Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Wildfire » JA2 1.13 Wildfire 6.06
Re: JA2 1.13 Wildfire 6.06[message #209190] Sun, 22 February 2009 18:39 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Added Smeagols weapons edit , now game crashing within a minute or so of starting with a saved game , at new game , all descriptions are in German . Sad

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Captain

Re: JA2 1.13 Wildfire 6.06[message #209214] Mon, 23 February 2009 00:24 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
lockie
Added Smeagols weapons edit , now game crashing within a minute or so of starting with a saved game , at new game , all descriptions are in German . Sad


You definetely need to start a new game in order for the mod to work, old items got changed around a lot, thus the XML file causes problems with older save games (in fact older save games won't work at all). Whenever you update to a newer version of the Alpha Mod when you already have a save game with an earlier version of the Alpha item Mod, you won't need to restart, though (I hope this sentence makes sense...).

Those German in-game texts are strange. I myself play with English texts (thanks to an old version of SpaceVikings .exe, haven't managed to update that one to a more recent German ManyMercs .exe, and after some time I got used to using English texts and german speech files...), so they do in fact work (maybe you should consider them as a way to learn German :diabolical:).

Which version did you download? Did you also download the map update?

Don't know what's wrong. :/

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Lieutenant

Re: JA2 1.13 Wildfire 6.06[message #209216] Mon, 23 February 2009 00:35 Go to previous messageGo to next message
KEN C

 
Messages:244
Registered:May 2007
Location: Aberdeen Washington USA
Smeagol, Lockie said he updated with svn. As far as I know the svn WF6.06 has nothing to do with your new mod. I have been trying to get info about bringing SVNWF6.06 up to date for over two months but Jax or anyone else will not respond. Maybe you know something about this?

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Sergeant 1st Class
Re: JA2 1.13 Wildfire 6.06[message #209217] Mon, 23 February 2009 00:41 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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OLDNOOOB
Smeagol, Lockie said he updated with svn. As far as I know the svn WF6.06 has nothing to do with your new mod. I have been trying to get info about bringing SVNWF6.06 up to date for over two months but Jax or anyone else will not respond. Maybe you know something about this?


Don't know how SVN works, honestly. Never used it. I guess I'm only of little help concerning this specific problem. Sad

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Lieutenant

Re: JA2 1.13 Wildfire 6.06[message #209220] Mon, 23 February 2009 01:25 Go to previous messageGo to next message
KEN C

 
Messages:244
Registered:May 2007
Location: Aberdeen Washington USA
Well, if you run across Jax on the german forum please ask him if he intends to update WF6.06. If not then maybe someone like yourself would take on the project.

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Sergeant 1st Class
Re: JA2 1.13 Wildfire 6.06[message #209221] Mon, 23 February 2009 01:56 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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OLDNOOOB
Well, if you run across Jax on the german forum please ask him if he intends to update WF6.06. If not then maybe someone like yourself would take on the project.


I think your best bet would probably be to ask Scheinworld about it.

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Lieutenant

Re: JA2 1.13 Wildfire 6.06[message #209225] Mon, 23 February 2009 02:53 Go to previous messageGo to next message
KEN C

 
Messages:244
Registered:May 2007
Location: Aberdeen Washington USA
ok

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Sergeant 1st Class
Re: JA2 1.13 Wildfire 6.06[message #209234] Mon, 23 February 2009 10:01 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
Poster: OLDNOOOB
Subject: Re: JA2 1.13 Wildfire 6.06

Smeagol, Lockie said he updated with svn. As far as I know the svn WF6.06 has nothing to do with your new mod.


To clear any confusion , I'm running 2 installs of WF , 1 SVN , and 1 not ! I re-updated my SVN install , and still got (mostly) German text . As for the ( vanilla) however , I'll go with it as I want to see Smeagols items.
thanks guys for replies .

[Updated on: Mon, 23 February 2009 10:02] by Moderator

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Captain

Re: JA2 1.13 Wildfire 6.06[message #209266] Mon, 23 February 2009 16:54 Go to previous messageGo to next message
lockie is currently offline lockie

 
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Quote:
Which version did you download? Did you also download the map update?



Version 07 , and also maps .

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Captain

Re: JA2 1.13 Wildfire 6.06[message #209283] Mon, 23 February 2009 19:59 Go to previous messageGo to next message
adim

 
Messages:19
Registered:November 2007
Location: Bulgaria
I'm using "JA2_2008_12_08(SVN 2445).exe" version. Runs normal, CTD only about once an hour Smile .
I've also tried a version by SV(the last from his site), but got CONSTANT flow of CTD and finally give up.. and even erased from my hard drive.
The worst is when I'm almost finished the battle and have to start from beginning, because of missing .WAV or something. But I think those are the problems of 1.13 not (only) of WF6.06. Despite this, I'm going ahead Smile . It's still fun. (Day 9, got Drassen, Chitzena and Grumm, met Jake and Mad Dog; progress 48/48).

[Updated on: Tue, 24 February 2009 12:55] by Moderator

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Private
Re: JA2 1.13 Wildfire 6.06[message #209515] Sat, 28 February 2009 17:06 Go to previous messageGo to next message
Viebator is currently offline Viebator

 
Messages:13
Registered:February 2009
Hello again, I am just curios if it is possible to update my current game (without starting a new one) with that MOD providing full decriptions of weapons.

I run 2085 with 6.06 Wildfire maps.

There are loads of weapons and they looks all quite similar w

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Private
Re: JA2 1.13 Wildfire 6.06[message #209519] Sat, 28 February 2009 18:37 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Registered:June 2008
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Yes, Headrock's Enhanced Description Box is compatible with WF6.06.

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Lieutenant

Re: JA2 1.13 Wildfire 6.06[message #209525] Sat, 28 February 2009 20:13 Go to previous messageGo to next message
Viebator is currently offline Viebator

 
Messages:13
Registered:February 2009
Thanks for your info.

Well, it seems that EDB mod v1.3 wont work with 2085, as it crash on start. So there is another question.. will upgrading the version 2085 up to 2382 (which is supported) mess with my savegame?

Or is there any other possibility how can I make it work?

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Private
Re: JA2 1.13 Wildfire 6.06[message #209530] Sat, 28 February 2009 22:32 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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I think, unfortunately, it probably will mess up your save game.

I'm currently using one of SpaceVikings many mercs .exes, which already has the EDB integrated. You might want to take a look at that (which really is worth it, but would definetely require the start of a new game). Just look around for a post of SpaceViking, he has a link to his dowload page in his signature.

And to do some advertising: while you're at it, you could also grab the newst version of my item mod for WF6.06 and the updated maps (link in the 1.13 mod development forum). Wink

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Lieutenant

Re: JA2 1.13 Wildfire 6.06[message #209863] Sat, 07 March 2009 16:37 Go to previous messageGo to next message
Viebator is currently offline Viebator

 
Messages:13
Registered:February 2009
Thanx, I got my friend to it too. Unfortunately we are not able to find a download link for the newest 1.13 version (guess it is 2567 now?). Where is it?

Also, will it be compactible with Wildfire maps?

Thx in advance for a swift response.

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Private
Re: JA2 1.13 Wildfire 6.06[message #209866] Sat, 07 March 2009 16:47 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:999
Registered:January 2009
If you use Kaerar's one click installer it is up to date, if you have a look at the Mod install guide you will find it.

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First Sergeant

Re: JA2 1.13 Wildfire 6.06[message #210098] Thu, 12 March 2009 20:15 Go to previous messageGo to next message
Ianthi is currently offline Ianthi

 
Messages:25
Registered:March 2009
hello well i did it!
i followed all your instructions and now i can play
ja2 v 1.13 mod wf6.06 with all the new great stuff.

but there is a small problem.....

first when i have to shoot although i have action points the little circle on the enemy does not become the smallest possible...does that mean i have to place a sniper scope first? and second is the sound of the gun.... the shot's sound seems like "unlocking a door" or something like that as if it was a weapon made of plastic, no metallic strong sound shotgun like in JA Wildfire....

what do i have to do?

HEEEELP
please.......

i do not know how to adjust the target on the enemy, it remains too large and i often miss the target. and the weapon sounds...what do i have to do.... can someone on this forum please help me out here?

thank you
looking forward to a reply

[Updated on: Thu, 12 March 2009 22:00] by Moderator

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Private 1st Class
Re: JA2 1.13 Wildfire 6.06[message #210103] Thu, 12 March 2009 21:51 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
i do not know how to adjust the target on the enemy, it remains too large and i often miss the target.


yellow ( outer )circle means best amount of AP's to use in aimed shot , while red bar across top of aim circle is chance to hit ( fuller red , the better chance )also how good your merc aiming stats determine how good a shot he'll be . They will get better with practice skills and usage .


Quote:
and the weapon sounds...what do i have to do.



T T T Turn up the volume ..... Smile , yeah I know you're not happy with sounds , but unless you have the files from original game , you might be able to reinstall those over newer sounds , but I fear it'll be a mess of missing sounds and perhaps even CTD's . :whoknows:

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Captain

Re: JA2 1.13 Wildfire 6.06[message #210107] Fri, 13 March 2009 00:08 Go to previous messageGo to next message
Ianthi is currently offline Ianthi

 
Messages:25
Registered:March 2009
lockie: i tried that already but nothing
weapon sound are awful
it's like playing with plastic carnival guns for kids
the sounds are not like in ja2 or wf.

heyyyy guys what should i do?
anyone can tell me?
i tried to copy/paste the sounds from the files of ja2 data or even those of the v1.13
but still nothing i just can't have the normal weapon sounds.

any suggestions?
did anybody face similar difficulties?

thanks
waiting for any replies

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Private 1st Class
Re: JA2 1.13 Wildfire 6.06[message #210111] Fri, 13 March 2009 00:40 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
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Quote:
i tried that already but nothing


Something up with your install I fear , or perhaps you have altered an option ( restrict aiming level , cursor burst ?)
Personally I find sounds ok , perhaps it IS an install problem , try another install from scratch , keeping your existing game as backup ( name installs differently / keep them seperate )

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Captain

Re: JA2 1.13 Wildfire 6.06[message #210113] Fri, 13 March 2009 00:48 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
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Quote:
Poster: Kaerar
Subject: Re: JA2 1.13 Wildfire 6.06

There is a post on the i-Deal forums by Wildfire and he claims he sent 6.08 (in English and German) to ZuxxeZ. Damn I want that patch.


Got a mail from Romuladas Arm recently ( I had asked the Q ), 6.04 was the last patch .

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Captain

Re: JA2 1.13 Wildfire 6.06[message #210116] Fri, 13 March 2009 01:02 Go to previous messageGo to next message
Ianthi is currently offline Ianthi

 
Messages:25
Registered:March 2009
lockie: i have noticed that despite other folders of data and data1.13 in the folder of the mod for wf6.06 the sounds seem very limited. in fact there is only a file called "weapons" with inside only two things called "crossbow draw" and "crossbow shot" each. nothing else. listening to both i can say that the second is the sound of all the weapons in the game. i tried to delete them or replace them with the ones of other folders but nothing happens. how can i restore the game's weapons and shot sounds?

on the other matter ... aiming is different from ja2 or wf. how can i get back the cursor with only one singel circle that minimizes to the most according to the action points availlable?

thanks waiting for your answer

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Private 1st Class
Re: JA2 1.13 Wildfire 6.06[message #210121] Fri, 13 March 2009 01:21 Go to previous messageGo to next message
lockie is currently offline lockie

 
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Had a looksee also , still mine seem ok .
As for cursor , not a clue !
Yeah , I know , no help whatsoever .... Someone'll help if not today , then tomorrow Sad

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Captain

Re: JA2 1.13 Wildfire 6.06[message #210122] Fri, 13 March 2009 01:41 Go to previous messageGo to next message
Ianthi is currently offline Ianthi

 
Messages:25
Registered:March 2009
lockie: you mean ok that your sound folder in wf6.06 has the same things as mine or more?
if more how can i get them?

thank you

i will be waiting for your answer or anyone else's tomorrow too.

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Private 1st Class
Re: JA2 1.13 Wildfire 6.06[message #210124] Fri, 13 March 2009 02:46 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Ianthi
lockie: you mean ok that your sound folder in wf6.06 has the same things as mine or more?
if more how can i get them?

thank you

i will be waiting for your answer or anyone else's tomorrow too.


That sound folder should definetely contain more than just the crossbow sounds...

I'm currently packing a self-extracting zip of my sound folder and will upload it to my skydrive for you to download. Be warned, though, that file is huge. dowloading may take some time. I'm just trying to compress it to a size of under 50 MB, because that's the maximum size of files the upload will accept...

Edit: ugh... as suspected that file was just slightly too big (something around 50.2 MB *grrrr*). :/ I might have to split it into two archive files. However, you could also try to copy your sound folder from data-1.13 into your data-wilfire6.06 folder first. that should probably fix the problems. If that doesn't help, I'll try to upload that file again.

[Updated on: Fri, 13 March 2009 03:30] by Moderator

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Lieutenant

Re: JA2 1.13 Wildfire 6.06[message #210129] Fri, 13 March 2009 03:43 Go to previous messageGo to next message
Ianthi is currently offline Ianthi

 
Messages:25
Registered:March 2009
smeagol thank you very much.
i tried to copy the file from the data 1.13 but it won't work the same.
if you could please let me download yours .... it would be awesome...

but i so not know from where and how... you should explain it for me.

one more question: why is the map of arulco so small? is it normal or i do have to fix this as well?

thanks again
looking forward to your reply

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Private 1st Class
Re: JA2 1.13 Wildfire 6.06[message #210130] Fri, 13 March 2009 03:55 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:999
Registered:January 2009
@Smeagol: Which sound folder are you referring to, Data or Data-WildFire6.06?

Lanthi
one more question: why is the map of arulco so small? is it normal or i do have to fix this as well?


That's normal.

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First Sergeant

Re: JA2 1.13 Wildfire 6.06[message #210131] Fri, 13 March 2009 04:38 Go to previous messageGo to next message
Ianthi is currently offline Ianthi

 
Messages:25
Registered:March 2009
i was referring to the Data-WildFire6.06 sound folder.

all the supposed files on the various shot sounds of every weapon are missing. i mean i can play the game up to now without major problems but the shots' sounds are awful.... so it makes the game ugly ... you know what i mean.... and i really love it...

i am waiting for that zip folder if possible that smeagol wrote about.

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Private 1st Class
Re: JA2 1.13 Wildfire 6.06[message #210163] Fri, 13 March 2009 13:38 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:999
Registered:January 2009
Hi Lanthi,

It's been a while since i played 6.06 but yesterday i noticed the same sound prob with my install, i'm thinking it was an incomplete version i downloaded/posted a link for in the download guide. I'm going to try a different source and see if that's the cause. Although the SVN version has the same issue!?

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First Sergeant

Re: JA2 1.13 Wildfire 6.06[message #210164] Fri, 13 March 2009 13:42 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Ianthi
i was referring to the Data-WildFire6.06 sound folder.

all the supposed files on the various shot sounds of every weapon are missing. i mean i can play the game up to now without major problems but the shots' sounds are awful.... so it makes the game ugly ... you know what i mean.... and i really love it...

i am waiting for that zip folder if possible that smeagol wrote about.



Okay, just uploaded that archive again. This time it worked. Smile

Sound folder Download

I had to split it up into two packages, you'll need the 7-zip file manager (in case you don't have it, I'm pretty sure that it's easy to find with google or any other search programme) to unpack the two files. I think it will be enough to download the two files to your data-wildfire 6.06 (or copying them there after you downloaded them...) and from there unpacking the first one (I think 7-zip will automatically grab the second file).

If this doesn't work, you really should consider a complete reinstall (following the instructions in the WF6.06 readme. especially the "copy your data-1.13 folder and rename it to data-wildfire6.06" part is really important).

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Lieutenant

Re: JA2 1.13 Wildfire 6.06[message #210176] Fri, 13 March 2009 14:47 Go to previous messageGo to next message
Ianthi is currently offline Ianthi

 
Messages:25
Registered:March 2009
smeagol thanks.

but there is still a problem.

i downloaded both files but 7z could extract only from first. sounds are slightly better.
how can i unzip the second file you send me? only then i can make it work properly?

looking forward to your reply.

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Private 1st Class
Re: JA2 1.13 Wildfire 6.06[message #210177] Fri, 13 March 2009 14:53 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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As I stated above, you only need to extract the first one, 7z will extract the second automatically, thus your sound folder should be complete. You could doubleckeck the size of the extracted folder, which should be 149 MB.

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Lieutenant

Re: JA2 1.13 Wildfire 6.06[message #210188] Fri, 13 March 2009 18:35 Go to previous messageGo to next message
Ianthi is currently offline Ianthi

 
Messages:25
Registered:March 2009
ok then i checked it out. you were right that isthe size.

thanks again

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Private 1st Class
Re: JA2 1.13 Wildfire 6.06[message #210198] Fri, 13 March 2009 21:43 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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ok, glad I could help. Smile

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Lieutenant

Re: JA2 1.13 Wildfire 6.06[message #210374] Mon, 16 March 2009 20:41 Go to previous messageGo to next message
herb is currently offline herb

 
Messages:387
Registered:September 2007
Location: Slovenija
some Q's about the game:

1. Are there any changes in story line from ja2 classic or only maps and mercs?
2. Why are all doors locked? I always use Berry and he usually open everything but in this mod he is useless...
3. It would be nice if Ira has higher leadersheep, because of knowing country and sense of persuading people.
4. San Mona isn't the town of pleasure anymore. What happened to s...x in a brothel?

Anyway it is hard mod but I like it.

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Master Sergeant
Re: JA2 1.13 Wildfire 6.06[message #210376] Mon, 16 March 2009 21:09 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland

Read this , as for doors , perhaps Barry has lost some skills Very Happy
Senior Modder
WF6.06-Mod


Registered:
Posts: 45
Loc: Germany
(85.180.72.41) Here is the Readme:

Quote:
Readme for the Mod:

WF6.06-Mod_beta_german_for_JA2_1.13NIV2112
WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
WF6.06-Mod_beta_international_for_JA2_1.13NIV2112

by Jax(Jelinobas) and Smeagol

Hi everyone,

First of all, watch out for getting the right version of JA2 1.13 for this mod.

==> This mod was made using Ja2 1.13 v2085/v2112. <==


Later releases might cause problems.
This mod won't work with updates from tortoise, because of the updates to the items file,
thus a tortoise update would lead to severe complications playing the game. If you want to play without trouble,
you'd better deactivate the updates.


The German an English version contains all changes this mod provides, especially the following features:
WF mercenaries added, new maps, WF story line, changes to items and NIV items.

The international version only includes the new maps (but nevertheless worth a look).


installation:

- download the appropriate mod
- in your Ja2 1.13 root folder copy your ../Data-1.13 folder and rename the copy into ../Data-WildFire6.06
- unzip the mod into your Ja2 1.13 root folder and allow overwriting existing files
- that's it.
- have fun. Smile



In addition to the new maps and new mercs several changes were done to the NIV (from JA2 1.13 2085/2112)
and several new LBE added.


The mod was made with the goal to not only provide new maps, new mercenaries and new items, but also to raise
the difficulty of the original Wildfire. The options.ini and the XML data was accordingly changed.

Basically everything is a bit more difficult. "insane" can quick become "hell".
There's a backup options.ini for those who don't want to struggle every second.

It might be a good idea to start at an easier level. The first few maps and encounters might look easy at first glance,
but this will likely change faster than you would like. Wink

In the options.ini mobile militia was disabled, however, you can train veteran militia in cities.


Known Issues:

The E-mail addresses ingame couldn't be changed, as they are currently hardcoded to the JA2 1.13 .exe

Enrico = Robert
Robert is your employer in Wildfire working for a not further known secret service.

The same is true for the added and replaced mercs. Their e-mail names couldn't be changed, as well.


More information and//or possible spoilers in the FAQ section:


FAQ


Q: What's this all about?

A: This is a mod for Jagged Alliance 2 1.13. It is based on the Maps from Jagged Alliance 2 Wildfire.




Q: So you took the maps from Wildfire and managed to make them playable with JA2 1.13?

A: Well... sort of. Lots of maps, however, had to be drawn from sketch, in these cases the Wildfire maps where used as an
orientation. However, you'll find a lot of maps differ from the original Wildfire maps. Some of the wilderness maps
had crates with goodies added. And you'll also find some new features.
In that course several maps underwent some major changes.



Q: New features? Sounds good. What exactly changed?

A: - There are some new special LBE items included and an entirely new weapon class is available through Bobby Ray..
- Several mercs from Wildfire replace less popular mercs from the classic version.
- In some maps you might find sandbag barriers on roof tops, serving as cover for enemy soldiers (or for you, of course).
- Balime extended to 4 sectors.
- Estoni extended to include the junkyard.
- Meduna was made big. yeah, really big. so big in fact, that there are 3 seperate blocks to train militia in.
- Added the city of Palmas, which includes 3 sectors.



Q: You said something about hidden goodies?

A: Yeah, but there aren't yet any goodies you'll have to blow up whole sectors for in order to find them.
At the moment these are rather easy to find (just look accordingly, but you might find it worthwhile to explore
the wilderness sectors).
The really hard to find stuff might be added in a later release.



Q: Which mercs left?

A: Uhm... several actually... let's see...

Gone for good:
- Highball
- Gumpy
- Bubba
- Bull
- Malice
- Numb
- Biggins
- Buns

Added:
- Henning
- Rudolf
- Laura
- Monk
- Lennart
- Brain
- Lucky
- Grace



Q: Hey I'm missing Stephen, Hitman, Blood and Scope. Where are they?

A: You'll find them employed by M.E.R.C.. Some one had to draw the tough lot.
And as in Wildfire these 4 got it.


Q: What happened to the Prof.dat? Any changes?

A: yeah, actually quite a lot of changes. You'll discover them, once you start playing...


Q: I hired Shadow (or Monk or Tex). And they don't have camouflage skills anymore. Huh?

A: Yeah, that got changed, as this skill becomes useless to quick. Instead these 3 got some additional
camo items in their starting gear. But of course, these mercenaries got other skills in exchange.


Q: What's the best setting to start a new game?

A: It is recommended that you:

- set Bobby Ray to "normal"
- enable "Tons of Guns"
- "New Inventory"
- choose "realistic" or Sci-Fi game play (crepitus are disabled via the options.ini,
you'll have to change this for yourself, just play Sci-Fi mode, if you want to use goofy guns)
- disable Enemy drop all (pre-configured, but can be changed of course via options)
- choose the difficulty of your liking



Q: Bobby Ray set to normal? Will I still be able to get all those cool guns then?

A: There are lots of weapon caches to be found, including a lot of the guns available to 1.13 at
the time this mod was made. However, as 1.13 is a continous project, undergoing continous changes
there might be newer guns you won't find in the maps.


Q: I'm looking for gun XYZ. But I can't find it anywhere in Arulco.

A: I tried to add a wide variety of guns to the maps, but as you might guess, some guns simply
had to be left out. Maybe Bobby Ray has what you're looking for in stock.



Q: Boooh.... I want to kill these crepitus. Really no Sci-Fi available?

A: Sure it is available, but there were just no changes made to the maps according to any Sci-Fi stuff
(including sci-fi guns and crepitus showing up). They are still there, but not enabled by default.
If you want to kill the bugs, you'll have to enable them in the Options.ini.



Q: Ugh... I don't want to play with Tons of Guns. The sheer number of these different firearms is quite mindboggling.
Can I play the mod without it?

A: Hmmm... you certainly can give it a try. However, be warned that the maps were created using the full array of
available guns and accordingly tested. Thus I would recommend you'd use Tons of Guns as well, because some items
migth lead to the crashing if found and not playing with tons of guns activated.



Q: What about the New Inventory system? Is it supported?

A: Sure it is, but as several people don't like to use it, the mod was made so that you can play without it.
The LBE items can be bought from Bobby Ray or dropped from enemies. However, you won't find any hidden LBEs in
the maps, as these will cause crashes, when playing without New Inventory.



Q: I noticed that some civilians wear uniform like clothing. What's up with this?

A: The clothing of civilians is usually random. However, there are 2 special civilian factions, you should have an eye for:

- green clad dudes are militia and or paramilitary troops, serving Deidranna. They might not be hostile at first,
however they almost always guard certain items or are reinforcements for the regular troops. These can be attacked
without loosing loyality in cities.

- guys with red shirt and blue pants and most often private security. They guard items as well, however attacking
them will drop loyality and morale. Therefore attack at own risk.



Q: Will San Mona still turn hostile, when I attack Meduna?

A: No, the King Pin affiliated civilians there have been removed.



Q: I've entered an underground level, but there seems to be only one room there. What am I doing wrong?

A: Most underground sectors have had roofs added, thus you can't see the whole map when you enter. You'll have to explore
these in order to reveal rooms.



Q: Hey, where are the underground maps in Alma, Cambria and Meduna I loved playing in WF?

A: Sorry. As 1.13 doesn't support non JA2 Classic underground maps at the moment, unfortunately these had to be left out.



Q: I have found a remote control. What's this thing used for?

A: There are two different kinds of remote control you can find. Remote Bomb Triggers are used to obviously trigger remote
bombs. The other remote control has a special use. It must be used in the same sector where you found it, and it only
works in a certain area there. Maybe a careful search of the surroundings might offer a clue.



Q: I found a new vehicle I'd like to claim, however the game tells me, that I only can have two vehicles at a time.

A: Yeah, a known issue. However, there is a "many mercenary mod" by SpaceViking in the testing phase. You might want to check in the
Bear's Pit forum for the latest info on that. Once this gets included to 1.13 be certain, that we will update as well.




Q: Where should I report any bugs I find in the maps or post field reports? Do you even want feedback?

A: Do we want feedback??? yeah, of course we want feedback. We're not doing all this work for hard money,
but for fame and glory. We appreciate any kind of feedback.

If you don't like something, tell us. We might change it.
If you think something is brilliant, tell us. We like to be flattered.


Feel free to discus the mod in one of the following forums we regularly check:

http://jagged.gamigo.de/ja_forum/showthread.php?p=510477#post510477
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=192159&page=0#Post192159

We are glad to hear about any strange findings and like to hear your feedback.

Okay, that's it... We hope you all enjoy our mod. Happy Hunting. Smile

Greetings
Jax(Jelinobas) and Smeagol

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Captain

Re: JA2 1.13 Wildfire 6.06[message #210384] Mon, 16 March 2009 22:11 Go to previous messageGo to next message
herb is currently offline herb

 
Messages:387
Registered:September 2007
Location: Slovenija
yeah i read that but where is the story line?

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Master Sergeant
Re: JA2 1.13 Wildfire 6.06[message #210402] Tue, 17 March 2009 01:18 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Had a look at my booklet for refreshing my memory , very little there , though it does mention drug cartels , I seem to remember being told to cut off drug barons heads , but that might have been another mod Very Happy You'll just have to dig deeper into the game yourself bud !

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Captain

Re: JA2 1.13 Wildfire 6.06[message #210405] Tue, 17 March 2009 01:32 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
some Q's about the game:

1. Are there any changes in story line from ja2 classic or only maps and mercs?
2. Why are all doors locked? I always use Berry and he usually open everything but in this mod he is useless...
3. It would be nice if Ira has higher leadersheep, because of knowing country and sense of persuading people.
4. San Mona isn't the town of pleasure anymore. What happened to s...x in a brothel?

Anyway it is hard mod but I like it.


Or , you could always grab the (updated)original Wildfire 6.04 from Gamers gate at the bargain price of 9.99 euro !

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Captain

Re: JA2 1.13 Wildfire 6.06[message #210418] Tue, 17 March 2009 08:25 Go to previous messageGo to previous message
adim

 
Messages:19
Registered:November 2007
Location: Bulgaria
About doors...
Locked doors are VERY useful! Use crowbar/rambo knife or just kick them all. Strength AND health are going up very fast Smile You'll need plenty of canteens. Weak mercs could start kicking wood crates first to get enough strength first before steel doors...
Leadership...
Just train militia... There is enough sectors to raise it to 100 if you wish
San Mona...
Tony <=> arms <=> money... Isn't that pleasure? Smile O, and Eldorado!!! What's more? Smile Smile Smile

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