Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Wildfire » JA2 1.13 Wildfire 6.06
JA2 1.13 Wildfire 6.06[message #202904] Mon, 01 December 2008 17:19 Go to next message
SpaceViking

 
Messages:762
Registered:January 2004
Location: Rochester, Minnesota, USA
Wow. I had forgotten how tough WildFire was. This definitely captured that part of the experience perfectly. I've been using this to test my latest build and it has been a real challenge.

Before I get too far into it is 6.06 really the last release? I haven't had any problems but I am still trying to build a base in Chitzena.


Re: JA2 1.13 Wildfire 6.06[message #202918] Mon, 01 December 2008 19:13 Go to previous messageGo to next message
lockie

 
Messages:3969
Registered:February 2006
Location: Scotland
I'm bogged down in chitzena too with little cash ( already spent proceeds of Kingpins ill gotten gains ) can't seem to get a base going as training militia expensive !


Re: JA2 1.13 Wildfire 6.06[message #202925] Mon, 01 December 2008 20:04 Go to previous messageGo to next message
SpaceViking

 
Messages:762
Registered:January 2004
Location: Rochester, Minnesota, USA
Yeah, pretty much the same problem I am having. I had 20 militia trained and 18 were killed in the first counter attack. There have been two more since and I haven't managed to get any more militia. I've been financing my mercs by day by selling all the equipment the attackers are dropping.


Re: JA2 1.13 Wildfire 6.06[message #202934] Mon, 01 December 2008 21:03 Go to previous messageGo to next message
systemfehler

 
Messages:117
Registered:September 2007
Location: Hanover, Germany
No money issues here on day 80 anymore. Very Happy It took me ages to get so far though. The Chitzena situation was nasty.
I had no major problems with 6.06, except some lockups in tactical (mainly around Palmas) and some glitches, but overall pretty stable.
Re: JA2 1.13 Wildfire 6.06[message #202937] Mon, 01 December 2008 21:34 Go to previous messageGo to next message
llvi

 
Messages:68
Registered:January 2008
Location: Lacey, WA, USA
SpaceViking

Before I get too far into it is 6.06 really the last release?


Yes, 6.06 is the latest release. Its a gas isn't it? I never finished my campaign, but the new maps are a lot of fun and seem so much bigger than before. The Story line is set for Wildfire, but the game mechanics are still set for JA2. i.e. Bobby Ray's still delivers to Drassen not Chitzena. I was too chicken, so I turned the DCA off in my attack. I've been tempted to make war on all of the Kingpin associates in all of the individual sectors with drug labs and such... Maybe I'll take that on next time.
Re: JA2 1.13 Wildfire 6.06[message #203055] Tue, 02 December 2008 17:39 Go to previous messageGo to next message
SpaceViking

 
Messages:762
Registered:January 2004
Location: Rochester, Minnesota, USA
I thought I was over the hump last night when I finally got everyone fully healed up and had over 20 militia trained (several now elites thanks to fending off all the attacks) but now I am seeing a group of 20 attackers just south of EACH of the Chitzena sectors. Time to crawl back up on the roof and hope I can hold out...

One bright spot was the militia guy who held off an attack all by himself for 10 rounds. He got shot at least a dozen times and was critical status by the time the battle was over but he dropped probably 10 attackers all by himself. I wanted to recruit that guy as a merc! At least he went from a regular to an elite miltiaman.


Re: JA2 1.13 Wildfire 6.06[message #203301] Thu, 04 December 2008 17:14 Go to previous messageGo to next message
SpaceViking

 
Messages:762
Registered:January 2004
Location: Rochester, Minnesota, USA
Crap. So much for that game. I (barely) held off the two attacks mentioned above and then Fred (the head miner) informs me that the mine is running out. I've been "saving up" some equipment to outfit additional mercs but now it looks like I'll just have to abandon Chitzena (the 15 militia left aren't going to hold the town) when the mine income starts plummeting and head for another one. I'll probably go for Drassen and just take the mine sector and see if I can stabilize the situation there.

It looks like this was set up so that the incoming freight would go to the port in Chitzena instead of the airport in Drassen. Was that the intent? Just waiting on getting "airports" externalized or something?


Re: JA2 1.13 Wildfire 6.06[message #203303] Thu, 04 December 2008 17:22 Go to previous messageGo to next message
llvi

 
Messages:68
Registered:January 2008
Location: Lacey, WA, USA
SpaceViking
It looks like this was set up so that the incoming freight would go to the port in Chitzena instead of the airport in Drassen. Was that the intent? Just waiting on getting "airports" externalized or something?

Yeah, I think that they tried to follow the Wildfire scenario and story line. But really this is a Wildfire skin on 1.13. So freight is standard Bobby Ray's to Drassen. Chitzena is OK, but the mine income isn't really enough to do anything with and once you are about comfortable the mine runs out. Better diddy mow over to Drassen and hold it there. Skyrider is still over there, and the Drassen maps and surrounding areas are just as much fun as Chitzena.
Re: JA2 1.13 Wildfire 6.06[message #203308] Thu, 04 December 2008 18:34 Go to previous messageGo to next message
systemfehler

 
Messages:117
Registered:September 2007
Location: Hanover, Germany
Hmm, I just noticed that none of my mines ran out at all. I'm holding 5 cities, and all 4 mines are producing at 100%. Playing on experienced and can't recall if I fiddled much with the ini, and if it's actually possible to disable that feature.
Re: JA2 1.13 Wildfire 6.06[message #203316] Thu, 04 December 2008 19:12 Go to previous messageGo to next message
SpaceViking

 
Messages:762
Registered:January 2004
Location: Rochester, Minnesota, USA
I looked at this once and the code picks a mine at random to run out. Every mine actually has a limit but the limits are so high (except on the one) that you normally will never run into them. The special one is picked at game start and its limit is set very low.

Let's see, there it is. IntializeMines in Strategic Mines.cpp. It picks one of the mines other than Alma or San Mona and sets it to run out in 10 days of full production (20 for Drassen). Of course it will take longer than that if the mine is not at full production. There are no ways to change this currently.


Re: JA2 1.13 Wildfire 6.06[message #203325] Thu, 04 December 2008 20:12 Go to previous messageGo to next message
systemfehler

 
Messages:117
Registered:September 2007
Location: Hanover, Germany
So if I understand this correctly in my current game it will just be the last mine I capture that will run out pretty fast, as I hold all others?
Re: JA2 1.13 Wildfire 6.06[message #203328] Thu, 04 December 2008 20:23 Go to previous messageGo to next message
SpaceViking

 
Messages:762
Registered:January 2004
Location: Rochester, Minnesota, USA
That sounds right. What mine is left?


Re: JA2 1.13 Wildfire 6.06[message #203346] Thu, 04 December 2008 23:10 Go to previous messageGo to next message
systemfehler

 
Messages:117
Registered:September 2007
Location: Hanover, Germany
Grumm of course. :> Ah well, I don't need that income anymore.
Re: JA2 1.13 Wildfire 6.06[message #203969] Sat, 13 December 2008 15:30 Go to previous messageGo to next message
kanuuda
Messages:9
Registered:December 2008
I have the mod and the real game. The mod is othervice good, but the main intrest in the actual wildfire is the weapon damage and balance. Multiple headshots are still reguired to down an enemy. Is this something that is in purpose or have i done something wrong? Can i fix the weapon damage "issue" myself?
Re: JA2 1.13 Wildfire 6.06[message #203975] Sat, 13 December 2008 18:35 Go to previous messageGo to next message
SpaceViking

 
Messages:762
Registered:January 2004
Location: Rochester, Minnesota, USA
It is probably because helmets are better. You could go into the XML and reduce the armor value of helmets.


Re: JA2 1.13 Wildfire 6.06[message #204108] Mon, 15 December 2008 13:44 Go to previous messageGo to next message
Kaerar

 
Messages:2088
Registered:January 2003
Location: Australia :D
Nah the damage in WF was insane and you could drop anyone with a pistol to the head. So all that needs editing is the damage settings in the ini to globally increase them by 50-75%. I use 50 on melee and guns and 75 on explosives as I have always preferred high damage scenarios (closer to real life most of the time). Means if you plan well you win. If you don't you die. Pretty simple!!!


Is there a download location for v6.06? I heard it was German only, if so can it be converted to work with English?

Oh and did ZuxxeZ ever release the v6.08 version? Apparently Wildfire sent it to them in 2007?

[Updated on: Mon, 15 December 2008 14:42] by Moderator



Re: JA2 1.13 Wildfire 6.06[message #204127] Mon, 15 December 2008 18:18 Go to previous messageGo to next message
lockie

 
Messages:3969
Registered:February 2006
Location: Scotland
Quote:
Is there a download location for v6.06? I heard it was German only, if so can it be converted to work with English?

do you mean the wildfire 6.06 maps ? If so , it's all in english , just go to hoenir's site .
(bloomin good, methinks , and laptop screen is nnnniiiicccceee . And the loadscreen ! )


Re: JA2 1.13 Wildfire 6.06[message #204249] Wed, 17 December 2008 15:36 Go to previous messageGo to next message
Kaerar

 
Messages:2088
Registered:January 2003
Location: Australia :D
Yeah got 6.04 in English, but there was a fair few fixes in 6.06 I thought or was it just map fixes?

I got the German 6.06 patch too but its one of those annoying self installers. Damn, much easier when they are just scripted archives (extract without damaging installs!!).

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.

Is it just me or does Coolberg and co just make all WF's guns look pretty lame?


Re: JA2 1.13 Wildfire 6.06[message #204268] Wed, 17 December 2008 18:51 Go to previous messageGo to next message
lockie

 
Messages:3969
Registered:February 2006
Location: Scotland
Quote:
Is it just me or does Coolberg and co just make all WF's guns look pretty lame?


How do you mean ?


Re: JA2 1.13 Wildfire 6.06[message #204292] Thu, 18 December 2008 04:00 Go to previous messageGo to next message
Kaerar

 
Messages:2088
Registered:January 2003
Location: Australia :D
The images Coolberg and the other gfx artists around here make Wildfire's images look decidedly lacking in depth. That's all. Just a personal aesthetic thing I guess.


Re: JA2 1.13 Wildfire 6.06[message #204347] Thu, 18 December 2008 18:32 Go to previous messageGo to next message
lockie

 
Messages:3969
Registered:February 2006
Location: Scotland
Hmmm , can't say I've really noticed , next time I'm playing I'll 'spot the difference' Very Happy .


Re: JA2 1.13 Wildfire 6.06[message #206946] Thu, 22 January 2009 19:16 Go to previous messageGo to next message
KEN C

 
Messages:256
Registered:May 2007
Location: Aberdeen Washington USA
Any chance for an SVN update soon?
Re: JA2 1.13 Wildfire 6.06[message #207167] Sun, 25 January 2009 18:36 Go to previous messageGo to next message
KEN C

 
Messages:256
Registered:May 2007
Location: Aberdeen Washington USA
"bump"
Re: JA2 1.13 Wildfire 6.06[message #207169] Sun, 25 January 2009 19:27 Go to previous messageGo to next message
lockie

 
Messages:3969
Registered:February 2006
Location: Scotland
Hey Oldnoob , is this mod tied into SVN ? I hadn't understood it to be so , hmmm , give scheinworld a pm , maybe he could update you .


Re: JA2 1.13 Wildfire 6.06[message #207171] Sun, 25 January 2009 20:02 Go to previous messageGo to next message
cougar

 
Messages:260
Registered:March 2000
Yep it is.

OLDNOOB: You might have better luck in the thread in the 1.13 area. Or a PM as lockie suggested.
Re: JA2 1.13 Wildfire 6.06[message #208270] Sat, 07 February 2009 12:43 Go to previous messageGo to next message
Viebator

 
Messages:13
Registered:February 2009
Is it possible to install 6.06 over Wildfire 6 installation? I dont have vanilla at home.
Re: JA2 1.13 Wildfire 6.06[message #208274] Sat, 07 February 2009 13:00 Go to previous messageGo to next message
Kaerar

 
Messages:2088
Registered:January 2003
Location: Australia :D
No, Wildfire uses different files to that of normal Ja2 1.07 or 1.12. You cannot install it over Wildfire Sad


Re: JA2 1.13 Wildfire 6.06[message #208588] Wed, 11 February 2009 12:05 Go to previous messageGo to next message
Viebator

 
Messages:13
Registered:February 2009
Playing it every day and seems very good and stable so far. I am really enjoying it! Playing on Expert and struggling with stabilizating Chitzena, each time I heal up and build up some militia, another 100 man red wawe comes to bring me back both health and militia wise.

Its fun tho, and I finally got some strong weapons like FN Fal Carbine and CZ 700 sniper rifle with scope. Will help a lot.

Only issue I have is medical kits, I recently hired MD for 1 day contract for his kit, but I am out off healing again. Any suggestions?

I am thinking of taking Drassen airport and order some from Bobby Ray, but I am able to capture only 1 sector. Is it viable?

Another option is Spider medkit for rough 4000 bucks.

Any tips for hidden medkits will be much appreciated.
Re: JA2 1.13 Wildfire 6.06[message #208590] Wed, 11 February 2009 12:18 Go to previous messageGo to next message
lockie

 
Messages:3969
Registered:February 2006
Location: Scotland
It's a tough mod :diabolical:


Re: JA2 1.13 Wildfire 6.06[message #208608] Wed, 11 February 2009 15:41 Go to previous messageGo to next message
cougar

 
Messages:260
Registered:March 2000
Viebator
Only issue I have is medical kits, I recently hired MD for 1 day contract for his kit, but I am out off healing again. Any suggestions?


I don't remember how it worked in WF but in JA2 1.13 and in the standard game you need to capture at least two sectors to get up to 20 % loyalty which you need for the shipments to arrive. It is possible to capture one sector and kill off patrols until you reach 20% but that will take some time. There's two other things you can do. The first is to raid Cambria hospital for their supplies but this will of course prevent you from using it later (but I read somewhere that you could replace kits later and it will be ok). The second option is to go for Estoni and Jakes supplies, it might not be much but it is better than nothing.
Re: JA2 1.13 Wildfire 6.06[message #208614] Wed, 11 February 2009 16:34 Go to previous messageGo to next message
lockie

 
Messages:3969
Registered:February 2006
Location: Scotland
I found that I couldn't make enough cash to upkeep / train any militia at the beginning to hold "Drassen" for the airport . But.... , you can sell the items that are dropped at battles , keep on the move , build up stats and conquer Chitzena , guard it with your mercs , earn money ,attack the sam site nearby then hold the road , killing 'D' reinforcements , steal kingpins cash after killing all of the gangsters in the sector ( you know theres a mine right ? ) Very Happy I've now installed the SVN version , but only played the early sectors . It's a blast.


Re: JA2 1.13 Wildfire 6.06[message #208652] Wed, 11 February 2009 23:01 Go to previous messageGo to next message
lockie

 
Messages:3969
Registered:February 2006
Location: Scotland
HAH ! Started a new game in SVN , took drassen held it for a day , then the roof fell in ! 3x24 attacked from east , west and south , it was a great battle , but , I'll have to reload Embarrassed


Re: JA2 1.13 Wildfire 6.06[message #208751] Fri, 13 February 2009 13:49 Go to previous messageGo to next message
Viebator

 
Messages:13
Registered:February 2009
Just want to share that I solved my medkit problem in next mission, where some grey dropped one. And next nightop another one. So I am set to victory with 2x CZ 700 sniper rifle :0 [Coolness 8 in first city?].

I have to say, that I realized you can train militia in each sector separately yesterday. So maybe that was the "neverending defense" feel. Anyway these counterattcaks brought me some good weapons and I can progress to Drassen, stopping at Tony for some 25K I guess. I cant imagine the money you can have with drop all turned on. No mine income needed ever propably.

Re: JA2 1.13 Wildfire 6.06[message #208754] Fri, 13 February 2009 14:15 Go to previous messageGo to next message
cougar

 
Messages:260
Registered:March 2000
Viebator
Just want to share that I solved my medkit problem in next mission, where some grey dropped one. And next nightop another one. So I am set to victory with 2x CZ 700 sniper rifle :0 [Coolness 8 in first city?].

I have to say, that I realized you can train militia in each sector separately yesterday. So maybe that was the "neverending defense" feel. Anyway these counterattcaks brought me some good weapons and I can progress to Drassen, stopping at Tony for some 25K I guess. I cant imagine the money you can have with drop all turned on. No mine income needed ever propably.



The problem is not to get the money, it is getting the money fast enough. You can easily max out Tony's money even without drop all. All you have to do is stealing, if see an enemy with a Sniper Rifle or LMG (either by the tooltip or by hearing the shots) drop him with a couple of stun grenades (or darts) and steal it. Sometimes you are just lucky with the drops and you don't even have to steal to take 15k off his hands everyday.

With drop all you will have a lot of weapons laying around since he can't buy it so you end up selling it with ALT + LMB anyway. Smile
Re: JA2 1.13 Wildfire 6.06[message #208900] Mon, 16 February 2009 12:03 Go to previous messageGo to next message
Viebator

 
Messages:13
Registered:February 2009
Yesterday was a big day for Barry! Smile He defended Drassen Sam Site all by himself on Expert difficulty! Almost.. with a decent help of one green militia group. Trick was the sandbag roof, where he seemed safe with good range for his Assault Rifle. And some mines layed around.

These mines btw, why are they in game? Every merc with minimal explosives can see them, all enemies can see them too... so there are basically 2 ways to use them.

1) Random explosive to add up to power of explosion by stacking it on the ground.
2) To prevent enemy from entering some squares, which can be easily abused. For example to prevent enemy from chasing Barry around the roof.
Re: JA2 1.13 Wildfire 6.06[message #208984] Tue, 17 February 2009 13:42 Go to previous messageGo to next message
smeagol

 
Messages:2714
Registered:June 2008
Location: Bremen, Germany
Viebator
Yesterday was a big day for Barry! Smile He defended Drassen Sam Site all by himself on Expert difficulty! Almost.. with a decent help of one green militia group. Trick was the sandbag roof, where he seemed safe with good range for his Assault Rifle. And some mines layed around.

These mines btw, why are they in game? Every merc with minimal explosives can see them, all enemies can see them too... so there are basically 2 ways to use them.

1) Random explosive to add up to power of explosion by stacking it on the ground.
2) To prevent enemy from entering some squares, which can be easily abused. For example to prevent enemy from chasing Barry around the roof.


Those land mines caused a lot of trouble when making the maps. If the trap level is too high, enemy soldiers always step into it (that is, in their own mines). If the level is too low, everyone can see them. The workaround was to plant low level mines on edges of mine fields and high level mines inside the minefield in a random pattern. I usually let my mercs carry metal detectors, as their speeches when detecting a mine become quite annoying after some time.

When the enemy mine-detect behavior is changed, I might take a second look at the placed mines (though this is VERY boring work, most maps with huge minefields have around 300-400 mines), but at the moment I'm working on the Item Mod for WF.


Re: JA2 1.13 Wildfire 6.06[message #208989] Tue, 17 February 2009 16:11 Go to previous messageGo to next message
orko_oskar

 
Messages:80
Registered:April 2007
Location: Sweden
smeagol

their speeches when detecting a mine become quite annoying after some time.


"That looks as suspicious as a happy man!"
-Buzz

That never gets old. :placard:
Re: JA2 1.13 Wildfire 6.06[message #208994] Tue, 17 February 2009 18:33 Go to previous messageGo to next message
Viebator

 
Messages:13
Registered:February 2009
I love the JA2 1.13 with Wildfire maps btw, great work! Looks like deep community over here. I always considered JA2 one of the best PC games ever, played it multiple times at top difficulty and finished it by ending that "Evil Bitch" twice. My brother is 10 years older (34) and he is even bigger fan of JA2. His favourite is 1 man missions with Keith "Blood" Hanson and his throwing knifes.

Anyone played some of these games online? I was very active in all of them: BF2, CoD4&5, AoC, Caylus. I can recommend especially Battlefield 2 for very deep gaming experience and online application for board game named Caylus.

[Updated on: Tue, 17 February 2009 18:34] by Moderator

Re: JA2 1.13 Wildfire 6.06[message #209016] Wed, 18 February 2009 13:51 Go to previous messageGo to next message
adim

 
Messages:19
Registered:November 2007
Location: Bulgaria
"Initialising JA2 sound manager
Using 16 channels
Init hardware...
Using DirectSound driver: Primary Sound Driver
Driver capabilities:
- supports hardware accelerated 3d sound
- supports EAX 2 reverb
FMOD started
Mixing rate: 44100
Init cache...
Using 128 cache slots
Sound memory limit = 8241152
Cache threshold = 2054144
Stopping all sounds
ERROR in SoundLoadDisk(): Failed to open 'SOUNDS\Ceramic Armour Insert.wav'
ERROR in SoundLoadDisk(): Failed to open 'SOUNDS\Ceramic Armour Insert.wav'
ERROR in SoundLoadDisk(): Failed to open 'SOUNDS\Ceramic Armour Insert.wav'
ERROR in SoundLoadDisk(): Failed to open 'SOUNDS\Ceramic Armour Insert.wav'
ERROR in SoundLoadDisk(): Failed to open 'SOUNDS\Ceramic Armour Insert.wav'
ERROR in SoundLoadDisk(): Failed to open 'SOUNDS\Ceramic Armour Insert.wav'
Stopping all sounds
Closing sound system...
Stopping all sounds
Cleaning cache
Stopping all sounds
Cache shutdown
FMOD closed
JA2 sound manager shutdown"
Re: JA2 1.13 Wildfire 6.06[message #209017] Wed, 18 February 2009 13:55 Go to previous messageGo to previous message
adim

 
Messages:19
Registered:November 2007
Location: Bulgaria
"Very bad..."
- Hamous
Previous Topic: install and run wildfire 6.07 mod (1.13) with latest JA2 1.13 mod?
Next Topic: JA2 Wildfire maps on JA2 gold with 1.13 mod
Goto Forum:
  


Current Time: Thu Jan 18 03:31:34 EET 2018

Total time taken to generate the page: 0.02142 seconds