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Re: Arulco Revisited Mod[message #317226] Tue, 09 April 2013 17:40 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
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 #317229] Tue, 09 April 2013 17:53 Go to previous messageGo to next message
wickedinsane

 
Messages:20
Registered:March 2010
Location: GERMANY
This mod sounds and looks great - I just started playing 1.13 a couple of days ago but now I am considering to extend and start over again with this mod. Glad to see that JA2 is still being modded and content is added!
Many thanks for your effort!
Re: Arulco Revisited Mod[message #317236] Tue, 09 April 2013 20:00 Go to previous messageGo to next message
Istrebitel

 
Messages:222
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:101
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:2031
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:222
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
Sucho2

Messages:9
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:222
Registered:December 2009
Location: Russia, Saint-Petersburg
Is this also a bug due to latest unstable:

Toggle Spoiler
Re: Arulco Revisited Mod[message #317411] Sun, 14 April 2013 04:01 Go to previous messageGo to next message
wsmithjr2013

 
Messages:50
Registered:March 2013
Location: New Jersey
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).


In my game, the smugglers fought back, but they didn't seem to care if I stole their weapons while they were standing there watching me. No reaction at all until I fired at them and then they fought back.

I'm running 1.13 4870 with AR 1.4.
Re: Arulco Revisited Mod[message #318029] Sat, 27 April 2013 00:52 Go to previous messageGo to next message
Cerhio

 
Messages:94
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:3970
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:94
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:3970
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:2031
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 #319418] Sun, 12 May 2013 13:17 Go to previous messageGo to next message
onkelfrosti

 
Messages:19
Registered:October 2012
Location: DE
I
Re: Arulco Revisited Mod[message #319419] Sun, 12 May 2013 13:28 Go to previous messageGo to next message
Peal

 
Messages:251
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:19
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:2031
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:19
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 next message
Sam Hotte

 
Messages:2031
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)?
Re: Arulco Revisited Mod[message #319643] Tue, 14 May 2013 16:26 Go to previous messageGo to next message
onkelfrosti

 
Messages:19
Registered:October 2012
Location: DE
i

[Updated on: Mon, 20 May 2013 00:29] by Moderator

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:88
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:88
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:19
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:362
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:19
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 #320988] Mon, 27 May 2013 15:39 Go to previous messageGo to next message
Wokkel2
Messages:5
Registered:January 2008
Location: Netherlands
onkelfrosti
I

[Updated on: Mon, 27 May 2013 15:44] by Moderator

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

 
Messages:362
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:3221
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 previous 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

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