Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Mod
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:6
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 #321491] Sun, 09 June 2013 12:00 Go to previous messageGo to next message
EXile 150 Abyss

 
Messages:139
Registered:September 2009
Just started this mod yesterday.
And I would like to say Thank you very much!!! Very Happy This is exactly what 1.13 was missing a bit more beefing up in the towns.

At first I thought the delay of bobby ray's would be a pain but it definitely put my ass to the grinder in the first part. Really enjoyed it. ^^
Re: Arulco Revisited Mod[message #321611] Sat, 15 June 2013 16:31 Go to previous messageGo to next message
Headhunter

 
Messages:266
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:3929
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:103
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:3929
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:88
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:207
Registered:November 2009
[color:#CC6600]The much-appreciated Arulco Revisited (AR) gets its latest 1.13 pampering[/color]

How to run AR with the latest 1.13 2014 Stable (7435)?
Prerequisite: [color:#3333FF]latest 1.13 2014 Stable 7435 SCI + AR thread [/color]
[color:#999999]
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:
11
7
(1.13 value is 6, 9)

Search for Pablo & change to:
6
8
..
..
13
(1.13 value is 13, 2 & 2)

Search for Manuel & change to:
14
4
(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 e mod. No additional help on this...)

Changelog:
Toggle Spoiler
[/color]

[Updated on: Fri, 12 September 2014 17:46] by Moderator

Re: Arulco Revisited Mod[message #324895] Sun, 08 September 2013 16:49 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
Thx, buggler!:super:
Re: Arulco Revisited Mod[message #324955] Tue, 10 September 2013 07:23 Go to previous messageGo to next message
Slax

 
Messages:1448
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 #324958] Tue, 10 September 2013 10:18 Go to previous messageGo to next message
sidew

 
Messages:50
Registered:June 2012
Interesting....

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

 
Messages:88
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:103
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:34
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:29
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:452
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[message #326531] Sat, 12 October 2013 13:52 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
Happy B Day Parkan ! :cheers:


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:88
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:88
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 next message
dzidek1983

 
Messages:88
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...
Re: Arulco Revisited Mod v1.1[message #327151] Fri, 25 October 2013 20:10 Go to previous messageGo to next message
Bidius

 
Messages:23
Registered:June 2013
Hey guys, I've been using this mod for a good while now, I really like it!

But I've found a bug, not sure how to go about fixing it, at the grid of D13 (Drassen Mines) rounds seem to bounce off the "Ceiling" or something similarly strange happening...

As you can tell this gets hard for suppression, because all of my bullets fired at high arcs (it doesn't seem to happen to 7.62x25 or rounds with similar trajectories)

I'm also worried that I'll find more sectors with this behavior, has anyone else seen this kind of activity? Has anyone else been able to fix it?
Re: Arulco Revisited Mod v1.1[message #327181] Sat, 26 October 2013 04:56 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Hi all,

a new update of my mod is out and this time modified version of the AR maps are included, and i need some beta tester for them.

Details are here.
Re: Arulco Revisited Mod v1.1[message #327456] Fri, 01 November 2013 18:20 Go to previous messageGo to next message
Thor972

 
Messages:7
Registered:November 2006
Location: France, 91210 draveil
Just a question.

I want to give the calice to yanni and I don't find him ? He is in new location ?
Re: Arulco Revisited Mod v1.1[message #327464] Fri, 01 November 2013 23:04 Go to previous messageGo to next message
Larynx

 
Messages:185
Registered:April 2003
Widdy
I want to give the calice to yanni and I don't find him ? He is in new location ?

He should be in sector A2. At night, he goes to his hut by the southern end of the road. During the day, I think he'll be in the ruins.
Re: Arulco Revisited Mod[message #327471] Sat, 02 November 2013 01:43 Go to previous messageGo to next message
abradley

 
Messages:229
Registered:December 2001
Buggler
[color:#CC6600]The much-appreciated Arulco Revisited (AR) gets its latest 1.13 pampering[/color]

How to run AR with the latest 1.13?
Prerequisite: [color:#3333FF]latest 1.13[/color]
{Snip}
Am having problems. Have followed your instructions several times and end up with the standard map to play on. Like, when the troops arrive at a9 they see troops in a8 but a8 ain't an industrial area, this is the same for all the 'Revisited' map changes.

Am using the 113.exe, when trying to use the 'Revisited' exe there are startup errors.

Must likely it's my error, but have installed several times checking each step carefully.
Re: Arulco Revisited Mod[message #327502] Sat, 02 November 2013 19:16 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Which startup errors? This is a sign your installation is likely messed up.
Re: Arulco Revisited Mod[message #327552] Sun, 03 November 2013 15:12 Go to previous messageGo to next message
K0ukku

 
Messages:192
Registered:December 2009
I don't get it. AR 1.4 requires 4870 1.13 to play, but "The much-appreciated Arulco Revisited (AR) gets its latest 1.13 pampering" instructions is still not compatible with unstable versions? What?
Re: Arulco Revisited Mod[message #327562] Sun, 03 November 2013 20:02 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
How so?
Re: Arulco Revisited Mod[message #327624] Tue, 05 November 2013 01:37 Go to previous messageGo to next message
BruteForce

 
Messages:27
Registered:October 2013
Location: The Sprawl
I noticed that no cut scene triggered when I took Drassen, is that normal with this mod? Or maybe a bug?

[Updated on: Tue, 05 November 2013 01:37] by Moderator

Re: Arulco Revisited Mod[message #327626] Tue, 05 November 2013 02:47 Go to previous messageGo to next message
cowhide

 
Messages:30
Registered:October 2013
BruteForce
I noticed that no cut scene triggered when I took Drassen, is that normal with this mod? Or maybe a bug?


If I remember correctly Drassen includes more sectors. Look to the East Wink
Re: Arulco Revisited Mod[message #327628] Tue, 05 November 2013 05:08 Go to previous messageGo to next message
abradley

 
Messages:229
Registered:December 2001
Strohmann
Which startup errors? This is a sign your installation is likely messed up.
Mercprofile.xml was messed up when I added Maddog, Pablo, and Manuel.

OK now.

Thanks for your fast reply.

[Updated on: Tue, 05 November 2013 05:09] by Moderator

Re: Arulco Revisited Mod[message #327636] Tue, 05 November 2013 14:40 Go to previous messageGo to previous message
BruteForce

 
Messages:27
Registered:October 2013
Location: The Sprawl
Luke
BruteForce
I noticed that no cut scene triggered when I took Drassen, is that normal with this mod? Or maybe a bug?


If I remember correctly Drassen includes more sectors. Look to the East Wink



Yeah I got all 4 of them though
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