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Re: Arulco Revisited Mod[message #316082] Fri, 08 March 2013 20:38 Go to previous messageGo to next message
Kapnah

 
Messages:43
Registered:September 2011
Location: Philippines
There's part of fence behind the blind wall from the shop in Cambria (G9)
The fence serves no purpose its just really annoying trying to climb on roof of the building, mercs keep going over the fence instead of climbing the roof.
Re: Arulco Revisited Mod[message #316219] Tue, 12 March 2013 22:09 Go to previous messageGo to next message
cnagorneac

 
Messages:185
Registered:April 2012
Peal

There are some minor issues with starting gear, I had some Mercs as well missing some items. I think this is not a game breaker, but it is messy. Could be Rev 5718 maybe Rev 5720 runs better but everything above rev 5720 doesn't work with AR. I guess we have to life with that.


What does that mean? I tried to launch the last SVN version with AR and it worked.
Does it means that it is not working as intended? Just do not want to waste my time and realize that game is broken.
Re: Arulco Revisited Mod[message #316220] Tue, 12 March 2013 22:16 Go to previous messageGo to next message
Parkan

 
Messages:446
Registered:April 2010
Location: Russia,Sevastopol

Sorry if my question posted already,is any chance to play new AFS 4.30 with AR-maps?If i use 5917 version of exe?

[Updated on: Tue, 12 March 2013 22:23] by Moderator

Re: Arulco Revisited Mod v1.1[message #316237] Wed, 13 March 2013 10:38 Go to previous messageGo to next message
az75

 
Messages:70
Registered:June 2012
Location: Romania
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

Re: Arulco Revisited Mod v1.1[message #316249] Thu, 14 March 2013 07:31 Go to previous messageGo to next message
pheloncab

 
Messages:281
Registered:August 2004
Location: So. Cal. or texas
AZ75- I'd recommend a reinstall, Some of those are 'generic' bugs but it sounds like your getting way more of them than you should.

Parkan i'm not an expert but from my experience Item mods like AFS do not work with MAP mods because the item #s placed on the map are not correct any longer.
it also means even if it loads since many of the items have not been added into the maps all the non-bbyrays stuff tends to be unavailable.

One bug and minor complaint[message #316439] Thu, 21 March 2013 03:06 Go to previous messageGo to next message
AquaRegia

 
Messages:25
Registered:March 2008
Awesome mod!! I found a bug in the attachment of the guns specifically the Russian guns. I cannot attach the Kobra reflex sight on any of my favorite AK-series assault rifle. I think the problem also goes for the same with Russian submachine guns and other weapons. The new aiming option does not reflect the old one. While using the the new aiming option, Leech cannot hit the side of barn with Kar 98, despite having best attachments, plus he's few feet away from an unsuspected enemy. It's as he's suffering from fatigued eyes. I'm trying to get Kobra reflex sight fix, but I cannot find files such as Items.xml or Wespons.xml in Data-AR folder.
Re: One bug and minor complaint[message #316440] Thu, 21 March 2013 03:11 Go to previous messageGo to next message
Sam Hotte

 
Messages:2001
Registered:March 2009
Location: Middle of Germany
NitricRound
but I cannot find files such as Items.xml or Wespons.xml in Data-AR folder.

That's because AR uses stock 1.13 items. So they are rather in data-1.13 folder ...
Re: One bug and minor complaint[message #316442] Thu, 21 March 2013 06:57 Go to previous messageGo to next message
AquaRegia

 
Messages:25
Registered:March 2008
I looked into Attachments.xml file under Data-1.13/TableData folder and checked 998 which is Kobra reflex sight tag in Items.xml. I matched the tag to attachmentIndex>998 which correspond to number tags that matches to the Soviet Bloc weapons. Everything appears to be normal. What am I missing?
Re: One bug and minor complaint[message #316523] Sun, 24 March 2013 15:44 Go to previous messageGo to next message
Istrebitel

 
Messages:217
Registered:December 2009
Location: Russia, Saint-Petersburg
Hello

1. As reply to:
Vince7403
You *can* play AR on new revisions, but it takes some work. You'll have to reorganize the XMLs according to the instructions here: http://www.bears-pit.com/board/ubbthreads.php/topics/313737/New_feature_Class_specific_gun.html#Post313737

Then, use the enemy/militia item choice XMLs from 1.13 gamedir 1591 or newer and place them in the Inventory folder.

I haven't seen any need to place xml files into different folders, it seems that all the files that come with AR are already correctly named and placed for the current latest unstable gamedir.

However, you do have to change MercProfiles.xml - copy 1.13 part of the file over AR file from uiIndex 244 to 251 inclusive (that's new DG mercs, without it you will have blank mercs in AIM with no name and no stats)

2. Tropical, Road @ C2 has a bug - left light is misplaced (at least in my playthrough the left gate to the encampment is not lit, but there is light in the forest to the northwest of it)
Re: Arulco Revisited Mod[message #316709] Fri, 29 March 2013 08:18 Go to previous messageGo to next message
Fenomen

 
Messages:9
Registered:September 2009
Location: Hamburg, Germany
Very Nice Mod. My only Gripe i cant find enough Medical Kits. On my Way to Omerta i found only 2 and none of the enemy Groups ever have one.

Any Advice?
Re: Arulco Revisited Mod[message #316741] Fri, 29 March 2013 20:07 Go to previous messageGo to next message
Istrebitel

 
Messages:217
Registered:December 2009
Location: Russia, Saint-Petersburg
Hmm, never have problem with those. If you loot San Mona you get plenty (four or more of big kits and several small). Especially in version 1.4 they placed extra medkits because they were pretty rare before (but still after you get your first bunch, you never run out).
Re: Arulco Revisited Mod[message #316764] Sat, 30 March 2013 03:25 Go to previous messageGo to next message
Cerhio

 
Messages:119
Registered:March 2013
First off, great mod! JA2 is one of the only games I can run on my POS laptop but this mod along with 1.13 makes it more than bearable! I'm running the latest version of AR and SCI_Unstable_Revision_5718_on_GameDir_1572. I've just cleared Tixa but after saving and reloading my game, I can't move my mercs without the game shutting down abruptly without any error message. Does anyone have any clue if this is from an unstable version combined with AR or if it's a bug in JA2?

If this is completely unfixable, what would you guys prefer to play, latest AR with stable 1.13 or latest unstable 1.13? Some of those features are so tasty after playing stable 1.13 for so long.
Re: Arulco Revisited Mod[message #316819] Sat, 30 March 2013 22:14 Go to previous messageGo to next message
Istrebitel

 
Messages:217
Registered:December 2009
Location: Russia, Saint-Petersburg
Try to skip some time in strategic, that may help.
Re: Arulco Revisited Mod[message #316989] Wed, 03 April 2013 20:08 Go to previous messageGo to next message
Istrebitel

 
Messages:217
Registered:December 2009
Location: Russia, Saint-Petersburg
Bugs or inconviniences:

1) To west of Estoni there is a warehouse with loot. It containts "ammo belt" which is an item that looks like a shotgun clip, and contains ridiculous amount of ammunition (like, hundreds of thousands of rounds). It is worth $ 640 000!
2) There are still houses that have problems with placement of doors and containers. For example, in Cambria there is a house where after you open a door you cannot get out of the room because it blocks the only way out.
Re: Arulco Revisited Mod[message #317072] Fri, 05 April 2013 05:01 Go to previous messageGo to next message
S3rialThrill3r

 
Messages:27
Registered:January 2012
Cerhio

If this is completely unfixable, what would you guys prefer to play, latest AR with stable 1.13 or latest unstable 1.13? Some of those features are so tasty after playing stable 1.13 for so long.


If you decide to play with the latest stable version, keep in mind that it isn't fully compatible with the Deadly Games mercs addon, which is stated otherwise in the AR documentation. There is a game stopping crash which happens when you receive a buggy email from MERC.
Re: Arulco Revisited Mod[message #317076] Fri, 05 April 2013 08:33 Go to previous messageGo to next message
Istrebitel

 
Messages:217
Registered:December 2009
Location: Russia, Saint-Petersburg
I am playing latest unstable now and I have zero problems. Sure, crashes happen (so far, I'd estimate about 1 crash per 5 hours of play) but none of them are unavoidable (gamestopping).
Re: Arulco Revisited Mod[message #317189] Mon, 08 April 2013 03:09 Go to previous messageGo to next message
wsmithjr2013

 
Messages:50
Registered:March 2013
Location: New Jersey
Recently 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.
Re: Arulco Revisited Mod[message #317193] Mon, 08 April 2013 07:36 Go to previous messageGo to next message
S3rialThrill3r

 
Messages:27
Registered:January 2012
wsmithjr2013
Recently 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.

Re: Arulco Revisited Mod[message #317198] Mon, 08 April 2013 11:15 Go to previous messageGo to next message
buuface

 
Messages:165
Registered:October 2011
This mod is super-difficult on expert and without 'enemies drop all items' (although i only play on iron-man mode) so i went for 100k starting cash.
Re: Arulco Revisited Mod[message #317216] Tue, 09 April 2013 09:45 Go to previous messageGo to next message
Istrebitel

 
Messages:217
Registered:December 2009
Location: Russia, Saint-Petersburg
If you do it right, you don't really have shortage of money in the game, no matter what you start with. Going to San Mona you already get ~$30000 for quest, fighting and selling loot to Tony. Then you can hire Kaboom for ~4000/14 days and he will earn you $5000/day there.

If you make effort to loot enemies, especially elites (very much possbile at night if you have patience) then you will have lots of loot to sell to Tony or with Alt+LMB (those leftover armors and facegear do stack up to a nice amount).

Don't train militia in Omerta from the start, so that you don't pay for that - you don't really need militia there anyway but if you want you can always do it later when you have at least two cities's incomes to support that.

Try to attack small patrols (6 people preferably) at night - you can loot every single one of them for big cash in at Tony.
Re: Arulco Revisited Mod[message #317220] Tue, 09 April 2013 14:33 Go to previous messageGo to next message
buuface

 
Messages:165
Registered:October 2011
Hi Sorry i'm confused about what you mean by Kaboom can earn you 5000 dollars a day.. :confused:
Re: Arulco Revisited Mod[message #317226] Tue, 09 April 2013 17:40 Go to previous messageGo to next message
Sam Hotte

 
Messages:2001
Registered:March 2009
Location: Middle of Germany
He probably meant that you should use him for doing the extreme fighting tournament every 3 days or so ...
Re: Arulco Revisited Mod[message #317236] Tue, 09 April 2013 20:00 Go to previous messageGo to next message
Istrebitel

 
Messages:217
Registered:December 2009
Location: Russia, Saint-Petersburg
You can do extreme fighting every day. Just leave Kaboom on the ring so he doesn't have to undergo a LDR check to enter the building.
Re: Arulco Revisited Mod[message #317237] Tue, 09 April 2013 20:02 Go to previous messageGo to next message
buuface

 
Messages:165
Registered:October 2011
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

Re: Arulco Revisited Mod[message #317238] Tue, 09 April 2013 20:04 Go to previous messageGo to next message
Sam Hotte

 
Messages:2001
Registered:March 2009
Location: Middle of Germany
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

Re: Arulco Revisited Mod[message #317245] Tue, 09 April 2013 20:46 Go to previous messageGo to next message
Istrebitel

 
Messages:217
Registered:December 2009
Location: Russia, Saint-Petersburg
I believe they aggro on you if you "open your own entrance". And I don't know how to have more than 1 fight per day (I thought it's possible via delaying the third victory but it doesn't seem so). Strength is 87 but other stats are great too (like Agi, Dex) and he's insanely cheap.
Re: Arulco Revisited Mod[message #317379] Sat, 13 April 2013 02:04 Go to previous messageGo to next message
Sucho

 
Messages:10
Registered:April 2012
Hi there,

don't know if I am on the right spot here, but want to say that I like your mod very much. New maps are really nice and smooth. It's so new and so familiar at the same time.

Keep up the good work.

Best regards,
Sucho
Re: Arulco Revisited Mod[message #317393] Sat, 13 April 2013 17:04 Go to previous messageGo to next message
Istrebitel

 
Messages:217
Registered:December 2009
Location: Russia, Saint-Petersburg
Is this also a bug due to latest unstable:

Toggle Spoiler
Re: Arulco Revisited Mod[message #318029] Sat, 27 April 2013 00:52 Go to previous messageGo to next message
Cerhio

 
Messages:119
Registered:March 2013
Has anyone been having trouble with combat freezing during AI turns? I'm running 1.13 4870 with AR 1.4 and I've recently started having trouble while liberating Cambria.
Re: Arulco Revisited Mod[message #318083] Sat, 27 April 2013 17:43 Go to previous messageGo to next message
lockie

 
Messages:3826
Registered:February 2006
Location: Scotland
Is the clock still turning ?


Re: Arulco Revisited Mod[message #318122] Sun, 28 April 2013 11:22 Go to previous messageGo to next message
Cerhio

 
Messages:119
Registered:March 2013
@lockie: Yes the clock keeps turning but slows down. Moving my cursor around is also slowed down.

I also am mistake about the version, I'm using SCI_Unstable_Revision_5718_on_GameDir_1572.
Re: Arulco Revisited Mod[message #318180] Mon, 29 April 2013 13:06 Go to previous messageGo to next message
lockie

 
Messages:3826
Registered:February 2006
Location: Scotland
Try leaving it for a few minutes , go make some tea or something , sometimes it's just slow . Failing that reload and try again .


Re: Arulco Revisited Mod[message #318884] Tue, 07 May 2013 14:57 Go to previous messageGo to next message
Falloutvictim
Messages:4
Registered:December 2010
Anyone knows how we change barrels in the game?
Re: Arulco Revisited Mod[message #318898] Tue, 07 May 2013 15:50 Go to previous messageGo to next message
Sam Hotte

 
Messages:2001
Registered:March 2009
Location: Middle of Germany
Pls. elaborate a bit which version of what exactly you are using ...
In recommended setup (AR on 4870 stable) you need a barrel kit to transform a gun. Just use this like any other merge.
Re: Arulco Revisited Mod[message #318918] Tue, 07 May 2013 18:19 Go to previous messageGo to next message
Falloutvictim
Messages:4
Registered:December 2010
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... :'(
Re: Arulco Revisited Mod[message #319419] Sun, 12 May 2013 13:28 Go to previous messageGo to next message
Peal

 
Messages:260
Registered:August 2007
Location: Germany
If I remember correctly he was west-west-south of drassen.

In AR bobby ray will be available later in the game, if I remember correctly this does not include skyrider, so he should be in the game.
Re: Arulco Revisited Mod[message #319422] Sun, 12 May 2013 14:55 Go to previous messageGo to next message
onkelfrosti

 
Messages:17
Registered:October 2012
Location: DE
I have looked after him in every swamp sector near Drassen, that
Re: Arulco Revisited Mod[message #319427] Sun, 12 May 2013 16:44 Go to previous messageGo to next message
Sam Hotte

 
Messages:2001
Registered:March 2009
Location: Middle of Germany
There are AFAIK 4 possible sectors for Skyrider to show up:
Toggle Spoiler

Maybe you missed one of them?
Re: Arulco Revisited Mod[message #319531] Mon, 13 May 2013 18:00 Go to previous messageGo to next message
onkelfrosti

 
Messages:17
Registered:October 2012
Location: DE
I checked these sectors, but there is no Skyrider...as it is, my mercs go by icecream-truck now^^
Re: Arulco Revisited Mod[message #319532] Mon, 13 May 2013 18:05 Go to previous messageGo to previous message
Sam Hotte

 
Messages:2001
Registered:March 2009
Location: Middle of Germany
Did you talk to Waldo in Drassen (not sure if this was prerequisite for this quest, but can't hurt to do it [again] however)?
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