Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2UB Vietnam SOG'69 » Vietnam SOG 69 Patch
Vietnam SOG 69 Patch[message #76449] Mon, 28 October 2002 22:56 Go to next message
Becoming X is currently offline Becoming X

 
Messages:102
Registered:July 2001
Location: Canada
Hi

I'm working on a Patch for my SOG '69 mod. I just wanted to start a thread where I could get people to list problems they've had. By problems I mean game crashing probs. I would like to eliminate as many of the crashes as possible as well as make expert play possible.

So far I've fixed:
-Item Descriptions for the old SG items
-missing speech file 067_025 (sarge)
-missing speech file 097_045 (Bullock)
-N9 has 32 enemies for Expert Play
-probs fixed in H15 and N13
-trying to add in nvg's

List other probs in this thread.
Thanks

Report message to a moderator

Sergeant
Re: Vietnam SOG 69 Patch[message #76450] Tue, 29 October 2002 01:08 Go to previous messageGo to next message
Vurt is currently offline Vurt

 
Messages:254
Registered:October 2002
Location: Calgary, Canada
First off, I just wanted to add my voice to the burgeoning masses in saying I loved your Vietnam SOG'69 campaign!

One easy thing you might want to consider changing, however, is making the passwords in the zips all in uppercase. The reason being that the JA2 engine displays all description text in uppercase, with the capital letters being slightly larger, and it's not immediately obvious that what is uppercase in the game should be lowercase in the zip! It took me a while to figure that one out, and from a couple messages in another thread, I'm not the only one.

But all in all, great mod!

Vurt

Report message to a moderator

Master Sergeant
Re: Vietnam SOG 69 Patch[message #76451] Tue, 29 October 2002 03:39 Go to previous messageGo to next message
Dom is currently offline Dom
Messages:2
Registered:April 2000
ok i encountered a weird problem my merc in slot 1 squad one becsme locked out after taking the chopper back from stones firebase (sorry cant remeber the name) this happend twice to merc 1 squad one, trevor and my custom.
One locked out the merc would still appear on the roster and travel but could not be slected in tactical mode.

I did find a workaround but ic ant remebr how sorry Smile

Report message to a moderator

Civilian
Re: Vietnam SOG 69 Patch[message #76452] Tue, 29 October 2002 03:41 Go to previous messageGo to next message
Dom is currently offline Dom
Messages:2
Registered:April 2000
also can you boost the damage to grenades of all types (apart from nolotovs) as they are next to useles great campagin btw Smile

Report message to a moderator

Civilian
Re: Vietnam SOG 69 Patch[message #76453] Tue, 29 October 2002 04:50 Go to previous messageGo to next message
Sgt York is currently offline Sgt York

 
Messages:79
Registered:June 2000
Location: San Antonio TX
There's a crash problem in N12 that others have traced to reloading VC shotguns. There are also extra tunnel areas in P7 and N2 that are inaccessable and should be deleted (or add a way in). Might want to add surface maps for M3, N2 and N3. There are inaccessable crates in several tunnel sectors, P7_b1 and M3_b1 come to mind. Still can't get Stone and Ponder to say much, although I played their .wav files and figured out what was going on.

My $.02: if do you put in NGVs, do so very sparingly. I play exclusively at night and find the game to beatable with night ops mercs, careful play, and extensive use of the readily available break lights. Is there any way to leave the NVGs out of the expert optoion?

Report message to a moderator

Corporal
Re: Vietnam SOG 69 Patch[message #76454] Tue, 29 October 2002 13:36 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
@becomming X- Great mod, the best I've played for UB.I find it much more interesting than the straight UB campaign.

As to your question... Having one or two NVGs available would be OK, but not very realistic, since they were not in use extensively until the mid '80s. The night vision devices in use in the late '60s were either light amplifying (like the starlight scope) or used an IR spotlight (as seen on vintage tanks). Either way was both bulky and cumbersome. The gameplay seems very ballanced as it is with a night ops guy and some chem lights. It is just different than the JA2/UB UV goggle/night ops expert superhuman trooper cleaning up a whole sector by himself. Not having this advantage makes teamwork and good tactical decisions necessary.

One minor point would be the use of the 7.62 NATO in the M2 carbine in the mod. It really used a much less powerful (and NOT interchangeable) Cal 30 ammunition (same diameter bullet, much different cartridge- more like a pistol case). Not a big deal tho...

Report message to a moderator

Sergeant
Re: Vietnam SOG 69 Patch[message #76455] Tue, 29 October 2002 14:50 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1073
Registered:August 2001
Location: Sydney Australia.
Jay.
One area of concern was the difficulty in finding entry points to the caves ... hidden amongst rocks or in corners of buildings.
Maybe a section of floor with those check lino tiles would make it more obvious.
A small wrecked building for the outdoor entry point map where the rocks are .... with the check floor.
Also a teleport from An Loc back to Tay Ninh is needed so maybe adding a third chopper at An Loc would do the trick.

Durty Dan.
I found the going so tough at night that I cheated in some NVG but even with those it's still extremely difficult due to the mass charges by groups of enemies.
I guess we could rationalize the NVG by pretending they were starlight scopes or state of the art experimental gear supplied for field trials to frontline units that fall into your hands.
Probably an NVG found at each base & active firebase = total 4 would be OK or have Betty sell them by enabling the cats quest.

Report message to a moderator

Sergeant Major
Re: Vietnam SOG 69 Patch[message #76456] Tue, 29 October 2002 20:08 Go to previous messageGo to next message
Dr.Quack is currently offline Dr.Quack

 
Messages:124
Registered:November 2001
Location: old Europe
I'm quite sceptical about the NVGs. I recently played my first nightops for a year or so, got a counterattack while repairing stuff and there was exactly one lightstick somewhere in the sector, which was enough to get them all. Still too easy, although with the higher relative damages and the shorter ranges at night it was a bit more explosive than normally. If NVGs at all, they should really be a highly prized item, more difficult to get than buying them from Betty, but I'm afraid they won't do much good for the overall balance :whoknows:

Report message to a moderator

Sergeant
Re: Vietnam SOG 69 Patch[message #76457] Tue, 29 October 2002 21:25 Go to previous messageGo to next message
jona is currently offline jona

 
Messages:19
Registered:October 2002
Location: germany
Hello BecomingX- and all the others....

I'm new here and I havent gott very far (yet) in your sog campaign.... but I noticed, that the xray-detector isnt working, at least I cannot put batteries in it....
Is this on purpose? Otherwise please fix it.

Maybe there will never be the chance not to find the last enemy in a sector, so it isnt really needed, but who knows....

Hmm, I would like Vince back in Sector I11, if it is possible with minor efforts....
Anyone else can ignore him anyway....

What about Eve? Why was she dropped?

I would also like some Extenders or Rod&Springs or -better- their components; but again, perhaps I am only impatient ....

Concerning Betty: How can the BC Quest implemented at all in ANY Campaign ?
Inserting some Cats in the map wont do (I tried!)

I had these problem experienced first in Deutschers "Hard-to-Die" Campaign, but luckily it could be fixed...

Another thing: It would be great (for realism) if you would join the sectors of Varrez using some teleports (thats the way it was done in "HtD" too!)

Perhaps I am stupid, but are there really no Mine detectors ? At least IO couldnt find any....
Again something dropped by purpose?

A lot of wishes, but perhaps some of them will find their way in sog.

Oh, I almost forgot - this campaign is GREAT!
(at least so far)

Greetings
Jona

Report message to a moderator

Private
Re: Vietnam SOG 69 Patch[message #76458] Tue, 29 October 2002 22:10 Go to previous messageGo to next message
Tampa_Gamer is currently offline Tampa_Gamer

 
Messages:21
Registered:April 2001
As I have said in other threads, this campaign is truly fantastic! My hard drive recently crashed so I will have to start my campaign over (had just gotten to the An Loc base). Anyway, the additional items I had were:

(1) removal of droppable VC shotgun shells that were causing a problem in some sectors.

(2) Removal of stalagtites in N11-B1 in front of boxes (had to use dynamite to remove).

(3) Clarify between PG7 used and spent rounds in actual description.

(4) Possibly make Sarge able to advance? Just seems weird not to have a MERC gain experience since that is the whole roleplaying aspect. Of course maybe the thought is that he is to old to advance...

Thanks again and looking forward to the new patch after I install my new hard drive.

Report message to a moderator

Private 1st Class
Re: Vietnam SOG 69 Patch[message #76459] Wed, 30 October 2002 00:37 Go to previous messageGo to next message
Becoming X is currently offline Becoming X

 
Messages:102
Registered:July 2001
Location: Canada
Hey

I would prefer not to add NVG's in the mod, but I dont' play night ops so I can't really stand too strongly against them. I realize that NVG's didn't exist back then, I am putting in a Starlight Scope that attaches to one's head. Fake... yes. But at least it seems semi plausible. I don't plan to put too many of these items in the game and I would like to make them rather rare.

I didn't put the components for the x ray detector in the game. So I'm surprised that you could even build one let alone try to put batteries in into one.

I think there are enough goodies to trick out weapons later in the mod, so I'm not going to alter that.

I don't want to have Betty expand her roster of goods because I don't want it to unbalance the game with good stuff.

Sarge is like Len, too old to learn, but he knows enough to get by.

Mine detectors are now the Lucky Charm. I think there are two or three of them in the mod.

Vince is out of the game for good, he isn't worth the size of his speech files for what he adds to the game.

As for Eve being dropped. I am thinking I will add her into the additional sectors patch.

Thanks for the feedback guys I'll work on it.

Report message to a moderator

Sergeant
Re: Vietnam SOG 69 Patch[message #76460] Wed, 30 October 2002 01:46 Go to previous messageGo to next message
jona is currently offline jona

 
Messages:19
Registered:October 2002
Location: germany
Hi!

Thanx for the fast response!

Ok, I must admit what I always do to any UB-Campaign: I add 2 "Training" Sectors near the start and of course some stuff in it.....
that means as long as I dont know how difficult it will become....

I have experienced, that many "short" campaigns lack any(!) medkits or FA Kits. Additional to the Betty/BC Bug these campaigns are next to unplayable - at least for me!

So I put some goodies in this "Camp" including a Xray, because I hate to hunt the last man for hours..... (in spite of realism....)

By the way: Can you activate the BC Quest at all ?
In "HtD" it was achieved via a cute trick.
I havent found a campaign where it worked yet....

But you are right, I also would prefer this "eve" instead of "vince" - the speech files would indeed boost the size up even more and he isnt really needed anyway - it was just Nostalgia...

thanks again for giving us such a great campaign!
It seems, that it even beats "HtD", my all time favorite - till now!

Greetings
Jona

Report message to a moderator

Private
Re: Vietnam SOG 69 Patch[message #76461] Wed, 30 October 2002 02:20 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1073
Registered:August 2001
Location: Sydney Australia.
jona.
You can activate Betty's BC quest by adding some cats to her map through the UB editor then starting a new game. They must be in the same map as where they are in UC ..... I10

Report message to a moderator

Sergeant Major
Re: Vietnam SOG 69 Patch[message #76462] Wed, 30 October 2002 04:03 Go to previous messageGo to next message
DR J is currently offline DR J

 
Messages:37
Registered:April 2002
Location: Amarillo, TX
@Becoming X:
I have noticed trying to bribe Hannigan crashed the game for me. Might be missing a speech file there.

The M-2 carbine, I wouldnt have too much heartburn if you changed the ammo for it to the .32ACP like the scorpion. Pretty close effect that I could believe.

Report message to a moderator

Private 1st Class
Re: Vietnam SOG 69 Patch[message #76463] Wed, 30 October 2002 05:52 Go to previous messageGo to next message
Sgt York is currently offline Sgt York

 
Messages:79
Registered:June 2000
Location: San Antonio TX
I believe the M2 carbine uses 30.06 ammo, same as the M1, BAR and Browning LMGs. That was the standard US rifle ammo in WWII.

Report message to a moderator

Corporal
Re: Vietnam SOG 69 Patch[message #76464] Wed, 30 October 2002 09:58 Go to previous messageGo to next message
Uzi is currently offline Uzi

 
Messages:69
Registered:March 2000
Location: Helsinki, Finland
@Sgt York:
The M1/M2 Carbine uses .30 Carbine (7.62x33), which is considerably less powerful than the .30-06 You mention. It was intended to replace the pistol with something a bit more useful, though not as heavy or "over-powered" as the regular rifles were (Jane's Guns Recog Guide).

@DurtyDan
Umm, the NVGs work by amplifying light, much the way Starlight scopes did. Of course, the NVGs in JA2 are, what, 3rd-gen devices? If included, it probably would be more feasible to replace them with something that suits the period.

@Becoming X
In the pictures of SOG69 I've seen, I think I've spotted the picture of the AK74. Did You use the picture to model another Kalashnikov variant, or are my eyes just playing a trick on me? Unfortunately haven't had the chance to play Your campaign yet to check it out myself... :bawling:

Uzi

Report message to a moderator

Corporal
Re: Vietnam SOG 69 Patch[message #76465] Wed, 30 October 2002 22:31 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1073
Registered:August 2001
Location: Sydney Australia.
Topic for this months map contest is jungle which was meant to give you guys an opportunity to have your maps included in the SOG69 patch as 7 extras for the Iron Triangle.

So far :bawling: ... no entries received & it's almost months end.

Ruins.
Firebase.
Village.
Rice paddies.
VC base.
Caves complex.
Temple.
Plantation.
??????? lots of possibilities.

Send maps to our contest mailbox ub_uploads@yahoo.com

Report message to a moderator

Sergeant Major
Re: Vietnam SOG 69 Patch[message #76466] Thu, 31 October 2002 01:37 Go to previous messageGo to next message
Becoming X is currently offline Becoming X

 
Messages:102
Registered:July 2001
Location: Canada
Hey again

Uzi's right the M2Carbine uses a shorter more pistol like round than .30-06 or a regular 7.62 round. Jane's said that the M2 was an great design for a rifle that was totally useless at ranges over 200feet, or meters, or something like that.

I'm surprised no one's busted me about the .45ACP and .380 short that becomes available later in the game as armor piercing. I thought I was stretching things a bit there.

About the AK. Given the similarity of all AK's I just kept the existing AK sti. I also kept the same sti for the M16 and a few of the other guns I think. Good eyes, Uzi. :goggleyed:

Bearpit. No worries about the jungle maps, I've decided to add an area of maps into one of the mountainous zones. It shouldn't take too long.

Still I could use some jungle maps to replace the dummy maps at the end of Cambodia.

I'm not going to enable the bloodcat quest for Betty. Already she is selling me Starlight scopes, so I've had to increase the price of NV to compensate.

Report message to a moderator

Sergeant
Re: Vietnam SOG 69 Patch[message #76467] Thu, 31 October 2002 01:40 Go to previous messageGo to next message
Sgt York is currently offline Sgt York

 
Messages:79
Registered:June 2000
Location: San Antonio TX
Actually the M1 carbine was the weapon developed to provide more firepower than the standard issue .45 cal pistol. The M1 carbine originally was planned to have an automatic capability, but that feature was dropped during development. It was first produced with a 15 round clip; later an optional 30 round clip was provided. Over 5.5 million M1 carbines were manufactured during WWII. The M2 carbine was developed slightly later to fill the need for selective automatic fire. Standard clip was 30 rounds. About 570,000 M2 carbines were manufactured. The ammunition for both carbines was a .30 caliber, 108-grain bullet, 13-grain charge, which was indeed lighter than (and, correctly, not the same as) the .30-06 caliber bullet used in the M1 Garand rifle. However it would not be historically accurate at the time of WWII to describe the M1/M2 carbine ammo as 7.62 mm, since metric measurement was not used in the US then. The point may be moot, however, since multiplying 25.4 mm/in. by 0.30 in. certainly does equal 7.62 mm. After just a half-hour of additional research through US Army, WWII and Korean War sites, I wasn

Report message to a moderator

Corporal
Re: Vietnam SOG 69 Patch[message #76468] Thu, 31 October 2002 02:50 Go to previous messageGo to next message
Uzi is currently offline Uzi

 
Messages:69
Registered:March 2000
Location: Helsinki, Finland
Quote:
Originally posted by Sgt York:
I wasn

Report message to a moderator

Corporal
Re: Vietnam SOG 69 Patch[message #76469] Thu, 31 October 2002 03:49 Go to previous messageGo to next message
DR J is currently offline DR J

 
Messages:37
Registered:April 2002
Location: Amarillo, TX
It was called .30 cal. carbine ammunition. It is 7.62X33mm in the modern scheme of measurement. It was intended to supplement the M-1 in roles where a long range rifle would not be needed but a pistol wouldnt do. Cooks, drivers, some officers.
I had one several years ago (M-1 version.) It was not too bad under a 100m. Not as accurate as a M-16A1 (I had in the army, later M-16A2) but better than any pistols I fired, M-9 (army) or a S&W Mod 19 6" (My own).

Straight shell casing like a .357 or .38, not necked down like 5.56 or 7.62 Nato.

Very light and handy. I personally believe it is the world's first assault rifle. Not the STG-44 or Ak-47. M-2 version had a very high rate of fire. Watch Clint Eastwood's Heartbreak Ridge at the B&W section in front. Shows it several times on full auto (M-2).

It was said ex-convict Carbine Williams was the main developer, but several sources say this was a propaganda myth.

My $.02. Smile

Report message to a moderator

Private 1st Class
Re: Vietnam SOG 69 Patch[message #76470] Thu, 31 October 2002 06:17 Go to previous messageGo to next message
abradley is currently offline abradley

 
Messages:225
Registered:December 2001
The USAF used it to arm it's techs in forward areas, was first trained with it back in '54 at Lackland and carried it when in the field with the Marines and Army.

Nice, lite, and accurate for close quarter situations. Never cared for pistols...but liked the carbine.

In the '60s the USAF went over to the AR-15...liked it also!

No, I am not a combat vet.

Report message to a moderator

Sergeant 1st Class
Re: Vietnam SOG 69 Patch[message #76471] Thu, 31 October 2002 11:08 Go to previous messageGo to next message
Damesh is currently offline Damesh

 
Messages:57
Registered:January 2001
Location: Florida
I agree with changing the M2 ammo to .30 cal, that gun is a little to overpowered (although I like using it). Also, if you increase grenade damage, get rid of the molotovs. The AI is phenomenal when throwing grenades and molotovs, which they do often and they seem to be able to throw twice as far and more accurately then my troops.

Why does the boonie hat give more protection than a pith helmet? It would seem that cloth really wouldn't be much protection. If pith helmet has higher armor value then you have decision to make, lower weight/less armor or higher weight/more armor.

Keep the nvg out of game. Plenty of breaklights in the game for night fighting and there are several night ops mercs to hire. I usually play JA2 combats at night, but because of the extensive cover I am finding daylight battles to be more enjoyable. That may also be because I reduce the range of the weapons which reduces their accuracy at visible range.

You may also want to reduce the attachments for the weapons. How many are available and which ones can attach to the weapons. Some things are uncommon or don't seem to make sense, silencer for .357, scope for a garand or m16, things like that. I like that the recoil buffer (laser sight?) was only available to vc weapons.

Just a few thoughts.

Report message to a moderator

Corporal
Re: Vietnam SOG 69 Patch[message #76472] Thu, 31 October 2002 17:56 Go to previous messageGo to next message
Uzi is currently offline Uzi

 
Messages:69
Registered:March 2000
Location: Helsinki, Finland
Quote:
Originally posted by DR J:
I personally believe it is the world's first assault rifle. Not the STG-44 or Ak-47. M-2 version had a very high rate of fire.
Prototypes of the M1 were probably manufactured earlier than the German guns which would become the grandfathers of assault rifles, but since the M1 was semiauto, with the selective-fire M2 appearing on October -44, the German MP43/StG 44 beat it to it. Besides, as a design concept, the M1/M2 resembles traditional rifles, whereas the German weapons incorporated features which have become standard on modern assault rifles.

The AK47 really comes in too late to even try to grab the title of 1st, especially considering that Kalashnikov started developing it after encountering the StG 44 on the battlefields.

I'm all for more accurate ammo depiction, but due to simplicitys sake, the M1/M2 Carbine could keep the 7.62N ammo, just lower the damage from what I've heard. It'd be like regular JA2 with the 7.62WP round for the Type-85, AK47 and Dragunov, which do different damage, akin to the different calibers of the real guns.

Uzi

Report message to a moderator

Corporal
Re: Vietnam SOG 69 Patch[message #76473] Fri, 01 November 2002 03:59 Go to previous messageGo to next message
Rev1 is currently offline Rev1

 
Messages:203
Registered:October 2002
Location: Louisville, KY
I've been having various problems with ammo not fitting guns. For instsnce the 7.5 mm ammo for the mAS 49 won't go in it. Same with the VC shotgun. Instead it wants to accept regular shotgun shells. Also, I ejected the ammo from a Chatellerault in order to have some extra ammo for another merc that was carring one, and it turned into some other sort of ammo.

Aside from those inconveniences, I have loved the campaign.

Report message to a moderator

Sergeant 1st Class
Re: Vietnam SOG 69 Patch[message #76474] Fri, 01 November 2002 04:02 Go to previous messageGo to next message
AJ_1 is currently offline AJ_1
Messages:2
Registered:October 2002
Well, it is nice to see that the JA2 crew is still alive and as active as ever. It has been quite sometime, but since this new campaign caught my attention I thought I should at least post and say what a great job you have done.

So, "Great job!"

I haven't played to far into the game yet, just a familiarization run, now I have started a new game, so if I run across anything I'll let you know. (The things I have encountered have already been covered.)

As for NVG's, I play primarily at night, and though it is quite challenging with your campaign, compared to JA or UB, it is still a pretty fair run. I wouldn't put them in personally.

I have a question with the FB George mission though, I have not been able to get to the center of the map in time, am I supposed to be able to?

~aside~ As for the map submissions no one prolly has time with all the SOG playing, I know I haven't. I will however try to work on some in the next week or so.

At any rate, good job. This obviously took a phenomenal effort on the part of all involved, and I have to say it has paid off, at least in my opinion. It was like finding JA2 for the first time.... again.

Report message to a moderator

Civilian
Re: Vietnam SOG 69 Patch[message #76475] Fri, 01 November 2002 05:26 Go to previous messageGo to next message
DR J is currently offline DR J

 
Messages:37
Registered:April 2002
Location: Amarillo, TX
@Uzi Hmmmmm. Okay about M-1 Carb. Yeah lower damage would work.
@Rev1 I had same problem. Had to reinstall a couple of times to get a bug out of install program that caused this. If you open editor. Go to explosive tab. If the mustard gas is not using the normal mustard gas weapon pic then the install is flawed and youll still have the ammo prob. When I finally had that pic right then the ammo worked fine. I figure they are connected to the same problem. I would imagine you could put you saves in a different folder and reinstall SOG. Maybe they will update to your current location.

Report message to a moderator

Private 1st Class
Re: Vietnam SOG 69 Patch[message #76476] Fri, 01 November 2002 12:39 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
@ AJ_1- I solved the FB George map by sneaking spooky in using only throwing knives and one-shot head kills. That doesn't alert the baddies and allows him to sneak up to the demo panel and mow them all one by one as they run up to hit it. BTW, I found this map to be one of the most fun in the campaign.

Report message to a moderator

Sergeant
Re: Vietnam SOG 69 Patch[message #76477] Fri, 01 November 2002 12:43 Go to previous messageGo to next message
Rev1 is currently offline Rev1

 
Messages:203
Registered:October 2002
Location: Louisville, KY
Dr J, you described exactly what I'm experiencing. Mustard gas and regular grenades show the wrong pictures too.

I am sort of guessing that I botched the installation initially myself. I'll try to reinstall like you suggested.

Report message to a moderator

Sergeant 1st Class
Re: Vietnam SOG 69 Patch[message #76478] Fri, 01 November 2002 14:23 Go to previous messageGo to next message
Rev1 is currently offline Rev1

 
Messages:203
Registered:October 2002
Location: Louisville, KY
That did the trick. Thanks for the advice!

Looks like the values on things were totally screwed up. For example, all of my guys now have higher armor values. Also, I can't be certain, but I think some of the items that I previously left behind in certain sectors have changed.

I'm extremely hopeful that those cool sniper rifles I found will actually hit a bad guy on occasion now.

Report message to a moderator

Sergeant 1st Class
Re: Vietnam SOG 69 Patch[message #76479] Fri, 01 November 2002 14:44 Go to previous messageGo to next message
Rev1 is currently offline Rev1

 
Messages:203
Registered:October 2002
Location: Louisville, KY
Gah! Now I'm really in a mess. I have gotten the medical supplies the village needed, but the teleport function back to the military base isn't working. Is this normal, or did my reinstallation of the game mess up some new variable?

Report message to a moderator

Sergeant 1st Class
Re: Vietnam SOG 69 Patch[message #76480] Fri, 01 November 2002 15:06 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1073
Registered:August 2001
Location: Sydney Australia.
The teleport to Tay Ninh is at the firebase L12 where Lt Stone is.

Report message to a moderator

Sergeant Major
Re: Vietnam SOG 69 Patch[message #76481] Fri, 01 November 2002 15:53 Go to previous messageGo to next message
Akodo Deathseeker is currently offline Akodo Deathseeker

 
Messages:104
Registered:March 2001
Location: St Paul, MN
Quote:
After just a half-hour of additional research through US Army, WWII and Korean War sites, I wasn

Report message to a moderator

Sergeant
Re: Vietnam SOG 69 Patch[message #76482] Fri, 01 November 2002 21:04 Go to previous messageGo to next message
Becoming X is currently offline Becoming X

 
Messages:102
Registered:July 2001
Location: Canada
Hello

I have never heard of that ammo prob that Rev and Dr J were describing. I have no idea why it wouldn't write to the game correctly the first time. I'm glad to hear reinstalling seemed to fix the problem.

So what's the consensus on NVG's? Maybe I'll add them in but only make them available from Betty. Right now they are quite expensive at 2000 bucks a pop. Or I could have one or two of them available in key sectors as a reward.

As for FB George, I've always found that it's possible to enter from the south place all your mercs in the middle of the screen and walk almost right up to the middle bunker. FB George is one of my favourite sectors as well.

Report message to a moderator

Sergeant
Re: Vietnam SOG 69 Patch[message #76483] Sat, 02 November 2002 04:21 Go to previous messageGo to next message
DR J is currently offline DR J

 
Messages:37
Registered:April 2002
Location: Amarillo, TX
@Becoming X
Thats seems like a good compromise on NVGs.
Still would love to see Raul back in as a weapons dealer Smile
Hey X what is the SOG towel good for? What did it replace?

@Rev1 Im glad that worked. Took me 3-4 tries to get it right. I dont know what the bug is or what causes it.

BTW everyone knows Nails doesnt like you to "mess with vest Scooter". Anybody do what I did? Give him a coated Medical Pouch. Gives him better armor.

Report message to a moderator

Private 1st Class
Re: Vietnam SOG 69 Patch[message #76484] Sat, 02 November 2002 14:14 Go to previous messageGo to next message
AJ_1 is currently offline AJ_1
Messages:2
Registered:October 2002
I appreciate the advice on the FB George sector, I will have to remember that when I get back there.

One thing that crossed my mind, and maybe I just haven't played long enough yet to have had it occur, there don't seem to be any enemy roving patrols or counter attacks... I don't know how it would effect you're overall campaign, but it might be nice to keep a squad on its toes if there were some patrols, at least in the Iron Triangle... seems like it would be plausible, and realistic.

Report message to a moderator

Civilian
Re: Vietnam SOG 69 Patch[message #76485] Sat, 02 November 2002 14:58 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1073
Registered:August 2001
Location: Sydney Australia.
Roving patrols are not possible to set in UB.

Counterattacks in Iron Triangle .... there were several when I played. Some maps have a very high attack probability whilst others dont.

Report message to a moderator

Sergeant Major
Re: Vietnam SOG 69 Patch[message #76486] Sat, 02 November 2002 16:39 Go to previous messageGo to next message
Rev1 is currently offline Rev1

 
Messages:203
Registered:October 2002
Location: Louisville, KY
Here's one. Missing file for character #67 quote 14.

Report message to a moderator

Sergeant 1st Class
Re: Vietnam SOG 69 Patch[message #76487] Sat, 02 November 2002 21:46 Go to previous messageGo to next message
Dr.Quack is currently offline Dr.Quack

 
Messages:124
Registered:November 2001
Location: old Europe
Quote:
Originally posted by Bearpit:
Roving patrols are not possible to set in UB.
Just as a sidenote, this feature has only been disabled in UB, and could probably be hacked back in. I saw a roving patrol exactly once in all the years playing UB, as I left the crashsite sector on the full hour, the counterattack patrol started to follow me a few minutes later. I can only guess, the enemies in the starting sector seem to be somewhat irregular, their numbers and arms appear to be influenced by the adjacent sectors too.

Report message to a moderator

Sergeant
Re: Vietnam SOG 69 Patch[message #76488] Wed, 06 November 2002 14:13 Go to previous messageGo to previous message
Rev1 is currently offline Rev1

 
Messages:203
Registered:October 2002
Location: Louisville, KY
n13, Nok Tan

After apparently killing all of the bloodcats, the combat engine has remained on, rather than returning to real time play. The result has been a very slow crawl across the sector.

Report message to a moderator

Sergeant 1st Class
Previous Topic: i got a question about the army jacket in SOG69
Next Topic: I need Veteran Suggestions
Goto Forum:
  


Current Time: Fri Apr 26 00:21:46 GMT+3 2024

Total time taken to generate the page: 0.02689 seconds