Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Mod
Re: Arulco Revisited Mod[message #320122] Mon, 20 May 2013 19:48 Go to previous messageGo to next message
Kapnah

 
Messages:43
Registered:September 2011
Location: Philippines
About Dynamo

I am not sure if its a AR bug but I freed him from Tixa and made him part of the team.
He stays in cover position like civilians do.
I can order him to run, walk and shoot but he won't ready his weapon and look.
Re: Arulco Revisited Mod[message #320229] Wed, 22 May 2013 21:23 Go to previous messageGo to next message
Inukshuk

 
Messages:86
Registered:September 2009
Location: Canada
Found what seems to be a bug. It may have been reported but has a spoiler in it so maybe it was buried somewhere. I've seen something like this (Mike semi-returning from the dead) reported but I wonder if the sector was important in this case.

Toggle Spoiler


Re: Arulco Revisited Mod[message #320230] Wed, 22 May 2013 21:25 Go to previous messageGo to next message
Inukshuk

 
Messages:86
Registered:September 2009
Location: Canada
Question: has any successfully tried combining the playable characters mod (the one that lets you recruit NPC's like Devon etc (recently Carmen I think)) with AR 1.4?
Re: Arulco Revisited Mod[message #320250] Wed, 22 May 2013 23:18 Go to previous messageGo to next message
onkelfrosti

 
Messages:17
Registered:October 2012
Location: DE
@Inukshuk: this bug is allready reported...some pages earlier
I found this bug too...so Mike is allready there again, but instead of dying...throw him a grenade in front of his bodypos and your problem is solved^^ (save game before using cheats, keep this in mind, reload and solved)


someone played on sci-fi mode? where are the crepitus??? after Tixa, they appaer nearly same time i entered the cave under the prison...then arriving at the mine and nothing in there Sad
Re: Arulco Revisited Mod[message #320493] Fri, 24 May 2013 05:59 Go to previous messageGo to next message
SharkD

 
Messages:359
Registered:July 2003
OMG! Thank you!!! I have been waiting for someone to release a NEW mod!! :bluecool: :biglaugh:

I will play this when I am done with my current campaign.

Too bad though that after so many years the quests in 1.13 are still hardcoded to the same NPCs and locations. Sad

[Updated on: Fri, 24 May 2013 06:04] by Moderator

Re: Arulco Revisited Mod[message #320632] Fri, 24 May 2013 18:35 Go to previous messageGo to next message
Emufarmers

 
Messages:7
Registered:May 2013
onkelfrosti
someone played on sci-fi mode? where are the crepitus??? after Tixa, they appaer nearly same time i entered the cave under the prison...then arriving at the mine and nothing in there Sad

I remember encountering that in 1.12, actually. I painstakingly combed through the mine, expecting the crepitus to pop out at any moment, and...nothing. It seemed like it might have something to do with sending in multiple squads without switching sectors, but I don't really know. After some reloading I got the crepitus to appear.

But just to be sure, you did go down past the first level of the mine, right? Smile
Re: Arulco Revisited Mod[message #320671] Fri, 24 May 2013 21:25 Go to previous messageGo to next message
onkelfrosti

 
Messages:17
Registered:October 2012
Location: DE
I stood in the Crepitus Queens layer and on the stratigic-screen was mentioned still in fighting...but no
Reload and Reload and better immediately going after the information that a mine is shut down

NOW i have better armor because of gelee royal Very Happy


Re: Arulco Revisited Mod[message #320990] Mon, 27 May 2013 15:56 Go to previous messageGo to next message
SharkD

 
Messages:359
Registered:July 2003
See here.
Re: Arulco Revisited Mod[message #320991] Mon, 27 May 2013 16:12 Go to previous messageGo to next message
Wokkel2

 
Messages:5
Registered:January 2008
Location: Netherlands
Thanks, I know that one, and I searched all the Hamous places at least twice. Does AR introduce new locations for the truck?
Re: Arulco Revisited Mod[message #321002] Mon, 27 May 2013 19:39 Go to previous messageGo to next message
MasterN

 
Messages:44
Registered:February 2011
Location: Berlin - Ger
Not to my knowledge, and the pdfs don't suggest otherwise.

[Updated on: Mon, 27 May 2013 19:52] by Moderator

Re: Arulco Revisited Mod[message #321020] Mon, 27 May 2013 22:07 Go to previous messageGo to next message
Flugente

 
Messages:3542
Registered:April 2009
Location: Germany
Hamous' location is set in Scripts/StrategicEventHandler.lua (nowadays, not sure about AR, as its based on 4870).

HAMOUSid,HAMOUSx,HAMOUSy,HAMOUSz = CheckNPCinSector(Profil.HAMOUS)

	if ( CheckNPCLife(Profil.HAMOUS) > 0 and CheckMercIsDead (Profil.HAMOUS) == false and CheckMercIsDead (Profil.PROF_ICECREAM) == false and (not ( (gWorldSectorX == HAMOUSx) and (gWorldSectorY == HAMOUSy) and (gWorldSectorZ == 0) )) ) then

		-- Ok, HAMOUS's sector not loaded, so time to move!
		-- Might be same sector as before, if so, oh well!
		i = math.random(1, 5)
		if i == 1 then
			-- G6
			AddNPCtoSector (Profil.HAMOUS,6,7,0) 
			AddNPCtoSector (Profil.PROF_ICECREAM,6,7,0) 
		elseif i == 2 then
			-- F12
			AddNPCtoSector (Profil.HAMOUS,12,6,0) 
			AddNPCtoSector (Profil.PROF_ICECREAM,12,6,0) 
		elseif i == 3 then
			-- D7
			AddNPCtoSector (Profil.HAMOUS,7,4,0) 
			AddNPCtoSector (Profil.PROF_ICECREAM,7,4,0) 
		elseif i == 4 then
			-- D3
			AddNPCtoSector (Profil.HAMOUS,3,4,0) 
			AddNPCtoSector (Profil.PROF_ICECREAM,3,4,0) 
		elseif i == 5 then
			-- D9
			AddNPCtoSector (Profil.HAMOUS,9,4,0) 
			AddNPCtoSector (Profil.PROF_ICECREAM,9,4,0) 
		end
	end


Re: Arulco Revisited Mod[message #321036] Tue, 28 May 2013 00:34 Go to previous messageGo to next message
weidox

 
Messages:43
Registered:March 2013
Istrebitel
Important bug in AR 1.4:
Smullgers do not actually turn hostile. Even if you beat them in the face or steal their stuff, they just ignore you. Or even start to fear you (they run away from you constantly).

I'm using Using SCI_Unstable_Revision_6077_on_GameDir_1676.
Having the same issue with smugglers.
In addition, Manuel and Maddog are missing from their supposed to be places. I do find mercenaries are missing because I did delete MercProfiles.xml from AR installation as I wrongfully thought it will be outdated version which will disable newest 1.13 mercs. Actually, it seems to be only partially outdated by now and so few last merc changes are corrupted. Probably having free Manuel and Maddog could still be better than some dozen corrupted mercs. By the way, I did not find Manuel in Chitzena too. And I fear now if I will find Pablo in Estoni..
Also I deleted few other files which I really think shouldn't have been in AR. One thing I'm not sure - if an option is missing from .ini file in AR, will it be read from 1.13 folder file?

Deleted files are:
APBPConstants.ini (truly outdated),
Ja2_Options.INI (truly outdated),
Skills_Settings.INI (truly outdated),
Tabledata/MercProfiles.xml (that was half wrong to delete),
and CTHConstants.ini (actually I did not delete this one as it did not change between AR and 6077).

Also, I did delete all Binarydata folder - I don't know what's exactly here and I doubt if it was right to delete as I'm not sure if having a fresh 6077 Binarydata folder is better than AR version.
Re: Arulco Revisited Mod[message #321040] Tue, 28 May 2013 01:22 Go to previous messageGo to next message
weidox

 
Messages:43
Registered:March 2013
Trying to fix the issue with my deletion of MercProfiles.xml, I took a fresh 6077 file and after comparing with AR file, changed coordinates for Maddog, Pablo and Manuel and did put file into AR folder. Not sure if it had any effect as I cheat teleported to Estoni and Pablo is missing (did not have hopes for Maddog and Manuel). But BobbyRays shipments are arriving even without Pablo so game is still playable.
Re: Arulco Revisited Mod[message #321041] Tue, 28 May 2013 01:30 Go to previous messageGo to next message
weidox

 
Messages:43
Registered:March 2013
And by the way (personal opinion), probably it would be more beneficial if AR evolves around unstable releases like DL and UC mods are doing.
Though, it's great to have a plain map mod (and so nicely balanced), as I don't always feel other mods are going right way with item modifications..
Re: Arulco Revisited Mod[message #321073] Tue, 28 May 2013 15:05 Go to previous messageGo to next message
Wokkel2

 
Messages:5
Registered:January 2008
Location: Netherlands
Thanks Fluguente.
AR has the same code. Checked again and found nothing but bloodcats, so it seems my game has glitched. Nevermind, got the hummer now.
Re: Arulco Revisited Mod[message #321181] Thu, 30 May 2013 09:09 Go to previous messageGo to next message
choijaeho

 
Messages:6
Registered:August 2010
Istrebitel
Important bug in AR 1.4:
Smullgers do not actually turn hostile. Even if you beat them in the face or steal their stuff, they just ignore you. Or even start to fear you (they run away from you constantly).


Same here with r6104 gamedir1678

Most likely this is due to newly introduced prisoner of war feature, as they share the same CIV_GROUP_NAMES defined in TableData\CivGroupNames.xml (uiindex 21)

This can be fixed by creating another entry in CivGroupNames.xml and assigning every smuggler NPC to this new faction, but this approach is very frustrating as batch conversion of NPCs doesn't seem possible. You'd have to open every single map file with smugglers in it and then assign them with a new CIV_GROUP. Every single one of them.

If you know how to code, you can change hardcoded POW_PRISON_CIV_GROUP in overhead types.h to something else and this can fix the problem (at least temporarily for current revision anyway)

I noticed another glitch in r6104 CIV_GROUP_NAMES not displaying even with INDIVIDUAL_CIVILIAN_NAMES = TRUE in Ja2_Option.ini

[Updated on: Thu, 30 May 2013 09:29] by Moderator

Re: Arulco Revisited Mod[message #321440] Fri, 07 June 2013 06:56 Go to previous messageGo to next message
angelztearx
Messages:1
Registered:October 2010
Is there any way to bump up resolution for AR to 1920 by 1080? Or are we limited to default 1024 by 768? On 4870 stable release and not yet ready to try the more experimental releases...
Re: Arulco Revisited Mod[message #321445] Fri, 07 June 2013 15:06 Go to previous messageGo to next message
Wokkel2

 
Messages:5
Registered:January 2008
Location: Netherlands
Funny thing happened in the Balime museum.
The museum guard was in his appartment in the back of his office. A militia entered the appartment. Nothing happened, until one of my mercs entered the apartment from the office. Then suddenly the guard became hostile, and shot the militia. Next turn another militia rushed in and killed the guard. The merc could just grab the chalice and walk away without anyone caring about it. Easiest chalice ever!
Re: Arulco Revisited Mod[message #321611] Sat, 15 June 2013 16:31 Go to previous messageGo to next message
Headhunter

 
Messages:265
Registered:November 2009
Location: Sweden
Is it just me or is militia worse in AR than in vanilla 1.13?
Re: Arulco Revisited Mod[message #321880] Sun, 23 June 2013 12:23 Go to previous messageGo to next message
lepacka1
Messages:3
Registered:September 2009
hi. I have problem - fall game - with at work mercenaries Lucky of AIM

[51.1036] : ERROR : ========== Sun Jun 23 02:19:04 2013 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "SPEECH\174_012.gap" does not exist
(000,006,008,012,035,058,073,077)
waw files ok

and subsequent game fall at read position saved
[214.642] : ERROR : ========== Sun Jun 23 11:52:42 2013 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 40
Location : vfs::COpenReadFile::COpenReadFile
Could not open file : SavedGames\SaveGame07.sav

[214.645] : ERROR : ========== Sun Jun 23 11:52:42 2013 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 40
Location : vfs::COpenReadFile::COpenReadFile
Could not open file : SavedGames\SaveGame08.sav

[214.647] : ERROR : ========== Sun Jun 23 11:52:42 2013 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 40
Location : vfs::COpenReadFile::COpenReadFile
Could not open file : SavedGames\SaveGame09.sav

[219.18] : ERROR : ========== Sun Jun 23 11:52:46 2013 ==========
File : ..\src\Core\File\vfs_file.cpp
Line : 146
Location : vfs::TFile::close
[SavedGames\SaveGame07.sav] - Could not close file : 6


stack_trace.log
[138.227] : Backtrace: [Temp\files.dat] - Error when opening file : 2
[138.227] : Backtrace: Could not open file : Temp\files.dat
[138.234] : Backtrace: [Temp\NpcQuote.tmp] - Error when opening file : 2
[138.235] : Backtrace: Could not open file : Temp\NpcQuote.tmp
[149.134] : Backtrace: [Temp\files.dat] - Could not close file : 6
[214.64] : Backtrace: [SavedGames\SaveGame07.sav] - Error when opening file : 2
[214.641] : Backtrace: Could not open file : SavedGames\SaveGame07.sav
[214.643] : Backtrace: [SavedGames\SaveGame08.sav] - Error when opening file : 2
[214.644] : Backtrace: Could not open file : SavedGames\SaveGame08.sav
[214.645] : Backtrace: [SavedGames\SaveGame09.sav] - Error when opening file : 2
[214.646] : Backtrace: Could not open file : SavedGames\SaveGame09.sav
[219.179] : Backtrace: [SavedGames\SaveGame07.sav] - Could not close file : 6
[219.18] : Backtrace:
[428.176] : Backtrace: Could not delete file
[428.189] : Backtrace: Could not delete file : ShadeTables\RGBDist.dat


my installation:
ja2 gold + patch 1.12
JA2_113_FullRelease_English_4870.exe + update
Arulco_Revisited_(AR_v1.4_20130120).7z
JA1DGmerc V.3.0_do Arulco_Revisited.zip

Lucky speak french
files 174_xxx.gap isnt not found in
JA2_113_FullRelease_English_4870.exe
SCI_Unstable_Revision_6116_on_GameDir_1678.7z

please:
1) delivere files
2) what create\repair gap file

[Updated on: Sun, 23 June 2013 17:49] by Moderator

Re: Arulco Revisited Mod[message #322954] Fri, 19 July 2013 15:42 Go to previous messageGo to next message
axor01

 
Messages:32
Registered:July 2013
Location: RSA
Hi mercs;

can this AR be played with latest 113 SCI unstable versions?
Re: Arulco Revisited Mod[message #322957] Fri, 19 July 2013 18:52 Go to previous messageGo to next message
lockie

 
Messages:3826
Registered:February 2006
Location: Scotland
As I say to all such requests , try it and see . You only risk a duff install , obviously you'll havbe copied a spare just in case . Smile


Re: Arulco Revisited Mod[message #323037] Sun, 21 July 2013 21:17 Go to previous messageGo to next message
Cerhio

 
Messages:119
Registered:March 2013
axor01
Hi mercs;

can this AR be played with latest 113 SCI unstable versions?


The latest working unstable version was posted a couple pages back.

Does anyone know if there is any work being done on future updates? I'm dying to play this with one of the newer unstables. Some of those features are too great to give up!
Re: Arulco Revisited Mod[message #323043] Sun, 21 July 2013 23:39 Go to previous messageGo to next message
lockie

 
Messages:3826
Registered:February 2006
Location: Scotland
JASmine hasn't been here for a time now , try the latest builds anyway !

As I said the post above yours , have a copy just in case , nothing to be lost except some time .


Re: Arulco Revisited Mod[message #324813] Fri, 06 September 2013 11:03 Go to previous messageGo to next message
dzidek1983

 
Messages:90
Registered:June 2009
i instaled it with no problems yesterday... what a great fun mod.. i love it.. the new or "old revamped" maps are excellent

i really can only recommend it to all that want something "new" in their JA2 gameplay
Re: Arulco Revisited Mod[message #324886] Sun, 08 September 2013 09:55 Go to previous messageGo to next message
Buggler

 
Messages:210
Registered:November 2009
The much-appreciated Arulco Revisited (AR) gets its latest 1.13 pampering

How to run AR with the latest 1.13 2014 Stable (7435)?
Prerequisite: latest 1.13 2014 Stable 7435 SCI + AR thread here;

thepit.ja-galaxy-forum.com/index.php?t=msg&th=22153&goto=335685&#msg_335685

1. Install AR v1.4 as per normal.

2. Overwrite with Strohmann's AR 1.4 fixes (20131204)
(alternatively, ignore this post's instructions and try Strohmann's NCTH Rebalance Mod for AR)

3. Delete these 4 INIs in Data-AR folder.
Quote:
APBPConstants.ini
CTHConstants.ini
Ja2_Options.ini
Skills_Settings.ini
AR will use 1.13 INIs. For those using custom INIs in UserProfile_Mod folder, copy those INIs to UserProfile_JA2AR folder.

4. Overwrite Data-AR\Tabledata\MercProfiles.xml with Data-1.13\TableData\MercProfiles.xml.
then Edit Data-AR\Tabledata\MercProfiles.xml
Quote:
Search for Maddog & change to:
<sSectorX>11</sSectorX>
<sSectorY>7</sSectorY>
(1.13 value is 6, 9)

Search for Pablo & change to:
<sSectorX>6</sSectorX>
<sSectorY>8</sSectorY>
..
..
<bTown>13</bTown>
(1.13 value is 13, 2 & 2)

Search for Manuel & change to:
<sSectorX>14</sSectorX>
<sSectorY>4</sSectorY>
(1.13 value is 2, 2)
5. Overwrite the 3 INIs in Profiles\UserProfile_JA2AR folder with Profiles\UserProfile_JA2113 folder.
Quote:
Ja2_mp.ini
Ja2_Settings.INI
Ja2_sp.ini
Do step 4 & 5 whenever the 4 files gets updated in 1.13.

Now whip out your guns, it's time for another visit.
(Read Arulco Revisited.pdf if you are still clueless on how to start the mod.

Changelog:
Toggle Spoiler

[Updated on: Mon, 16 September 2019 12:14] by Moderator

Re: Arulco Revisited Mod[message #324955] Tue, 10 September 2013 07:23 Go to previous messageGo to next message
Slax

 
Messages:1437
Registered:July 2006
Location: People riding polar bears...
@Buggler :bow:
Good times!

Now if only someone would patch in appropriate water sources and such for Flugente's mods... :whistle:

Re: Arulco Revisited Mod[message #325737] Thu, 26 September 2013 16:42 Go to previous messageGo to next message
dzidek1983

 
Messages:90
Registered:June 2009
on bug i found... Matt the miner wont recognize his brother Dynamo for a Rep boost in Alma....
Re: Arulco Revisited Mod[message #326217] Fri, 04 October 2013 13:55 Go to previous messageGo to next message
ShaakA

 
Messages:11
Registered:October 2013
Hi Guys,

New here in Bear's Pit, been playing JA2 long time since it first came out, but always plays vanilla and just started playing again lately and stumbled upon here, anyways DLed this mod yesterday and been playing lightly, just early stages of game and with recommended settings, anyhow a big thanks to Jasmine and Beka for the mod, been a blast playing it and oh to all modders here for the 1.13, now i know why i spend those nights years ago staying late playing vanilla JA2.



Cheers and Big Thanks.
Re: Arulco Revisited Mod[message #326318] Sun, 06 October 2013 23:34 Go to previous messageGo to next message
Cerhio

 
Messages:119
Registered:March 2013
Whoa, is this for the latest unstable version or just the latest stable version?
Re: Arulco Revisited Mod[message #326322] Sun, 06 October 2013 23:48 Go to previous messageGo to next message
GFox

 
Messages:32
Registered:January 2013
Cerhio
Whoa, is this for the latest unstable version or just the latest stable version?


It's for the latest stable version. It can be played with the newer unstable versions but since there has been some changes to the file structure (among other things), you at least have to manually move some files to their correct places. There might be some other stuff as well.

If you want to play it with Strohmann's quite excellent NCTH overhaul, he has been kind enough to make a patch for it:
http://www.bears-pit.com/board/ubbthreads.php/topics/314623/
Re: Arulco Revisited Mod[message #326462] Fri, 11 October 2013 02:16 Go to previous messageGo to next message
ShaakA

 
Messages:11
Registered:October 2013
Don't know whether this bug is reported or not and possibly not only a bug but also an exploit.

In the secret sector of P1 from the you know where (dont want to spoil) there are 8 elite guards, which are counted as civilian and they dont turn hostile at first only if you attack them first, is it meant to be like that? Cause it makes them too easy.


I notice that each of them carry the same set of equipment, namely Dyneema set armor (Hat, Armor and Legging), A VSS-Vintorez Silent Sniper Rifle attached with PSO-1 Scope with 1 spare clip of 9x39mm ammo, A Flare and A NVG-III. Not a bad loot if you manage to snag them all. A set of this is a good loot from any battle and imagine 8 set of those, sell for some good money and will bump your gear by good amount, and the remaining unused can be sold for extra cash. So 8 set one time is not bad, and easy too if you got some MA merc, since they dont turn hostile first close them in and snag the goodies 1 at a time, taking all the loot will be harder then collecting them. But it gets better, leave the sector, dont forget the rest of the loot there and most important the key. You'll be back in the sector before, simply drop all the goodies and reenter the sector P1, and voila the civilian all back alive, again with the same set of loot, knock em out and snag the loot. Back to the previous sector and then reenter, rinse and repeat and you got infinite amount of money.

Extra info:
Used 4870 stable build and played on experienced AR.
Re: Arulco Revisited Mod[message #326476] Fri, 11 October 2013 12:17 Go to previous messageGo to next message
Kasar

 
Messages:27
Registered:August 2013
Location: Toronto, Canada
Where does this mod get it's merc speech files from?

I just downloaded it, and was making my first IMP and noticed there are only 3 male voices, with the # 3 voice copied over the #4-#7 voices.

I would like to put # 4 back in, and I have made my own # 5 I would like to put back in as well - but it doesn't seem to read from the usual place standard 1.13 reads from.

(or is it that IMP male # 4, 5, 6 and 7 are just all set to use voice # 3 somewhere else, bypassing them actually using speech file 192, 193, 194 and so on...)

Thanks!

[Updated on: Fri, 11 October 2013 12:23] by Moderator

Re: Arulco Revisited Mod[message #326522] Sat, 12 October 2013 00:01 Go to previous messageGo to next message
Parkan

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

Kasar
Where does this mod get it's merc speech files from?

I just downloaded it, and was making my first IMP and noticed there are only 3 male voices, with the # 3 voice copied over the #4-#7 voices.

I would like to put # 4 back in, and I have made my own # 5 I would like to put back in as well - but it doesn't seem to read from the usual place standard 1.13 reads from.

(or is it that IMP male # 4, 5, 6 and 7 are just all set to use voice # 3 somewhere else, bypassing them actually using speech file 192, 193, 194 and so on...)

Thanks!


Those voices made by me.And they use only same english subtitles like imps voices number 1-3.The voice in russian.Their files are in data-1.13 folder:Battlesnds,Speech,Mercedt directories.
Re: Arulco Revisited Mod v1.1[message #326711] Thu, 17 October 2013 22:45 Go to previous messageGo to next message
mor

 
Messages:13
Registered:October 2013
I don't know about the rest but so far I am completely outgunned and outmatched. I have been doing really well until I got to dresden, which I took by pure luck during a night/rain sneaky assault, which turned to be not so sneaky, when a lighting-bolt revealed a horde of 20 soldiers surrounding my position... luckily they were in perfect groupings for my 4 grenades Smile Anyway, I had no chance reaching the mine, let alone defend a counter attack, so I doubled back to san mona, so I can sell some weapons and boxing prize and try to take chitzena mine and camp there until I can double my manpower and fire power.

IMO the map designs are fantastic I really enjoy the new maps, but so far I find very little place for tactical gameplay in the cities, where i usually defend against an endless horde. Hopefully this will improve after I'll double my manpower and my weapon quality/seletion.





Re: Arulco Revisited Mod v1.1[message #326742] Fri, 18 October 2013 10:01 Go to previous messageGo to next message
dzidek1983

 
Messages:90
Registered:June 2009
weapons are EASY to find if you travel the sectors by foot... all the sectors
Re: Arulco Revisited Mod v1.1[message #326752] Fri, 18 October 2013 13:42 Go to previous messageGo to next message
mor

 
Messages:13
Registered:October 2013
yeah I did that with most sectors along the road from Chitzena to Drassen, it was a great help and with the extra money from san mona and Chitzena mine I returned to Drassen and pushing full speed ahead. Before i tried to bleed them during night ops which was a mistake, taking city sectors by day is MUCH easier. I just hope I'll have enough explosives, grenades etc for the upcoming counter attack.
Re: Arulco Revisited Mod v1.1[message #326760] Fri, 18 October 2013 16:11 Go to previous messageGo to next message
dzidek1983

 
Messages:90
Registered:June 2009
in 1.13 i realized the daylight is easier then night especially vs heavy guarded sectors
its a sniper game
Re: Arulco Revisited Mod v1.1[message #326772] Fri, 18 October 2013 19:53 Go to previous messageGo to next message
mor

 
Messages:13
Registered:October 2013
you can still do it on lower difficulty levels or in the wild and its lot of fun. I also used it for a blitz attack, in a sector I didn't cared for. A horde of gun wielding militia dropping on you is not a bad thing if they are on your side Wink
Re: Arulco Revisited Mod v1.1[message #326825] Sat, 19 October 2013 14:00 Go to previous messageGo to previous message
dzidek1983

 
Messages:90
Registered:June 2009
dont get me wrong, you can still doi t at night, no problem, its just that daylight with the arrival of 10x scopes and sniper trait became much easier then it was...

f.ex. try capturing the Cabria Sam Site at both times
at night if you are to loud you have no chance getting to the fences cos of the lights and the snipers around the towers
during day you take some desert camo and deploy from safe distance killing the snipers and soldiers that come to see whats going on
during a storm its even more silly when you have full blown hunter/ranger... basically bad weather means night time conditions but without the night goggles affecting this... and enemy soldiers rarely have the hunter trait... this means a hunter will see 50% further then the enemy... at mid gmae Igor did that Site alone during a storm at day light...
Previous Topic: Where to find Med kits ?
Goto Forum:
  


Current Time: Mon Aug 03 14:31:16 EEST 2020

Total time taken to generate the page: 0.02425 seconds