Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Militia Factions Mod » Militia Factions Mod
Re: Militia Factions Mod[message #169432] Thu, 03 January 2008 15:38 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Downloads are nearing 500 which means approx 10% of forum members. I thank you. Much appreciated.

Re: Militia Factions Mod[message #169475] Thu, 03 January 2008 21:13 Go to previous messageGo to next message
lockie

 
Messages:3866
Registered:February 2006
Location: Scotland
oh you modest old thing , xmas rush being over , s'pose your modding , perhaps ? mebbe putting all mfm bits n pieces into one easy package for ease of use for us techless , feckless gamers keen to retry the mod with no crashes to desktop .... Very Happy


Re: Militia Factions Mod[message #169581] Fri, 04 January 2008 17:16 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
You may be surprised. My move to Maldon is coming undone. Soon I will be back in Sheffield & probably with some time on my hands. I'll keep y'all posted.

Re: Militia Factions Mod[message #169615] Fri, 04 January 2008 21:03 Go to previous messageGo to next message
lockie

 
Messages:3866
Registered:February 2006
Location: Scotland
crikey Will , things aint simple in your neck of the woods ! really hope it's gonna suit you better and mebbe nearer little 'un ? besta luck bud..... :sadyellow:


Re: Militia Factions Mod[message #169942] Mon, 07 January 2008 12:49 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
It's the push towards some simplicity that's driving this. I'll be back near my three kids. I'll have some time for JA again. I also hope to keep it going with my lady; but if not at least I tried my best and it was great while it lasted!

Re: Militia Factions Mod[message #176601] Tue, 26 February 2008 19:49 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Yeah downloads just passed 600. Currently I'm working on the UB add-on for MFM; unsurprisingly called MFM Tracona. Screenies next week kids.

http://img101.imageshack.us/img101/6448/mfmtraconaea9.jpg

Tracona Prison.

http://img101.imageshack.us/img101/2173/rescuerudedoghp5.jpg

Rescue Rude Dog (Dynamo & Shank just placeholders for now).

http://img101.imageshack.us/img101/9786/confusethemfrommultiplenx2.jpg

Work in progress; mended the UC Robots missing sound files etc. They take a lot of killing.

http://img381.imageshack.us/img381/2500/mfmeaglelg1.jpg

[Updated on: Wed, 27 February 2008 15:23] by Moderator


Re: Militia Factions Mod[message #180004] Thu, 03 April 2008 15:29 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
http://img511.imageshack.us/img511/29/traconaweaponssystemsga5.jpg

more adaption of the unused parts of UC.

[Updated on: Thu, 03 April 2008 15:36] by Moderator


Re: Militia Factions Mod[message #180313] Sun, 06 April 2008 14:07 Go to previous messageGo to next message
Mauser

 
Messages:773
Registered:August 2006
Location: Bavaria - Germany
hey Will, glad to see that you

☆★GL★☆
Re: Militia Factions Mod[message #180382] Mon, 07 April 2008 13:50 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Thanks Mauser. That is indeed a high compliment. Hmm the stuff I'm working on currently is a UB Campaign for MFM... I have limited free time for my favourite hobby at the moment (better than the zero I had from sept 07 to Feb 08; but still not enough!) so am concentrating on very small 50 map thingey. Once released you could always renumber them and import into JA2 1.13 if you wish. There will be approx 20 urban sectors (inc 2 prisons; an airstrip; various factories and bases; a hospital; housing; retail; monestary etc) 15 farm sectors and 15 forest sectors. I wish I had the time to do everything justice inc that SoG 1.13 idea but I just don't at the moment. Once this little campaign is done (or one free weekend if one crops up) I can make a Vanilla 1.13 map set quite easy I think... just a question of opening every single map; deleteing all the items and starting again! Not much fun for me!!

:blah:

[Updated on: Mon, 07 April 2008 13:51] by Moderator


Re: Militia Factions Mod[message #180886] Fri, 11 April 2008 15:13 Go to previous messageGo to next message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
Hey Will you know the sniper guns have Beta C-Mags rather than short Sniper mags on them Wink

Do you need a hand editing any of the guns for MFM?


Re: Militia Factions Mod[message #180891] Fri, 11 April 2008 15:28 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
Sorry I don't know much about guns n stuff. I found those nice looking weapons in the unused part of Urban Chaos and thought to myself hmm they look cool I'll adapt them for my UB-MFM fictional set. Are they based on something real then? I'm happy with 15 x 6mm for a sniper really. They're damn good in testing so far.

Re: Militia Factions Mod[message #180901] Fri, 11 April 2008 16:21 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Downloads of MFM just went to 700. Fantastic. Less uptake of fixed maps, upgrade and 1.13 conversion kit though. It's all there if you want it... but really 700 is amazing. I never anticipated this response at all!

Re: Militia Factions Mod[message #180926] Fri, 11 April 2008 18:21 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
hopefully, it motivates you to keep on modding Will.

Re: Militia Factions Mod[message #180956] Fri, 11 April 2008 22:50 Go to previous messageGo to next message
Mauser

 
Messages:773
Registered:August 2006
Location: Bavaria - Germany
Will Gates
Thanks Mauser. That is indeed a high compliment.


not at all Will. it

☆★GL★☆
Re: Militia Factions Mod[message #181026] Sat, 12 April 2008 12:14 Go to previous messageGo to next message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
Will Gates
Sorry I don't know much about guns n stuff. I found those nice looking weapons in the unused part of Urban Chaos and thought to myself hmm they look cool I'll adapt them for my UB-MFM fictional set. Are they based on something real then? I'm happy with 15 x 6mm for a sniper really. They're damn good in testing so far.


All the guns are HK's. The top ones are all G36's and their variants and the tan ones are the XM8's and their variants. I see to make the Machine pistol version of the G36 you chopped the stock off! I'm quite happy to give you some sci-fi stuff if you want based on real weaponry Very Happy

email me if ya like on kaerar 'at' dodo 'dot' com 'dot' au and we'll discuss it a little Smile


Re: Militia Factions Mod[message #181046] Sat, 12 April 2008 15:18 Go to previous messageGo to next message
Mauser

 
Messages:773
Registered:August 2006
Location: Bavaria - Germany
Will, have you followed the "bigger maps project"?

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=181040&Main=11652#Post181040

it

☆★GL★☆
Re: Militia Factions Mod[message #181323] Mon, 14 April 2008 11:08 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Bigger Maps? No not at all. Was not aware it was anything more than an idea. Cool. I'll investigate. However time is tight. I have no free weekends between the kids and the girlyfriend so limited to weekday evenings only Sad Love the new signature.

Kae i'll drop you a line later ok. Smart.

Re: Militia Factions Mod[message #182356] Mon, 21 April 2008 14:57 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Kaerar. that dodo e-ddress no work & your PM slot is full. Not ignoring you...

Re: Militia Factions Mod[message #183219] Tue, 29 April 2008 07:03 Go to previous messageGo to next message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
Sorry mate, PM's cleared and I can't check the dodo addy at the moment (just re-installed after my gfx card died Sad )


Re: Militia Factions Mod[message #185657] Mon, 19 May 2008 15:06 Go to previous messageGo to next message
rizzla

 
Messages:41
Registered:February 2008
I have finally gotten to try out your MFM mod - thanks a lot, Will, it's really great fun.

If I may nitpick:

- The installation files. One zip would have been enough. I'm computer able enough to work it out, but it's a bit confusing and not as simple as it could be. Also an updated zip with the new maps and the "patches" would have been nice, only keeping the exes and map.bins separate.

- The factions. Do all members of each faction always wear the same shirts? I think they do. Anyway, would have been gtood in the readme if you had told us which shirt colour belongs to which faction. And maybe a bit more info, too - like explaining that the militia (green dots) has often been locked away and stripped of all weapons so if you want their help, you better make sure they can find a gun quickly.

- 1.07 vs 1.12. Would have preferred basing it on the 1.12 exe. The better AI (from UB) provides more of a challenge (uses break lights, for example). I guess the 1.13 users get the better AI? I should really upgrade sooner or later.

But those are small things. I loved the start in Omerta, the AI may be a bit dumb but it's satisfying to have them fight with you, I don't mind that it takes longer. I'm a chicken so I started on the medium difficulty level but to be honest I find it too easy. Especially having Carlos (or at least his gun) and Miguel so soon makes the early part of the game fairly easy, plus you've provided us with some goodies right from the start (regen boosters, compound 18/30). My fault I guess - after playing with a MERC only squad in a game where basically no weapons were dropped (I blame it on that 800x600 exe you sent me - I uninstalled that, then installed your mod and the drops work just fine) I'm finally ready for the expert level.

Thanks again for the great work. Once I've discovered more I'll report back.
Re: Militia Factions Mod[message #186033] Fri, 23 May 2008 13:16 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
You mean I should make a fixed whole release? It's a thought but I'm still coming across the odd thing that needs attention (mostly details others might not even notice). Once a full year has passed since original release I might do a full re-release.

Re: Militia Factions Mod[message #186226] Sun, 25 May 2008 10:21 Go to previous messageGo to next message
rizzla

 
Messages:41
Registered:February 2008
Will Gates
You mean I should make a fixed whole release? It's a thought but I'm still coming across the odd thing that needs attention (mostly details others might not even notice). Once a full year has passed since original release I might do a full re-release.


It's just more convenient. Plus it'd give you the chance to re-arrange the original zip. Smile Unless I missed something I see no reason why it can't be just one zip with the folder structure inside so you'd just have to extract it once into the main directory. Apart from the two different .exes and the three map.bins. I'd put those into a separate folder (call it MFM). Have the readme extract to either the root directory or the new MFM folder (make a small installation.txt which points to the actual readme).
Re: Militia Factions Mod[message #186572] Wed, 28 May 2008 00:02 Go to previous messageGo to next message
Burzmali

 
Messages:242
Registered:March 2007
Location: Estonia
what damn faction unites Annie (MoM) and Pablo Mad there sure should be some illustrated book about all the uniforms (in different shades of green) those factions wear. and i'm really missing Reuban with his hedgetrimmer - too many hedges needing not just trimming but napalm or other radical solution :bomb:


just kidding - thank you, it's nice to have some surprises again in good old Arulco...
Re: Militia Factions Mod[message #187261] Mon, 02 June 2008 15:09 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
I felt I was kind enough by "uniforming" factionalised RPC's NPC's & EPC's. No guide other than instinct... "is this a sleazeball or somebody I can do business with?" the only question you need ask yourself; give or take the odd cheeky exception.

If I'd been able to work out a way of randomising their loyalties I'd have done it to some of them just to keep you all on your toes!

Re: Militia Factions Mod[message #187605] Thu, 05 June 2008 15:34 Go to previous messageGo to next message
Burzmali

 
Messages:242
Registered:March 2007
Location: Estonia
just to give some feedback...

it has turned into 'kill-em-all' quite quickly. and who bothers to check the uniforms in the dark - God recognizes his own, as the saying goes. had to kill Calvin and Chitzena mine in 'shot down' - no problem, as i have loads of money and never liked the guy anyway. but reloaded and gabbi-ed through the battle to see what happens. in the beginning Calvin and his pals were neutral - just a bit nervous maybe. i kill all the soldiers, Calvin still neutral. i could freely leave the sector from the big map, pick up stuff and so on. just when Miguel went to talk with Calvin, that dumb dirtminer starts to talk about pushups instead. hmm, seems old Yanni living all alone now in whole Chitzena.

cleaned San Mona - Angel not giving his quest, but thats understandable, as he can go to Shady Lady and pick up Maria himself from the ruins whenever he cares. then, some days later, Ira and Shank went to San Mona to do some business with Tony. and there is Mickey - Mickey, mind you! - talking dirty and making obscene gestures to the lady. so Shank had to shoot him. good thing was, Shank discovered he likes that BSA LMG he was about to sell as it feels the lightest weapon to him even together with spare magazine. now lil' Breeham has even some use, shooting more dangerous things than black birds and dirty old men.

strange thing - all criminals were present. didnt expect that and hired Slay (good thing the disc works!) after selling two heads to Carmen, so now three others rot without any bonus :grimreaper:
Re: Militia Factions Mod[message #187628] Thu, 05 June 2008 18:24 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
good stuff. calvin and mickey are both hicks so you can only do business with them during daylight. hiring slay and then meeting carmen has some very nasty consequences. It is possible to end up at war with every single faction in the end but I don't recommend it.

tip/spoiler: pablo and doreen are both employed by kingpin... it might be worth doing the san mona quests before even entering drassen!

Re: Militia Factions Mod[message #188002] Mon, 09 June 2008 16:52 Go to previous messageGo to next message
Sgt York

 
Messages:80
Registered:June 2000
Location: San Antonio TX
Will Gates
You mean I should make a fixed whole release? It's a thought but I'm still coming across the odd thing that needs attention (mostly details others might not even notice). Once a full year has passed since original release I might do a full re-release.


Will, same question for you as for Scorpion: what are your thoughts/recommendations about installing MFM over the new version of 1.13 ?? Thanks
Re: Militia Factions Mod[message #188011] Mon, 09 June 2008 17:38 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Sorry I've not kept up to date with the highs & lows of 1.13. I stuck at 687. Since then I've taken it off because I needed the memory for something else (must get a new PC!). I intend to reinstall once my real life has calmed down a bit.

Any answer I give will therefore be a guess. All the folders in Data should be fine as I never got the items to work in 1.13 anyway. It does mean items placed in maps might be a little odd sometimes but not too bad I hope. I see no reason why my garrison / composition / strategic xmls shouldn't work either. Try it and see. Not much help I'm afraid. I got fed up with the moving target and not being able to edit the items with the JA2IE / WeEdit combo I was used to*. Lost the will and ran out of time.

*somebody kindly sent me link to cheap or free xml editor but was not workable with Windows ME!

Right now I'm still doing my UB campaign "MFM Tracona" & tweaking MFM 1.07 for it's (hopefully) anniversary fully patched even nastier exe & map binned version**. Autumn I work on 1.13 again provided I can sort out the items with relative ease.

** incidentally I've also done this to UC 1.07 recently just for a laugh and to see how much it will take before it breaks!

Re: Militia Factions Mod[message #188449] Thu, 12 June 2008 17:22 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
11 months on:
830 downloads of mod;
less of patches & 1.13 conversion kit but all totalling a nice round 2000.

Small anniversary patch to come 07.07.08. Extra Nasty map.bins x 3. Some missing battlesnds (not many just being a stickler). One new map and associated radarmap.

Re: Militia Factions Mod[message #188925] Tue, 17 June 2008 14:49 Go to previous messageGo to next message
Burzmali

 
Messages:242
Registered:March 2007
Location: Estonia
Frodo was cute :bunny: having maybe a bit too high rank, but worth every penny.

Manuel was OK as a backup. could not get very friendly with pvt Ryan, think he was somewhat irritated by mustard gas the bad guys managed to treat him with. and could not communicate much with that grumpy thug on southern island.

landing onto island was really thrilling - only one guy from that platoon of locals survived. (this really reminded that Vietnam mod!)

also those strongholds-warehouses were fun to deal with. and teleporters were a nice touch!

in the beginning the battles were quite tiresome and every time i thouht that this now must be the last of bad guys there were still three or five more. closer to the end, with good guns and armor, it does not really matter if there is a dozen more or less of those weakies without decent guns or armor. and as i was playing with "old" version, not 1.13, there was a decent final fight in the palace despite me coming in from the underground.

so, thanks for some nice battles. waiting for something Extra Nasty :wave:
Re: Militia Factions Mod[message #188929] Tue, 17 June 2008 15:20 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
My pleasure. Hope you were playing with the "fixed" maps etc. The thug I assume you mean is Colonel Kurtz; and he should be hostile... well he always is to me anyway! What does your version of the prof.dat have him listed as in terms of faction? If it's the wrong one then I may have to include new prof.dat with anniversary patch (which would also mean including all of Rearranged Rons female faces as well... something I've added since for my own enjoyment). Ryan is not RPC or EPC but recent conversations with Scorpion have showed me that he could have been with a little work... dammit another time maybe.

The UB addon for this Mod is now only 3 maps away from serious testing which I'm personally really looking forward to; just to be able to play again for a while. After everything is done and dusted I'm going to spend a looong time playing other peoples mods and having a blast.

Re: Militia Factions Mod[message #189049] Wed, 18 June 2008 18:30 Go to previous messageGo to next message
Burzmali

 
Messages:242
Registered:March 2007
Location: Estonia
Kurtz seems to belong to queens faction, like Elliot. come to think about it - when the battle started in palace, Elliot was neutral and queen D herself also, both turned hostile only after the queen got hurt. Kurtz seemed ill-tempered, but his message - your road ends here! - was somewhat logical, as we were on an island. so we parted... not exactly as friends, but as strangers in the night :waving:
Re: Militia Factions Mod[message #193596] Tue, 12 August 2008 13:24 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Filefront downloads just hit 1000. I'm impressed. I also feel guilty that with so many people having a look and or playing it, I should have spent more time on spit & polish. It can always be better but there is a point at which you must stop tinkering and release the damn thing. The next chapter (in JA2UB) is almost at that stage itself now. One or two last tests to run. Then grit teeth and release.

Re: Militia Factions Mod[message #194594] Fri, 22 August 2008 00:45 Go to previous messageGo to next message
rizzla

 
Messages:41
Registered:February 2008
I feel guilty for not praising your work earlier. Smile

After a break I returned to JA2 and your fine mod and today I took Tropico. Great fun that landing sector, even though I brought a mortar along none of the "volunteers" survived. Kurtz wasn't hostile btw. All in all an outstanding mod, having great fun with it. Thanks a lot, Will!
Re: Militia Factions Mod[message #195541] Mon, 01 September 2008 11:24 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Tinker with Kurtz in pro-edit. Him & T-2000 aren't as hostile as they were meant to be. Give him Kingpin tag or similar if you want him to join battle.

Re: Militia Factions Mod[message #206170] Mon, 12 January 2009 15:05 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Apologies to the gun-nuts. I bought a new monitor and can now see that some of my big gun sti's are way clunky. Sorry folks they all looked fine in my old dark monitor. Oops my bad.

Been dicking around with the exe's and various other tinkerage mostly to do with spawing, patrolling and counter-attack balance. Cambria under siege by 300 enemies anyone? Screenshot tomorrow *. Skin of teeth job this, the f*ckers take back whole cities if you're not careful.

* srcatch that, screenie doesn't do it justice. Seriously hard slog but worth the effort.

[Updated on: Tue, 13 January 2009 14:58] by Moderator


Re: Militia Factions Mod[message #207955] Tue, 03 February 2009 21:25 Go to previous messageGo to next message
Off_Topic

 
Messages:1021
Registered:January 2009
Hey Will,

I wanted to put up an entry for the 1.13 version of MFM but i have a few questions...

1.If set up properly, should MFM 1.13 have N.I.V.?

2.Sorry, but your instructions aren't very clear when it comes to the conversion, when i follow them exactly,

JA2 Gold - All MFM 1.07 files - Different install of JA2 1.13 - Copy the files you have listed (including alarm) from original MFM 1.07 & conversion files into new JA2 1.13 Data Folder.

I get a weird hybrid that will load with N.I.V. but has a lot of items replaced by Mortar graphics and then crashes...

But, if i have it installed up to 1.07 and then install 1.13 2085 into it & only copy the conversion kit files into 1.13 data it seems to run but with no MFM Main screen & No N.I.V.

What is the best install procedure?

3.Is it the MFM Exe or JA2 Exe that should be used to launch the game if everything is done correctly with 1.13 conversion?

Thanks,

Offtopic


Re: Militia Factions Mod[message #207961] Tue, 03 February 2009 22:28 Go to previous messageGo to next message
lockie

 
Messages:3866
Registered:February 2006
Location: Scotland
Thank goodness , thought it was only me ...... Smile


Re: Militia Factions Mod[message #207994] Wed, 04 February 2009 11:42 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
No NIV or other features made since 687; though DDB works apparently. Hit 1.13 exe to begin (the MFM 1.07 exe isn't one of the things you should have copied across). All from memory as is a long time since I made a conversion myself. I'll look at it if I ever get some spare time. Sorry that's a rubbish response but there you go.

[Updated on: Fri, 06 February 2009 14:21] by Moderator


Re: Militia Factions Mod[message #208201] Fri, 06 February 2009 14:27 Go to previous messageGo to previous message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Revisited about 60 of the 123 maps. I need to playtest the changes. Once done I may well revisit the remainder. What have I done? Fixed coolness errors in exe. Fixed 40mm HE. Re-equiped many faction maps (wrong ammo in gun type thing). Added more roof top snipers. Added a quirky version of the P1 demo map. Other stuff. All in all I can't remember everything I've tweaked so I'm going to do a full and final re-release at some point this year.

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