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Re: Arulco Revisited Mod v1.1[message #316237]
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Wed, 13 March 2013 10:38
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az75 |
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Messages:177
Registered:June 2012 Location: Romania |
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Congratulations for the excellent map works(sais Azazel).
Finished the mod in latest version, novice, many problems encountered that have to do with 1.13.4870 not with your work...
Manuel in D14 is unfinished work. The fights in San Mona are bugged, Darren sais we forfeit the match. Chitzena has no enemies to fight with (was that intended?). Bugged dying enemies on roofs, not falling. Miguel and Carlos won't join after 5 towns, old or new. Some crashes related to using explosive charges on doors or using HE rockets with the rocket rifle too. There might have been a problem with my installation, as i uninstalled 2/1 Metavira, then installed 1.13 and the 1.4 version of the mod.
Thanks for giving me a reason to replay.
[Updated on: Wed, 13 March 2013 12:47] by Moderator Report message to a moderator
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Staff Sergeant
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Re: Arulco Revisited Mod[message #317193]
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Mon, 08 April 2013 07:36
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S3rialThrill3r |
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Messages:26
Registered:January 2012 |
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wsmithjr2013Recently found the Arulco Revisted mod and am very interested in checking it out. Quickly ran through the sectors of Omerta and am liking the new scenery. Thanks for all the time and effort put into the mod.
Was just wondering ... the Arulco Revisited PDF suggests not using more than 75,000 starting money. The Arulco Revisited Guide also suggested hiring a team that will get you by for two weeks without steady income. When I started an Experienced game, I started with the normal 35,000. I'm wondering what would be considered "balanced". Is it recommended to start with more than that; ie., $70,000-$75,000 for a "balanced" game. I realize the recommendation is "hard" but most other mods are enough of a challenge for me to play "experienced" so I wanted to at least start with that.
Thanks for any help/suggestions.
It's probably best to pick what works for you. Personally, I ignore suggestions such as those and give myself heaps of starting money. Some people might think that wrecks the experience, but I prefer to play around with the better mercenaries simply because I find them to be the most interesting, personality-wise. Besides, I've already played through with some of the less experienced mercenaries such as Biff and Reuban, so I think I deserve it.
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Private 1st Class
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Re: Arulco Revisited Mod[message #317237]
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Tue, 09 April 2013 20:02
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buuface |
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Messages:165
Registered:October 2011 |
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Can Kaboom actually win the fights? He has 'hand to hand' but his strength is only 87. I would have thought he'd take quite a beating. Why not use Griz, Bull or someone with Martial Arts?
Ohh its just one fight a day? Not three like the Kingpin initiation quest?
[Updated on: Tue, 09 April 2013 20:06] by Moderator Report message to a moderator
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Staff Sergeant
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Re: Arulco Revisited Mod[message #317238]
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Tue, 09 April 2013 20:04
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Sam Hotte |
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Messages:1966
Registered:March 2009 Location: Middle of Germany |
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Or open your own entrance ... :bomb:
Yes, right, it's just 1 fight per night after the kingpin quest.
And Bull and the others you mentioned are IIRC more expensive than 4000/2week, so kaboom would the most cost efficient boxer ...
[Updated on: Tue, 09 April 2013 20:21] by Moderator Report message to a moderator
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Sergeant Major
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Re: Arulco Revisited Mod[message #318918]
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Tue, 07 May 2013 18:19
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Falloutvictim |
Messages:4
Registered:December 2010 |
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You are right! Sorry for not mentioning that!
I installed the game,
then the
"Deadly Games Mercs with all speech for 1.13" version 3,
and last the
"Arulco Revisited on Revision5702".
The game features degradation of weapons, among other things, and merchants sell replaceable barrels.
I can't seem to find how to change them from the weapon though.
Also I can't mount Kobra reflex sights on AK weapons... :'(
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Civilian
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