Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Mod
Arulco Revisited Mod[message #298276] Thu, 09 February 2012 18:03 Go to next message
JAsmine

 
Messages:315
Registered:May 2011
Arulco Revisited (AR)
by JAsmine & Beka

http://i.imgur.com/sZkQ4F9.png

Latest version: Arulco Revisited v1.4 2013-01-20



About
Arulco Revisited for Jagged Alliance 2 v1.13 was created by JAsmine and Beka and first released in early 2012. The mod's main goal is to make the game more diversified and balanced.
The mod changes or replaces every sector map in Arulco and tries to make the country (and thus the whole game) more interesting in general, hence the name "Arulco Revisited".
Furthermore, this mod encourages you to play a "live of the land"-style game. There are some more features, check them out below.


Download of the latest version
Arulco Revisited v1.4 2013-01-20
(AR v1.4 20130120)
download from file-upload.net
download from dev-host
download from Jagged Alliance Center
download from Kermi's JA2 archive
(please report if a link is down)

[color:#FF0000]Installation instructions and additional information are included.
Be sure to read Arulco Revisited.pdf!
This document will probably answer most of your questions regarding the mod![/color]


Requirements
REQUIREMENTS


Main features of AR v1.4
LIST OF FEATURES

Re: Arulco Revisited Mod[message #298287] Thu, 09 February 2012 18:35 Go to previous messageGo to next message
Anonymous
Very good. A nice surprise.
Re: Arulco Revisited Mod[message #298290] Thu, 09 February 2012 19:07 Go to previous messageGo to next message
Blue_Fox

 
Messages:582
Registered:September 2006
Location: Netherlands
Nice, downloading now.
Re: Arulco Revisited Mod[message #298293] Thu, 09 February 2012 19:14 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
Very Nice! :thumbsup:

And clever timing to "battle" BiA. Smile
Re: Arulco Revisited Mod[message #298449] Fri, 10 February 2012 18:42 Go to previous messageGo to next message
Blue_Fox

 
Messages:582
Registered:September 2006
Location: Netherlands
Dont know where to post it, so i post it here, because i encounter these problems here.
That news interrupts system is odd. I get interrupts from mercs and they didnt even see enemies.
BTW, I took as usual Barry... Mechanical 44?
Also every time i start the game is get this error report, even in the DATA_AR/JA2_Option.ini they are already there.
http://img444.imageshack.us/img444/1329/ja2j.jpg

[Updated on: Fri, 10 February 2012 18:42] by Moderator

Re: Arulco Revisited Mod[message #298490] Fri, 10 February 2012 21:52 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
1) Which version of v1.13 are you using?

2) Which other mods are you running besides AR?

3) Quote:
Barry... Mechanical 44?

Character's skills are not touched by AR mod

4) The wall of red error text you're getting is because the game looks for some INI-options that aren't present. The INI which is delivered with AR mod is an unmodified INI from stable v1.13 rev. 4870.

Re: Arulco Revisited Mod[message #298880] Tue, 14 February 2012 01:39 Go to previous messageGo to next message
Blue_Fox

 
Messages:582
Registered:September 2006
Location: Netherlands
Quote:
1] SCI_113Unstable_r4930_20120210
2] No mods in the same folder
3]Barry in 1.13 = 44, Aimnas is higher, im used to play Aimnas Smile
4] Thats the fun part, after igot that message i added them, but still get them.
Now is all fine...

But... cant get out of the mine where Kingpin store his 30.000$
I need those for Olaf and his friends Smile

I tried everything i could imagine.
Even tried to kill my IMP with mustard and leave tactical and go to another sector.
Not possibel to take the stairs.
Cant dismiss him.
Cant do anything ones you in D5 Mine sublevel 1

Here is the save game.

http://www.2shared.com/file/A6gsd1Rq/QuickSave.html
Anyway its interesting and fun.

P.s.
JA2_Options.ini
; Player mercs, valid values 16 through 32, default is 24
MAX_NUMBER_PLAYER_MERCS = 32

[Updated on: Tue, 14 February 2012 01:40] by Moderator

Re: Arulco Revisited Mod[message #298938] Tue, 14 February 2012 12:23 Go to previous messageGo to next message
Blue_Fox

 
Messages:582
Registered:September 2006
Location: Netherlands
About Drassen Airport.

Nightops.
Normaly the 2 houses doors, close to the (original) gate, have light.
This was the hard part to sneak in.
I think it need to have ligth again

Bug:Waldo's voices are gone.

[Updated on: Tue, 14 February 2012 13:30] by Moderator

Re: Arulco Revisited Mod[message #299105] Thu, 16 February 2012 02:55 Go to previous messageGo to next message
Blue_Fox

 
Messages:582
Registered:September 2006
Location: Netherlands
I like the idea.
Arulco Overhauled:)

Some sectors still need some fine tuning.
Some Pathfinder issues.

In my opinion: you get to soon good weapons.
Day 1: Heading to SamSite near Chitzena and already have a AS Val & Vintorez, both with Rod&Spring.
Re: Arulco Revisited Mod[message #299221] Fri, 17 February 2012 11:13 Go to previous messageGo to next message
moonrunner
Messages:1
Registered:March 2006
playing this AR with the Ja2_4870_patch.exe and in estoni airport theres a ghillie helmet drop that with crash the game when you chick on it with the grab hand.

stack trace at the time.
*** Fri Feb 17 01:08:24 2012 ***
[ 7V58D-1VHMZ-YXF6I-8H9AW-VYV5F ]

[1.05964] : Backtrace: [Data\German.slf] - Error when opening file : 2

[1.06165] : Backtrace: Could not open file : Data\German.slf

[1.06211] : Backtrace:

[1.06258] : Backtrace: ========== Fri Feb 17 01:08:24 2012 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 54
Location : vfs::COpenReadFile::COpenReadFile


========== Fri Feb 17 01:08:24 2012 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 50
Location : vfs::COpenReadFile::COpenReadFile

Could not open file : Data\German.slf
Re: Arulco Revisited Mod[message #299270] Fri, 17 February 2012 23:04 Go to previous messageGo to next message
Scheinworld

 
Messages:922
Registered:December 2007
Location: Baltic Sea, Germany
Hello moonrunner,

Try the following and copy the extracted GERMAN.SLF file into the \Data directory of your JA2 v4870 AR install.

@ JAsmine & Beka: Good to see some mod- and mapmakers are still active! Congratulation to the successful conclusion of your Arulco Revisited Mod! Smile


Best regards; Schein


Re: Arulco Revisited Mod[message #299615] Mon, 20 February 2012 22:51 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Blue_Fox

But... cant get out of the mine where Kingpin store his 30.000$
I need those for Olaf and his friends Smile

Thanks for reporting this, Blue_Fox. This will be fixed in the next version! You should be able to exit the San Mona mine to Kingpin's house (resulting in a fight)

Blue_Fox
About Drassen Airport.

Nightops.
Normaly the 2 houses doors, close to the (original) gate, have light.
This was the hard part to sneak in.
I think it need to have ligth again

Bug:Waldo's voices are gone.


Waldo & his voice are not touched by AR. His missing voice must be becauce of something else.

Thanks for the info with the light, will check it out!

Scheinworld
@ JAsmine & Beka: Good to see some mod- and mapmakers are still active! Congratulation to the successful conclusion of your Arulco Revisited Mod! Smile

Thanks! If you feel like you're having too much sparetime - give it a try!


I'm currently working on an improved version of AR mod with bugfixes, new content and balancing.

[Updated on: Mon, 20 February 2012 22:55] by Moderator


Re: Arulco Revisited Mod[message #299617] Mon, 20 February 2012 23:33 Go to previous messageGo to next message
lockie

 
Messages:3901
Registered:February 2006
Location: Scotland
Quote:
I'm currently working on an improved version of AR mod with bugfixes, new content and balancing.


Good stuff :ok:


Re: Arulco Revisited Mod[message #300997] Mon, 05 March 2012 10:39 Go to previous messageGo to next message
herb

 
Messages:413
Registered:September 2007
Location: Slovenija
hello boys!

well I have 2 q's/problems:

1. I installed latest 1.13 version and INI editor don' work
2. to install Arulco Revisited, where should extract files of AR, into root 1.13 folder, or into Data-1.13 folder?

thx
Re: Arulco Revisited Mod[message #301068] Tue, 06 March 2012 02:27 Go to previous messageGo to next message
Hawkeye

 
Messages:1939
Registered:October 2005
Location: Australia
Is that a mirage? Surprised

Welcome back, Marko.


Re: Arulco Revisited Mod[message #301110] Tue, 06 March 2012 10:16 Go to previous messageGo to next message
herb

 
Messages:413
Registered:September 2007
Location: Slovenija
well it was long... I admit

thx for a hug
Re: Arulco Revisited Mod[message #301167] Tue, 06 March 2012 23:14 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Hi there.

1) Sorry, but I can't help you on this issue. Maybe post this problem in v1.13 forums to get more attention?!

2) Copy all the files & folders of AR mod directly into your JA2 root-directory.
No files will be overwritten, folders will be 'integrated' into existing folders.

2a) Read the readme included in the docs folder for more information on how 2 run the mod and stuff.


USING THE MOD WITHOUT INI EDITOR

Re: Arulco Revisited Mod[message #301168] Tue, 06 March 2012 23:26 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
No need to go bruteforce, you can just set the vfs config by hand.
Open JA2.ini with a standard text editor and change
VFS_CONFIG_INI = vfs_config.JA2113.ini
to
VFS_CONFIG_INI = vfs_config.AR.ini
Save the file and run, I never use the IniEditor.


Re: Arulco Revisited Mod[message #301222] Wed, 07 March 2012 11:51 Go to previous messageGo to next message
herb

 
Messages:413
Registered:September 2007
Location: Slovenija
@JAsmine
@DepressivesBrot

thx guys for instructions, the mod works
Re: Arulco Revisited Mod[message #301251] Wed, 07 March 2012 18:40 Go to previous messageGo to next message
lockie

 
Messages:3901
Registered:February 2006
Location: Scotland
Quote:
Quote:
I'm currently working on an improved version of AR mod with bugfixes, new content and balancing.


Good stuff


So , this done yet ?

@ Marko , good to hear from you again ! Smile

[Updated on: Wed, 07 March 2012 18:41] by Moderator



Re: Arulco Revisited Mod[message #301265] Wed, 07 March 2012 20:57 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
@marko:
Good to hear that the mod runs fine. I hope you'll enjoy it!

@DepressivesBrot:
Thanks for the helpful advice!


Concerning the new version of the mod:

The development of the new version is 90% done at this point. The remaining 10% is reserved for small changes that might occur because of the tests that the new version undergoes at the moment. We don't consider this a beta version, so we try our best to test it before releasing.

There will be some bugfixes in the new version. However, none of the bugs present on v1.0 are game-breaking or of a serious nature. Most of the fixed bugs fall under the category of "annoyances".

There will be some new content (additional new maps) in the new release, but not too many.

The main aspect of the new version will be better balancing. Remember: In AR mod, Bobby Ray comes into play in a different way than in normal JA2. Loot and enemy drops are way more important.


I will most probably take just a few days before the new version of AR mod will be released.

Re: Arulco Revisited Mod v1.1[message #301960] Mon, 19 March 2012 00:05 Go to previous messageGo to next message
Flettner

 
Messages:59
Registered:April 2006
I just downloaded and installed this mod and I am rather excited! I do have a question about customizing the mod since i'm a noob at this stuff. I'd like to know if I change the various settings in the JA2-Options Wordpad document found in the Data-AR folder or do somehow have to modify the settings in the INI-Editor?
Re: Arulco Revisited Mod v1.1[message #301972] Mon, 19 March 2012 14:41 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Hi Flettner,

you can edit the Ja2_Options.ini with the INI editor, by hand or with a good tool like e.g. notepad++. Don't use wordpad.
I would recommend using the INI editor, but thats a personal opinion.

Make sure you follow the installation instructions of the mod (set "vfs_config.AR.ini" as the selected mod).

And also be sure to edit the ja2_options.ini inside the Data-AR folder (not the one inside the Data-1.13 folder).
You might want to create a backup of the file in "clean" state, just in case you mess something up.
You'll need to start a new game for some (most?) of the settings in ja2_options.ini to work properly.

Re: Arulco Revisited Mod v1.1[message #302104] Wed, 21 March 2012 08:37 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
nice maps, jasmine. I like them Smile


Re: Arulco Revisited Mod v1.1[message #302162] Wed, 21 March 2012 21:26 Go to previous messageGo to next message
spookygirl

 
Messages:16
Registered:December 2011
What a great surprise! Thanks everyone! Very Happy
Re: Arulco Revisited Mod v1.1[message #302168] Wed, 21 March 2012 22:13 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
RoWa21
nice maps, jasmine. I like them

hehe, thanks. Most mapping was done by Beka.
Some of the "new" maps in the mod are modified versions of maps from other authors (see credits in the readme).
However, modifiying a map (if done accurately) takes almost as much work as creating a new one Wink

SpookyGirl
What a great surprise! Thanks everyone! Very Happy

Enjoy it! Very Happy

[Updated on: Wed, 21 March 2012 22:15] by Moderator


Re: Arulco Revisited Mod v1.1[message #302339] Sun, 25 March 2012 01:18 Go to previous messageGo to next message
usrbid

 
Messages:1552
Registered:December 2008
Yo JAsmine, Is Perko (dude who loses shipments) missing from Drassen airport?

Yo lockie, Do you want me to edit the first post?

Edit: Gameplay Report

The wallet fits into the gun sling slot, not sure if that was intended.

I freed the airport, Bobby Ray's is still "under construction". (Was I supposed to read instructions? Does this work differently here?) I also freed the SAM site, still no BR.

(I like that enemies drop 9x19 Glaser ammo.)

[Updated on: Sun, 25 March 2012 06:47] by Moderator



Re: Arulco Revisited Mod v1.1[message #302362] Sun, 25 March 2012 12:27 Go to previous messageGo to next message
lockie

 
Messages:3901
Registered:February 2006
Location: Scotland
@ Dieter , yeah , if you want , I just think all d/load links should be at the first post ... doesn't have to be though . Revision logs at latest post , makes it simpler for finding . :wave:


Re: Arulco Revisited Mod v1.1[message #302368] Sun, 25 March 2012 17:20 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
@Dieter: as shipments no longer arrive in Drassen in AR - yes, the guy handling shipments is no longer located in Drassen. Smile
Re: Arulco Revisited Mod v1.1[message #302373] Sun, 25 March 2012 19:07 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Dieter
Yo JAsmine, Is Perko (dude who loses shipments) missing from Drassen airport?

Pablo is missing from Drassen Airport. That's true. But he is still in the game!
Btw, Perko is the guy repairing stuff in Cambria.

Dieter
The wallet fits into the gun sling slot, not sure if that was intended.

Items are not changed by AR mod (to make the mod compatible with other item/weapon mods out there), this must be an issue of v1.13.

Dieter
I freed the airport, Bobby Ray's is still "under construction". (Was I supposed to read instructions? Does this work differently here?) I also freed the SAM site, still no BR.

This is not an error, it is intended.
Bobby Ray works differently in AR!
You shoul really read the instructions or even the beginning of the RIS report.

Dieter
(I like that enemies drop 9x19 Glaser ammo.)

Enemy drops are not changed by the AR mod (again, to maintain compatibility with other item/weapon mods). But there is glaser and match ammo to be found in sectors like Omerta and Drassen (because thats IMO the point of the game where you need that kind of ammo).


Thanks for your gameplay report, Dieter. If you've got more questions, just give it a go (or maybe read the instructions? Wink )

Re: Arulco Revisited Mod v1.1[message #302453] Tue, 27 March 2012 01:02 Go to previous messageGo to next message
wessel23

 
Messages:9
Registered:July 2001
Location: Seattle WA
Is it possible to use just the new maps, and not actually change the way the rest of the game works?
Re: Arulco Revisited Mod v1.1[message #302490] Tue, 27 March 2012 21:32 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Hi wessel23,

quick answer: yes, BUT...

detailed answer: If you know what you're doing, you can of course try to exclude some parts of the mod and use only certain other parts of it. However, using just the maps and nothing else was not intended by the creators and won't work without some more "messing around" by you.
The point is: The content of this mod apart from the maps was developed to fit to the maps. So, if you exclude some parts of the mod you might get undesired results and you will definitely miss the experience of this mod as it was meant to be. I recommend not to try and "use just the maps".

possible compromise: As I've stated before, the content of this mod is like 90% about new maps. The only significant change apart from the new maps is, that Bobby Ray will be available later and you as the player will live "off the land" for longer than usual (which is a lot easier in this mod than in stock v1.13!!).
Think about it, the way the game works is almost untouched and you will be given the opportunity to employ a new strategy in the game. Maybe you should just give it a go and maybe you will like what you see?

[Updated on: Tue, 27 March 2012 21:33] by Moderator


Re: Arulco Revisited Mod v1.1[message #302493] Tue, 27 March 2012 21:56 Go to previous messageGo to next message
lockie

 
Messages:3901
Registered:February 2006
Location: Scotland
There certainly are 'more enemies at cities' ..... Very Happy


Re: Arulco Revisited Mod v1.1[message #302494] Tue, 27 March 2012 22:21 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
lockie
There certainly are 'more enemies at cities' ..... Very Happy

Hehe, most certainly indeed!
But in my opinion, aspects like "more enemys" count towards "new/changed maps", since the enemies are part of the maps.
Apart from that, more enemys do not make the game significantly different, they will "just" lead to longer and maybe tougher battles and usually more loot.

Re: Arulco Revisited Mod v1.1[message #302495] Tue, 27 March 2012 22:36 Go to previous messageGo to next message
lockie

 
Messages:3901
Registered:February 2006
Location: Scotland
Hmm , seems like elites very early on ... ? And me with pistols and a couple of damaged rifles . Ohhh , the challenge .. Very Happy


Re: Arulco Revisited Mod v1.1[message #302498] Tue, 27 March 2012 23:13 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Elites in Omerta are *the* source for good equipment at gamestart (stealing is easy there since there aren't many foes and you've plenty of cover to hide behind :thinkerg: )

But it's true... this mod is more challenging than stock v1.13. And it's meant to be that way!

btw, lockie, which difficulty level did you choose?

[Updated on: Tue, 27 March 2012 23:15] by Moderator


Re: Arulco Revisited Mod v1.1[message #302506] Wed, 28 March 2012 02:10 Go to previous messageGo to next message
spookygirl

 
Messages:16
Registered:December 2011
lockie
Hmm , seems like elites very early on ... ? And me with pistols and a couple of damaged rifles . Ohhh , the challenge .. Very Happy


Yup, some okay pistols and a lot of jammed pistols lol where are the good guns?! Wink But at least the locked crates open almost immediately with 2 or 3 shots! Very Happy
I've noticed Pablo is not in Drassen... what about the priest? I can't find him too...
Re: Arulco Revisited Mod v1.1[message #302511] Wed, 28 March 2012 05:29 Go to previous messageGo to next message
Anonymous
@JAsmine

Ever think about incorporating Smeagol's inventory system?
Re: Arulco Revisited Mod v1.1[message #302522] Wed, 28 March 2012 11:35 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
SpookyGirl
I've noticed Pablo is not in Drassen... what about the priest? I can't find him too...

People, please read the instructions! :goodnews:

Arulco Revisited 1.1 Readme

Important note on gameplay

Bobby Ray (BR) won't be available after liberating Drassen. BR is still in the game and will be available later, when you progress deeper into Arulco. You'll have to live "off the land" for a longer time. [...]

BR isn't in Drassen, and Pablo (and Sal) won't be there, too. Those guys are at the new location of BR shipments.
However, the "get food for rebels" quest works in AR exactly the same way as you're used to it. The priest is in his usual random places (bar c13, church d13, bar d13).

[Updated on: Wed, 28 March 2012 11:36] by Moderator


Re: Arulco Revisited Mod v1.1[message #302523] Wed, 28 March 2012 11:42 Go to previous messageGo to previous message
JAsmine

 
Messages:315
Registered:May 2011
tao
@JAsmine

Ever think about incorporating Smeagol's inventory system?


To be honest, I'm not quite sure what system you're talking about?! Please specify.

But we've tried not to change items and aspects directly tied to items. This was done to keep this mod flexible and, most importantly, compatible to other mods (e.g. MAM, AFS, HAM5...).

[Updated on: Wed, 28 March 2012 11:42] by Moderator


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