Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Discussions and Bug Reporting (2013/03/07 to 2018/11/04)
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #332334] Fri, 09 May 2014 16:24 Go to previous messageGo to next message
teapot156

 
Messages:13
Registered:October 2012
How do I adjust hipfire penalties?
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #332397] Sat, 10 May 2014 19:42 Go to previous messageGo to next message
Funo

 
Messages:9
Registered:April 2012
I wonder if this is a feature or a bug, because after killing Walter Bazzon in sector L14 he droped his whole shop inventory ( ~1400 items ). Should this happen if u have "drop all" setting turned on ?

Playing Urban Chaos-1.13 v4.48 Release Candidate 4 20140420 with
SCI_Unstable_Revision_7178_on_GameDir_2027.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #332578] Wed, 14 May 2014 07:35 Go to previous messageGo to next message
M16AMachinegun

 
Messages:305
Registered:September 2013
Random question because I forget: Wasn't this mod updated with larger maps, and that's included in this mod, much like what AIMNAS is doing for Arulco?
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #332598] Wed, 14 May 2014 15:07 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Funoslav
I wonder if this is a feature or a bug, because after killing Walter Bazzon in sector L14 he droped his whole shop inventory ( ~1400 items ). Should this happen if u have "drop all" setting turned on ?

Bug caused by one of the mod's newer features - I really wanted to have merchants that would go hostile in the course of gameplay. Walter is a big enough story element that he should always be hostile...


M16AMachinegun
Random question because I forget: Wasn't this mod updated with larger maps, and that's included in this mod, much like what AIMNAS is doing for Arulco?

Mod uses XML tilesets, which according to the INI do not like big maps. That said, I will be testing that advice in the options INI with a new golf course map to replace the buggy one from original Urban Chaos. Probably won't make v4.48's "official" release.


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #332630] Thu, 15 May 2014 05:04 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
wil473

Mod uses XML tilesets, which according to the INI do not like big maps. That said, I will be testing that advice in the options INI with a new golf course map to replace the buggy one from original Urban Chaos. Probably won't make v4.48's "official" release.

Sorry; I'm in a hurry.
There would be bigmaps for Urban Chaos v1.13 in the future?
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #332843] Mon, 19 May 2014 18:02 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
UC-4.48 Port Kip Underground (D6-1)
4 Thugs drop TT-33s, those pistols have NADA items instead of ammo

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #332844] Mon, 19 May 2014 18:22 Go to previous messageGo to next message
Hazapuza

 
Messages:264
Registered:February 2009
Location: Finland
Repeater1947
Sorry; I'm in a hurry.
There would be bigmaps for Urban Chaos v1.13 in the future?

I'm not wil, and I don't know what surprises he may or may not have in store, but producing bigmaps is a stupendously huge undertaking for just one/a few individuals, as AIMNAS has demonstrated. So no, I highly doubt there will be bigmap versions of UC maps in the next few years.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #332856] Tue, 20 May 2014 03:12 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
Yeah, I agree. It seems very tedious to create bigmaps.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #332863] Tue, 20 May 2014 10:29 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
The problem is a little different, Urban Chaos is not Wil473's mod. Wil473 only ported it to 1.13 (thus UC-113), while doing this he merged it with AFS for more weapons. The problem is if you change maps in anyway the mod will no longer be Urban Chaos. Ofc there is there still be UC story but considering it's quests are not much different from JA2 quests.

Is it me or has maps been changed. I loved the map where i pinned the kingpin.

On the other hand i really wish Wil makes new (big) maps for his mods. I know he has the talent but not sure if he has the time and patience to do it.

[Updated on: Tue, 20 May 2014 17:20] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #332880] Tue, 20 May 2014 15:58 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
Another NADA ammo at Sector C5 and C4, NADA is inside of a Colt 611 M16 probably dropped from P.I.N members.

[Updated on: Tue, 20 May 2014 19:02] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333032] Fri, 23 May 2014 10:48 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
When I visited the Underground Bullet Train website, it's crap'ed up. Sad
http://i67.photobucket.com/albums/h289/Repeater1947/Jagged%20Alliance%202%20Bug%20Reports/UndergroundBulletTrainerror_zpse331629f.png
Is it intentional or a bug? :confused:
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333034] Fri, 23 May 2014 12:21 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Gambigobilla
UC-4.48 Port Kip Underground (D6-1)
4 Thugs drop TT-33s, those pistols have NADA items instead of ammo

and
Gambigobilla
Another NADA ammo at Sector C5 and C4, NADA is inside of a Colt 611 M16 probably dropped from P.I.N members.

Added to the (probably) fixable bug list.


Repeater1947
When I visited the Underground Bullet Train website, it's crap'ed up. Sad
[img]
Is it intentional or a bug? :confused:

This one has been on the not fixable (by me) bug list since the very beginning of this mod.


Gambigobilla
The problem is a little different, Urban Chaos is not Wil473's mod. Wil473 only ported it to 1.13 (thus UC-113), while doing this he merged it with AFS for more weapons. The problem is if you change maps in anyway the mod will no longer be Urban Chaos. Ofc there is there still be UC story but considering it's quests are not much different from JA2 quests.

Is it me or has maps been changed. I loved the map where i pinned the kingpin.

On the other hand i really wish Wil makes new (big) maps for his mods. I know he has the talent but not sure if he has the time and patience to do it.
UC-1.13 came first, AFS was originally an item test mod for the folding stock feature.

The New Maps version (ie. "stock" UC-1.13) has several modified maps to take care of various things via map editing:
- initially to prevent climbing into the "ceiling" of UBT maps, in original UC this was just a player exploit, but since v1.13 gave the AI the ability to climb became something that needed to be "fixed"
- missing miners bug
- Kingpin quest changed during faction untangling (which has caused issues of its own)
- several crash prone maps or maps that were for some reason not reacting well to the current map editors were completely redone.

I am not making any promises on big maps because I simply do not know if it is viable. The INI already notes that big maps do not get along with the XML tilesets, but I do not know if this is really still a problem - I will find out when I fix problems with entering Map O6. See Also: the (probably) fixable bug list.

[Updated on: Fri, 23 May 2014 16:58] by Moderator



Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333037] Fri, 23 May 2014 13:48 Go to previous messageGo to next message
wolf00

 
Messages:1153
Registered:September 2006
Location: Czech Republic

bs1 tishina: no ammo aviable on br shop,no ammo aviable in h.e config for any launcher[br set to 10x quantity & to awesome]
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333038] Fri, 23 May 2014 13:58 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
wolf00
bs1 tishina: no ammo aviable on br shop,no ammo aviable in h.e config for any launcher[br set to 10x quantity & to awesome]
Not a bug - BR does not ship HE in UC.


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333060] Sat, 24 May 2014 12:12 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
wil473
wolf00
bs1 tishina: no ammo aviable on br shop,no ammo aviable in h.e config for any launcher[br set to 10x quantity & to awesome]
Not a bug - BR does not ship HE in UC.


I was wondering. Why doesn't Bobby Ray's sell HE's, Fragmentation grenades, etc.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333061] Sat, 24 May 2014 12:21 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
Found a bug:
On Tactical soldier tooltips, the "Head Position" items are displayed as "UC-1.13". I have no idea why this is the case.
http://i67.photobucket.com/albums/h289/Repeater1947/Jagged%20Alliance%202%20Bug%20Reports/UC-113HeadPositionErrorI_zps7b4a9eb2.png
http://i67.photobucket.com/albums/h289/Repeater1947/Jagged%20Alliance%202%20Bug%20Reports/UC-113HeadPositionError_zps4dc71770.png
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333084] Sat, 24 May 2014 22:17 Go to previous messageGo to next message
SmokinGun

 
Messages:72
Registered:June 2007
Location: Land of New Rising Sun
Greetings,

Would love to play the latest UC 1.13 version. Could use some install help please.

I've dl'd the latest sci 1.13 v.7205-2033. What version of urban chaos should I install on top of that? Moddb link from 2009 is dead, media fire link has a 37mb v.4.48- is this all thats needed to install on top of 1.13? The urban chaos sci "ja2uc full wqfix2" comes in at 161mb...so a bit confusing.

Anyhoo...some clear directions on which u.c. should be installed on top of sci 1.13v.7205 would be great. Thanks!
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333087] Sat, 24 May 2014 23:35 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
1. Install ja2
2. Copy contents of 1.13 SCI to your ja2 install folder
3. Rename Data folder form original UC to "Data-UC" and copy it to your 1.13 installation folder.
4. Copy UC113 files (that 37mb of zip) into your 1.13 installation folder
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333089] Sun, 25 May 2014 00:46 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
SmokinGun
Greetings,

Would love to play the latest UC 1.13 version. Could use some install help please.

I've dl'd the latest sci 1.13 v.7205-2033. What version of urban chaos should I install on top of that? Moddb link from 2009 is dead, media fire link has a 37mb v.4.48- is this all thats needed to install on top of 1.13? The urban chaos sci "ja2uc full wqfix2" comes in at 161mb...so a bit confusing.

Anyhoo...some clear directions on which u.c. should be installed on top of sci 1.13v.7205 would be great. Thanks!
What is wrong with the Standard Install instructions in the FAQ?


Repeater1947
Found a bug:
On Tactical soldier tooltips, the "Head Position" items are displayed as "UC-1.13". I have no idea why this is the case.
[img]
Looks like Item 0 which has UC-1.13 is the default for simply not having an item. Guess I'll have to clear the item's names going forward.


Repeater1947
I was wondering. Why doesn't Bobby Ray's sell HE's, Fragmentation grenades, etc.
I've added a new section to the FAQ (after clearing out common item stuff): Select Differences between UC-1.13 and AFS/DL-1.13 Mods

[Updated on: Sun, 25 May 2014 00:49] by Moderator



Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333094] Sun, 25 May 2014 05:40 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
wil473

Repeater1947
Found a bug:
On Tactical soldier tooltips, the "Head Position" items are displayed as "UC-1.13". I have no idea why this is the case.
[img]
Looks like Item 0 which has UC-1.13 is the default for simply not having an item. Guess I'll have to clear the item's names going forward.

Is this bug annoying? Or is this bug just a minor bug? I really don't want to wait for the next update. Very Happy

[Updated on: Sun, 25 May 2014 05:56] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333101] Sun, 25 May 2014 11:03 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
@Repeater1947
edit items.xml and change szlongitemname property of first item (uiIndex=0) from "...UC-1.13" to "Nothing."

I have two annoyances, i wouldn't call them bugs because i'm not sure if they are intended;
1. Ares Shrike has ammo capacity of "30" and can't accept C-Mag adapter.
2. Cannot train militia at D7 Port Kip. Thanks to Buggler, now we have 6x6 militia grid
http://www.bears-pit.com/board/ubbthreads.php/topics/331668/Re:_LLP.html#Post324721

[Updated on: Sun, 25 May 2014 11:04] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333107] Sun, 25 May 2014 13:56 Go to previous messageGo to next message
M16AMachinegun

 
Messages:305
Registered:September 2013
1. Ares Shrike is working as intended. It is either magazine fed (30 rounds) or is belt fed from a belt pouch. The image showing a beta c-mag is a vestigial artifact of previous versions.

Take a look at Colt IAR if you really wanna use a c-mag in an ar15-style automatic rifle
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333108] Sun, 25 May 2014 14:12 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
Thank you M16, but i don't understand why it shouldn't accept C-Mag Adapter. I've already modified it to my liking so i don't need another need anything. Now i'd better change it back to 30 and have it accept C-Mag adapter.
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333109] Sun, 25 May 2014 14:52 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
Sorry for double post but i've managed to get 6x6 training area myself. If anyone is interested here's the link for it;
http://www.mediafire.com/download/dv52emsg3fo9765/Data-UC113.rar
Just copy the contents to JA2 installation folder. Files are structured so they will go where they are needed.

Unfortunately this requires a new game. Pictures in the spoiler.

[Updated on: Sun, 25 May 2014 15:07] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333137] Mon, 26 May 2014 13:55 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Gambigobilla

I have two annoyances, i wouldn't call them bugs because i'm not sure if they are intended;
1. Ares Shrike has ammo capacity of "30" and can't accept C-Mag adapter.
This one actually is a bug, I forgot to define the C-Mag as a possible attachment in (N)CAS. Note that the C-Mag adapter is a default attachment. Thankfully no CTD's resulted from this one... though when it is fixed, I will have to check that using the upper doesn't magically create adapters.


Gambigobilla
2. Cannot train militia at D7 Port Kip. Thanks to Buggler, now we have 6x6 militia grid
http://www.bears-pit.com/board/ubbthreads.php/topics/331668/Re:_LLP.html#Post324721
Buggler did keep me in the loop on this, but by this point I had basically made my peace with 3x3 militia management... even 3x3 I found to be too much and interrupted flow of the game. However if your mod using Buggler's new feature (6x6 militia management) is popular enough, I will revisit the issue.


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333155] Mon, 26 May 2014 21:05 Go to previous messageGo to next message
Swant

 
Messages:29
Registered:April 2011
Hi, I just begun using this mod. Urban Chaos-1.13 v4.48 20140518 and SCI_Unstable_Revision_7205_on_GameDir_2033

I am getting allot of crashes. I think that using the old interrupt system helped but I still get far to many freezes. Is there anything else that might help?

I haven't had any problems before with just the SCI_Unstable_Revision_6722


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333800] Fri, 20 June 2014 02:14 Go to previous messageGo to next message
M16AMachinegun

 
Messages:305
Registered:September 2013
Svante, recent versions of JA2 tend to crash quite a bit in general. Is anything explicitly happening that is causing your game to crash?

If not, I recommend simply saving often (once maybe 5-10 turns and definitely after every battle) so you don't lose progress

If a previous version is crashing less for you, I totally recommend keeping that build saved to your computer in a folder somewhere so you can ACTUALLY PLAY, ya know?
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333889] Thu, 26 June 2014 16:14 Go to previous messageGo to next message
mrgreenno1

 
Messages:11
Registered:November 2011
Hello I use: Ja2 Gold and Urban Chaos-1.13 v4.48 20140518 and SCI_Unstable_Revision_7205_on_GameDir_2033 on Wip7 64x professional -> I took over 3 cities no freezez yet...

some questions:
- some times i found things that i cannot pick up(shaded) from inventory screen, the most annoying that those are good weapons or big money(have checked many times they are not in the locked house etc...)
- AI almost never climbe on the roofs, I can go on the roofs and shoot them like chekens - that is very frastrating. Also they like to get together in piles and sit 5-10 soldiers, while 1-2 soldiers trying to attack me.
-cant go down from sector H9 and H10 to I9 and I10


Is there any mod that makes shaded items pickable AI players smarter more brave?

Thanks

[Updated on: Thu, 26 June 2014 23:42] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333893] Fri, 27 June 2014 01:26 Go to previous messageGo to next message
wsmithjr2013

 
Messages:50
Registered:March 2013
Location: New Jersey
gren
Hello I use: Ja2 Gold and Urban Chaos-1.13 v4.48 20140518 and SCI_Unstable_Revision_7205_on_GameDir_2033 on Wip7 64x professional -> I took over 3 cities no freezez yet...

some questions:
- some times i found things that i cannot pick up(shaded) from inventory screen, the most annoying that those are good weapons or big money(have checked many times they are not in the locked house etc...)


Aside from items that are in inaccessible locations, liked locked buildings, it could also indicate items that belong to others and that need to be stolen and picked up from in the sector, not from the inventory screen. Of course, if someone sees you pick these up, they might not like it. It could also be "phantom" items but without more details such as exactly what items and where, I can't really say. For instance, in the DL 1.13 mod, Tony has a couple very powerful weapons laying on his counter that can't be picked up via inventory.

Quote:
- AI almost never climbe on the roofs, I can go on the roofs and shoot them like chekens - that is very frastrating. Also they like to get together in piles and sit 5-10 soldiers, while 1-2 soldiers trying to attack me.


They've definitely come up onto the roof after me, but yeah, in general you're right. What difficulty are you playing? On expert, this game kicks my butt and has definitely come up onto the roofs after me and have overloaded my defended zones
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333894] Fri, 27 June 2014 01:56 Go to previous messageGo to next message
Flugente

 
Messages:3482
Registered:April 2009
Location: Germany
Without closer looking at the issue, it seems to me that people have the problem of inaccessible items when they drop items in a sector that isn't loaded in tactical at the time. Wild guess: when items are pushed into gWorldItems, they get a bad 'location' (their gridno being off, likely NOWHERE). Likely that causes the inaccessability. No idea why that happens no though. It sems however that Buggler and anv fixed something like that in r7291 - you could try to get ahold of that exe.


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333918] Sat, 28 June 2014 13:12 Go to previous messageGo to next message
mrgreenno1

 
Messages:11
Registered:November 2011
I think Flugente is right, the maps with shaded items have no NPC's just cevilians... however i didnt try to kill them all to check who have those items, but I have searched the maps for closed areas...

another bug:
-game stuck once someone uses molotov koktail or bazooka... i think it is connected with flame and\or how it affects those who caught by that flame..
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333919] Sat, 28 June 2014 13:17 Go to previous messageGo to next message
mrgreenno1

 
Messages:11
Registered:November 2011
wsmithjr2013


They've definitely come up onto the roof after me, but yeah, in general you're right. What difficulty are you playing? On expert, this game kicks my butt and has definitely come up onto the roofs after me and have overloaded my defended zones


I am playing on experinced difficulty.. I dont want this game to be pain.. i want interesting game. I think that at experinced level at least 60% of the enemys have to go on the roof, not 10%... 10% is for easy level... is it possbile to increase chanse that enemy will go on the roof during the game?

[Updated on: Sat, 28 June 2014 13:18] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #333921] Sat, 28 June 2014 13:49 Go to previous messageGo to next message
Flugente

 
Messages:3482
Registered:April 2009
Location: Germany
Going on rooftops is an AI decision. You cannot influence that outside of coding it.


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #334107] Wed, 09 July 2014 16:06 Go to previous messageGo to next message
Carmondai

 
Messages:7
Registered:May 2013
Are there any news about the upcoming Stable Version of UC-1.13? I couldnt find any and i am following this thread for 2 or 3 months now, waiting for news. Is it still in development and is there any area of time it might release?

Can't wait <3 Wink Keep up your great work! Wink
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #334326] Fri, 18 July 2014 22:22 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Carmondai
Are there any news about the upcoming Stable Version of UC-1.13? I couldnt find any and i am following this thread for 2 or 3 months now, waiting for news. Is it still in development and is there any area of time it might release?

Can't wait <3 Wink Keep up your great work! Wink
Presently working on patch for v4.48 to bring it up to date for the most recent Unstable, should be in the next few days.

Likely when v1.13 Stable is out, whatever the most recent version of UC-1.13 out at the time will be compatible. Note that Unstable will have more stuff in it than Stable so you the player will have to decide which v1.13 to use.


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #334327] Fri, 18 July 2014 22:51 Go to previous messageGo to next message
whatnameshouldi

 
Messages:5
Registered:July 2012
Error: ubNumElites !=(0)

Hello,

I am coming back to JA 2 1.13 UC after a long while and just plaing loving all the changes, additions and new fun stuff (covert ops, though I suck with them). Best time of gaming in a long while.

I am using Urban Chaos-1.13 v4.48 20140518 with reccomended 1.13 v SCI_Unstable_Revision_7205_on_GameDir_2033.

This is why I ask for your help: I have hit this systematic crash whenever I enter sector D 13 in Calisto (Factory sector).

http://i158.photobucket.com/albums/t82/Fhungi/RunTimeError.png

That sector is occupied by enemy forces and whenever I try to start a battle the game crashes showing that error message. I get as far as placing my mercs on the map and pressing Done, it starts loading and then crashes.

The next time I start the game I get this error message (not always).


http://i158.photobucket.com/albums/t82/Fhungi/StartScreenError.png

I have tried going back in my saves and getting to that sector earlier but for the time I get my main force there the bug is already present (I used a lonely merc left behind to check).

I don't know what to do. I don't feel confident of fighting 60 plus enemies and then discover the saves are all corrupted from now on. Any ideas are appreciated.

I did find this thread http://www.ja-galaxy-forum.com/ubbthreads.php/topics/299323/Can_t_resolve_problem_with_445.html with a similar issue but I honestly didn't get how to fix it.

I can upload my saves if that helps (I have a ton from all my attempts to bypass this and from before also).

A big thanks to anyone answering! :shake:


EDIT: Tried killing everyone with GABBI cheat and then letting the sector be retaken by the enemy. Crash still happened upon entering tactical view (no mercs present).

EDIT 2: Incredible enough I found a fix from my my most advanced save. I used the Gabbi cheats. I moved someone to engage the crashy sector D 13 and used the kill all cheat from map screen (Alt + Autoresolve). Then I entered the sector, left and let them retake it. Then I went back and all was good. I guess it is not elegant but works. Now I have to find a way to give them back these units (at least on this save it was only 15 enemies waiting for me). ***Scratch that, I tried again with autoresolve and there were 60 guys for that fight. I don't thik they are getting them back any time soon.***

[Updated on: Fri, 18 July 2014 23:38] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #334339] Sat, 19 July 2014 03:34 Go to previous messageGo to next message
whatnameshouldi

 
Messages:5
Registered:July 2012
Aside from the bug above, wanted to share my strategy to clear 35 enemies using covert ops.

Everyone was hiding in a corner of the map while my Spy was shooting randomly somewhere else. Everyone would go that way, splitting the enemies. Eventually I shot in a room with only one door and let in around 10 enemies before standing in the door and trapping them.

Situation was hilarious. I am quite sure it could be an exploit but I had so much fun imagining Elroy
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #334424] Mon, 21 July 2014 16:00 Go to previous messageGo to next message
Gigagames

 
Messages:33
Registered:January 2013
Hello,
the Tool Kit and the Med kit cant transfer in the Inventory, i want that my soldiers can transport it, in a backpack or in the Weapons slot at the inventory,
how i need to change the 221 ? that it works ?


(is this a bug or a Feature ^^ ?)


If i Kill Calisto D (at D13) the Police man, thats shoot at me, all my Team dislike the people who killed him, why ?

edit:
Sometheims removing ammo from a gun, produce "NADA" item

[Updated on: Mon, 21 July 2014 22:10] by Moderator

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #334545] Fri, 25 July 2014 00:17 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
gigagames
Hello,
the Tool Kit and the Med kit cant transfer in the Inventory, i want that my soldiers can transport it, in a backpack or in the Weapons slot at the inventory,
how i need to change the 221 ? that it works ?


(is this a bug or a Feature ^^ ?)

Feature - my mods have restrictions on having merc's carrying too much stuff. Tool and Medical kits can only fit some, but not all backpack pockets. Generally a backpack will have room for one large kit (or one large weapon).


gigagames
If i Kill Calisto D (at D13) the Police man, thats shoot at me, all my Team dislike the people who killed him, why ?
Probably the new dynamic merc relations feature is not taking into account whether the civ is hostile or not.


gigagames
Sometheims removing ammo from a gun, produce "NADA" item
Already identified bug. See below.



Urban Chaos-1.13 v4.48.1 20140724 Patch
  • Tested with Single-Click-Installer: SCI_Unstable_Revision_7337_on_GameDir_2071
  • Updated Ja2_Options.INI to GameDir 2071
    - - ENEMY_TANKS_CAN_MOVE_IN_TACTICAL = TRUE
    - - ARMY_USES_TANKS_IN_ATTACKS = TRUE
    - - ARMY_USES_TANKS_IN_PATROLS = TRUE
  • Fixed AK12 5.45mm Tacstock and variants, corrected all to be two handed weapons
  • Fixed 40x47mm magazine (for Pallad-M), cleared Sci-fi tag
  • Fixed ADD K11, removed laser and trigger mod attachments
    - - added (N)CAS bitmask 402653184 for OICW type weapons to attach bipod and grip, but not laser sight
  • Fixed Enemy and Militia item inventory not effective under some vendor sub-mods, resaved XML's in correct format (as far as I can tell) using Excel 2003 instead of XML Editor 103
  • Fixed Ares Shrike missing (N)CAS definition for C-Mag Adapter
  • Fixed Maps:
    - - D6 : replaced TT-33 to prevent ejecting NADA
    - - C4 and C5 : replaced colt 611 (M16) to prevent ejecting NADA


Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #334748] Fri, 01 August 2014 13:20 Go to previous messageGo to previous message
Urby

 
Messages:5
Registered:March 2013
Recently installed UC1.13 with latest patch and SCIUnstable Rev 7337.

Not so much a bug but more of a question. I'm noticing when enemies invade my sectors it kinda forces me into battle but I'm still able to fast forward. Then after a while the enemies finally appear on map but spawned all over the place and mainly in the middle. Is this normal? Is there a way to make an invasion force appear on the side of the map which they have arrived from?
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