

[Updated on: Thu, 16 April 2020 14:04]

Re: New 2020 Mod Announcement[message #359588 is a reply to message #359584] Thu, 16 April 2020 18:28 Go to previous messageGo to next message
az75

 
Messages:72
Registered:June 2012
Location: Romania
Hint: you only need Trevor or another good lockpicker at the start.
And make yourselves a teleport point, it's time you use the damn editor.
Re: New 2020 Mod Announcement[message #359644 is a reply to message #359571] Sun, 19 April 2020 14:28 Go to previous messageGo to next message
edmortimer

 
Messages:1361
Registered:January 2015
Location: Home Free
Screenshots of the increased map interactivity of gun fire in DSM. if
you compare screen 20 to screen 23, the walls have been damaged by the
bullets and some smaller trees were taken down by Damon's autofire. (the
wall could also become completely destroyed, didn't happen in this
non-staged example, though).

SCREEN020.TGA

SCREEN021.TGA

SCREEN022.TGA

SCREEN023.TGA









Re: New 2020 Mod Announcement[message #359648 is a reply to message #359512] Sun, 19 April 2020 22:40 Go to previous messageGo to next message
edmortimer

 
Messages:1361
Registered:January 2015
Location: Home Free

News from The Scorpion about the DSM Mod.

The link to the DSM archive in the first post above has been updated
and replaces the former version.

Other than that, the installation remains the same. it is most
likely safe to just overwrite the DSM Folder in your existing installs and
start a new game. Sci-fi is not really supported (technically it may work,
lore-wise it is certainly unfitting).

Testing so far implies that we need to stick to the installation strictly,
especially using newer. 1.13 versions seems to have all kinds of issues.

The update changes the initial game because skipper's script failed on some
players. Also, as a workaround for an important issue we face, the enemy
spawning sector has been moved. Workaround ingame: avoid the enemy spawn
sector (now A9). The only relevant questing happens in a10 and a10_1.
Currently, killing enemies in enemy spawn sector regularly results in an
assertion failure. So it may currently be hard if not impossible to end the
game. Now, with the update, we can just bypass the spawn sector.

There's a bunch of other updates, too, but it is still a very early release
and i could still invest years of development into it. happy

Hope it'll be fun happy






Re: New 2020 Mod Announcement[message #359706 is a reply to message #359648] Thu, 23 April 2020 03:57 Go to previous messageGo to next message
edmortimer

 
Messages:1361
Registered:January 2015
Location: Home Free
A couple more screenshots showing some of the unsavory recruitables.

https://img.xrmb2.net/images/708869.png


https://img.xrmb2.net/images/375134.png







Re: New 2020 Mod Announcement[message #359987 is a reply to message #359512] Sun, 10 May 2020 15:46 Go to previous messageGo to next message
edmortimer

 
Messages:1361
Registered:January 2015
Location: Home Free
A new update to DSM is available - at the same link in the 1st post of this thread.

New Features:

Arnie as RPC; please test and report
Various changes to maps and characters
Tilesets: New tweaks to destruction of objects by gunfire

Hints:

In order to end the game, Player has to talk to Enrico. Enrico appears when
Miguel declares hostility. Don't use alt-o cheats to kill Miguel or other
means to kill him without him declaring hostility.

Some NPC's that were friends or RPC's in vanilla are now rebel fighters.
The game is not broken if they are hostile.
Using deidranna's boat, we can go to balime and the Maps in the south-east
of the strategic map to find allies.

When fighting enemies in N7, talk to brewster during battle to find the
last "enemy". Don't use alt-o cheats.

Hiring Kingpin: Hire Damon first in order to enter Kingpin's mansion. If
you can't hire Damon, you won't be able to hire Kingpin either. Basically,
you should be able to hire them unless you somehow messed with them.

Issues:

I sometimes have issues with the trader interface. Try using Bobby Ray
instead, hire the traders (most of them can be hired, not quite all). Some
traders like Raul and Betty Fung are not fully implemented yet (due to the
trader interface issue).

Not every character or quest has been adjusted, so vanilla dialogue and
speech that is now unfitting may still occur frequently. Skyrider or other
NPC's may refer to Deidranna in a way not consistent with the mod. The idea
is to slowly replace these lines, but i see it as largely a cosmetic issue.
Please report such occurrences s we can populate a list.

Sometimes, hiring the Druggist fails. It is not quite clear yet why.

When Skyrider asks to be brought to his chopper, he is already standing
right beside it. For technical reasons, you have to move him one tile in
tactical to his chopper. Don't escort him to Drassen.

The exe will still regularly use text inconsistent with the story of DSM. I
consider this largely cosmetic, but fixing it would require replacing all
hardcoded references all over the place in the code. It is not planned to
do that at this time. DSM would be thankful if new hardcode references
would be made to generic terms such as "enemies, hostiles, soldiers" or
whatever rather than "Deidranna's forces" or the like.

avoid A9 Omerta for the time being, it may crash the game

Have fun happy

[Updated on: Mon, 11 May 2020 21:51]







Re: New 2020 Mod Announcement[message #359988 is a reply to message #359987] Sun, 10 May 2020 21:29 Go to previous messageGo to next message
Kitty

 
Messages:259
Registered:October 2017
Location: Germany
edmortimer wrote on Sun, 10 May 2020 15:46
...Tilesets: New tweaks to destruction of objects by gunfire...
Huh, that sounds interestening. I thought the destruction of objects by gunfire would require 7609+AI (r1497 and up) as base.

If you don't mind giving this information, could you give some details on what to do? Changing of jsd-flags, like matrial, armour or density?

thanks







How to get: latest 1.13, 7609 and more | MapEditor+UB | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)
Re: New 2020 Mod Announcement[message #359993 is a reply to message #359988] Sun, 10 May 2020 22:58 Go to previous messageGo to next message
edmortimer

 
Messages:1361
Registered:January 2015
Location: Home Free
Quote:
...Tilesets: New tweaks to destruction of objects by gunfire...

Huh, that sounds interestening. I thought the destruction of objects by gunfire would require 7609+AI (r1497 and up) as base.
Scorpion uses a modified executable and tilesets for DSM, it is not compatible with any other executable AFAIK.

[Updated on: Sun, 10 May 2020 22:59]







Re: New 2020 Mod Announcement[message #359996 is a reply to message #359988] Mon, 11 May 2020 03:05 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Kitty wrote on Sun, 10 May 2020 23:29
edmortimer wrote on Sun, 10 May 2020 15:46
...Tilesets: New tweaks to destruction of objects by gunfire...
Huh, that sounds interestening. I thought the destruction of objects by gunfire would require 7609+AI (r1497 and up) as base.
If you don't mind giving this information, could you give some details on what to do? Changing of jsd-flags, like material, armour or density?
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21767&goto=331298&
Just add <ammoflag>4</ammoflag> to every ammo in AmmoTypes.xml and it will work very similar to +AI, because the code is nearly identical.
You may want to tweak object armour in jsd if you want to control which objects are easy to destroy, but it should work well in default 1.13, also highest armour concrete and metal objects cannot be destroyed with bullets.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

Кто в Москве не бывал, красоты не видал.


Re: New 2020 Mod Announcement[message #360063 is a reply to message #359584] Sun, 17 May 2020 11:28 Go to previous messageGo to next message
tvrtko

 
Messages:9
Registered:April 2020
Location: Croatia
Ok, I'm having problems with something and I don't know what to do. It says something about 16 color bit desktop issue. Had same problems with Legion 2.
What should i do?
Re: New 2020 Mod Announcement[message #360066 is a reply to message #360063] Sun, 17 May 2020 15:35 Go to previous messageGo to next message
edmortimer

 
Messages:1361
Registered:January 2015
Location: Home Free
Change the properties of the executable for compatibility mode and 16-bit color depth. Right-click on the object and choose Properties.






Re: New 2020 Mod Announcement[message #360081 is a reply to message #360066] Mon, 18 May 2020 17:22 Go to previous messageGo to next message
tvrtko

 
Messages:9
Registered:April 2020
Location: Croatia
Thanks Ed, it worked.
Mod is awesome but I'm kinda stuck fighting against tanks with no anti-tank weapons. But really fun mod, I have to admit that

Edit: boat sector is not working for me too, it says run time error

[Updated on: Mon, 18 May 2020 17:26]

Re: New 2020 Mod Announcement[message #360087 is a reply to message #360081] Tue, 19 May 2020 00:49 Go to previous messageGo to next message
edmortimer

 
Messages:1361
Registered:January 2015
Location: Home Free
Quote:

Thanks Ed, it worked.
Mod is awesome but I'm kinda stuck fighting against tanks with no anti-tank weapons. But really fun mod, I have to admit that

Edit: boat sector is not working for me too, it says run time error

This is an early release so all bug reports are very welcome. Scorpion is hard at work on this mod and I am sure he will have these fixed and much more very soon.






Re: New 2020 Mod Announcement[message #360108 is a reply to message #360081] Thu, 21 May 2020 02:40 Go to previous messageGo to next message
edmortimer

 
Messages:1361
Registered:January 2015
Location: Home Free
Quote:
Edit: boat sector is not working for me too, it says run time error
That might be because of a missing tileset. Go here to download the complete UB tilesets (#50-59). Add them to ..//Data-1.13/Tilesets/

http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=24312&goto=359920#msg_359920

[Updated on: Thu, 21 May 2020 03:51] by Moderator







Re: New 2020 Mod Announcement[message #360609 is a reply to message #360108] Thu, 16 July 2020 20:44 Go to previous messageGo to next message
gougluinn

 
Messages:241
Registered:September 2018
nice idea. i'd like to play this mod after finishin my current run thumbs up

one thing i wanna ask how can you vocalize deidranna or other NPCs? or do they silently just stick around?
Re: New 2020 Mod Announcement[message #360612 is a reply to message #360609] Fri, 17 July 2020 04:17 Go to previous messageGo to next message
Hawkeye

 
Messages:2202
Registered:October 2005
Location: Australia
I haven't played this myself but I imagine all these characters have edited speech files originated from their Vanilla files but used in different contexts when you recruit them. It's the same way it's been done for this like the smaller PCM (Player Character Mod) and Vengeance: Reloaded where you can hire and play with NPC's in your team.


Re: New 2020 Mod Announcement[message #360757 is a reply to message #360612] Thu, 30 July 2020 22:32 Go to previous messageGo to next message
jofffre
Messages:4
Registered:July 2020
Location: Slovakia
Great mod!!! I am playig it right now and some ideas pop-up... I would like to make some quest (suggestions but I can write dialogues also, but no coding angry ) ...Do you want it in private message or I can write quests here? There are lot of ideas- I want to start writting it - quest by quest ,step by step. I have experience in writting for games and comics also.,..
Re: New 2020 Mod Announcement[message #360860 is a reply to message #359987] Sat, 08 August 2020 04:28 Go to previous messageGo to next message
systemfehler

 
Messages:117
Registered:September 2007
Location: Hanover, Germany
Only a few hours in and have to say I had a lot of fun so far. Great mod, what I always wanted. I set Mike available on Day 1 and met him right in the next sector, Carmen, Joe and Mike are a terrific combination and their guns help a lot since the beginning of the mod almost feels like endgame. Very nice. And while I usually execute Miguel before Deidranna in normal game anyways, this is a welcome objective. Deidranna is currently training new soldiers, once I got a good army going I'll give her a nice four man squad with the jeep to hunt around for stragglers with long ranged weapons for sports.

However, I encountered some problems, not sure if those are bugs or if I'm doing something wrong or looking in the wrong places.

There is no boat. I don't know if it's supposed to be available there right from the start or if it's maybe in Balime. That said, the boat sector crashed for me at first, then I added the mentioned UB tilesets and it loads. So maybe that's related?
On a sidenote I think the UB tilesets broke the red-yellow-green mercenary danger zone/mercenary view range. Those now are small little crosses instead of the colours.

Also this:

edmortimer wrote on Sun, 10 May 2020 15:46
When fighting enemies in N7, talk to brewster during battle to find the
last "enemy". Don't use alt-o cheats.

When Skyrider asks to be brought to his chopper, he is already standing
right beside it. For technical reasons, you have to move him one tile in
tactical to his chopper. Don't escort him to Drassen.

So if I understood this right Skyrider and Brewster are supposed to be in N7, the prison with the chopper? Because while the chopper is there, there's no Brewster (I supposed he'd be in a cell) and no Skyrider.

Oh and while this wasn't a problem though far just slightly odd, when I went to buy the Hummer it was driving around in the garage and counted as a civilian. That was at night, could buy it at day later and hope it won't be an acting civilian then. This might have to do with me enabling tanks and jeeps allowed to move.
Re: New 2020 Mod Announcement[message #360913 is a reply to message #360860] Wed, 12 August 2020 03:27 Go to previous messageGo to next message
systemfehler

 
Messages:117
Registered:September 2007
Location: Hanover, Germany
A little update: Got the boat working in a fresh install. However, assaulting Balime by boat is sadly not possible since there are no spawning points in the southern part of the map and the game just crashes when trying to place mercs before combat there. That happens in both sectors. Travel distance to the boat is a bit of a nuisance, too, no idea if that can be shortened. Having to travel there is probably to prevent the boat being able to drive on actual roads?

Also, still no Skyrider or Brewster in the new install, I even teleported around Drassen to see if it maybe glitched but no, wasn't there either. I get the "squad noticed someone" message in N7 but no one there. Maybe this is some conflict with the UB tilesets and it does not show Skyrider and Brewster, I'll try around some more.

Oh yeah, Hummer is working fine and stopped living on its own after I got it.
Re: New 2020 Mod Announcement[message #360915 is a reply to message #360913] Wed, 12 August 2020 04:15 Go to previous message
Julix

 
Messages:105
Registered:June 2010
Location: Canada

This is amazing, will give it a go at some point - currently got two other campaigns running... not sure I'll finish them before starting this, it looks great!
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