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Arulco Revisited for Stable Release 2014[message #335685] Thu, 11 September 2014 15:05 Go to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Disclaimer: I'm neither the creator of this mod nor do i offer extended support! Also this upload was done without their explicit formal permission, so be warned!

As JAsmine doesn't seem to be posting since april, i have taken the liberty to adapt this mod to the new stable revision 7609 for your laziness convenience ( Razz ). This is essentially Arulco Revisited v1.4 2013-01-20 with some compatibility changes and no other alterations.


--
Arulco Revisited (AR)
by JAsmine & Beka

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

Latest version: Arulco Revisited v1.4 2014-11-03



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.


Main features of AR v1.4
Toggle Spoiler


Changelog
Toggle Spoiler


Screenshots from Arulco Revisited
Toggle Spoiler


--

Installation

  • clean installation of JA2 Gold, somewhere mod friendly (not in Program Files, not on desktop etc.)
  • download your language specific stable revision 7435 and apply update 7609, instructions here.
  • download Arulco Revisited from one of the links below and extract it in the main game directory


MediaFire
Kermi Archive


FAQ/Changelog Strohmann AR1.4_2014-11-03
Toggle Spoiler

For further questions read the included (in some parts outdated) Arulco Revisited.pdf first!



Edit 25/1/15, Reason: Restored majority of the old post that went missing during the forum migration.

[Updated on: Sun, 25 January 2015 04:50]




WiP: SDO, a rebalance mod for the base 1.13 map, Arulco Revisited and Wildfire 6.07.
Re: Arulco Revisited with Stable Release 7435[message #335686] Thu, 11 September 2014 18:38 Go to previous messageGo to next message
Peal

 
Messages:251
Registered:August 2007
Location: Germany
Very nice Strohmann, thank you for this! Time to revisit dat damn queen!

Just yesterday I installed AR multiple times, also with your 1.13 Stock Data Overhaul. I really would like to have SDO with AR but with the original AR "Live of the Land" gameplay, where I only find rare & low tier loot in the beginning. With SDO I always find an 10% coolness rifle in the first sector, that's not what AR is about.

So now I will play this here, thank you!
Re: Arulco Revisited with Stable Release 7435[message #335688] Thu, 11 September 2014 19:14 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
(Seems to be offtopic, but whatever^^:)

Heh? If you select Data-AR+SDO Default_Maps you play with the largely unaltered maps of Arulco Revisited, without progress scaling random items (in fact the very same maps used for this upload are also in the latest SDO Unstable_Revision_7476_on_GameDir_2139).

Also if you don't like the initial quality of the loot on the AR+SDO_Scaling_Map_Loot maps you can always modify the of these random items.
Re: Arulco Revisited with Stable Release 7435[message #335689] Thu, 11 September 2014 19:45 Go to previous messageGo to next message
Peal

 
Messages:251
Registered:August 2007
Location: Germany
It's less about the maps, it's more about what the enemy drops. With Data-AR+SDO Default_Maps yo get plenty of rifles from the enemy (Ruger Mini-14 1st sector). In AR you get pistols form the first enemy's. That is a difference. "Live of the Land" balance by the default AR maps is ruined by what the enemy drops in SDO.

So if you wanna play AR with it's "happy for any pistol you find in the early game" gameplay, you can stick with this here.

But anyway, sorry for the off-topic.

[Updated on: Thu, 11 September 2014 19:55] by Moderator

Re: Arulco Revisited with Stable Release 7435[message #335692] Thu, 11 September 2014 22:25 Go to previous messageGo to next message
grim

 
Messages:307
Registered:July 2006
Location: France
Nice initiative Strohmann!

May i ask if you changed anything in the 1.13 files to match the mod?
I wonder if i can use the latest build and gamedir with AR (i think so).

Edit : my mistake!
By the way, i don't know if it's a typo or else, but "to adapt this mod to the new stable release 2014" is misleading, you are using a dev build, aka unstable (7435), no?

[Updated on: Fri, 12 September 2014 00:55] by Moderator

Re: Arulco Revisited with Stable Release 7435[message #335693] Thu, 11 September 2014 22:31 Go to previous messageGo to next message
Meitsi

 
Messages:17
Registered:June 2009
Location: Finland
Grim

By the way, i don't know if it's a typo or else, but "to adapt this mod to the new stable release 2014" is misleading, you are using a dev build, aka unstable (7435), no?


He is infact using the 2014 stable build (7435). The unstables are separate branch or dev build.

[Updated on: Thu, 11 September 2014 22:48] by Moderator

Re: Arulco Revisited with Stable Release 7435[message #335711] Fri, 12 September 2014 10:40 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Grim
May i ask if you changed anything in the 1.13 files to match the mod?
I don't think so. Was the Ja2_Options.INI for revision 4870 any different than for stock 1.13? Only thing i can think off at the moment is ENABLE_ALL_WEAPON_CACHES = FALSE but in this mod the altsectors are identical to the "normal" sectors, so i shouldn't matter.

Quote:
I wonder if i can use the latest build and gamedir with AR (i think so).
Yes, if you are using up-to-date stock 1.13 files and have modified these AR files here to fit current unstable builds (diseases etc.), then you can.
Re: Arulco Revisited with Stable Release 7435[message #335713] Fri, 12 September 2014 12:56 Go to previous messageGo to next message
egovir

 
Messages:5
Registered:September 2013
Thanks a lot for this combined 'mod'.
I just got one question so far: what happened to the original hotkeys (for example 'R' is now Reload instead of Run), is it embedded the 2014 build or just this merge?
If so, can this be changed somehow?
Re: Arulco Revisited with Stable Revision 7435[message #335716] Fri, 12 September 2014 16:18 Go to previous messageGo to next message
Jean Luc Picard

 
Messages:25
Registered:June 2014
Location: Germany
Is there a way to play this with the German Stable release. To take only the data-AR Folder and some other files like vfs which are neccesary?
Re: Arulco Revisited with Stable Revision 7435[message #335719] Fri, 12 September 2014 17:00 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Data-AR
Docs/Arulco Revisited.pdf
Docs/Arulco Revisited guide.pdf
Docs/Arulco Revisited hints.pdf
Profiles/UserProfile_JA2AR
vfs_config.AR.ini
Re: Arulco Revisited with Stable Revision 7435[message #335730] Fri, 12 September 2014 18:51 Go to previous messageGo to next message
Jean Luc Picard

 
Messages:25
Registered:June 2014
Location: Germany
Thanks. It works fine. The only thing i'm wondering about is that the new towns AR comes with aren't visible on the strategic map. In tabledata\map\cities.xml all is written correctly.
Re: Arulco Revisited with Stable Revision 7435[message #335734] Fri, 12 September 2014 19:39 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Try to create a copy with the name german.Cities.xml or German.Cities.xml.
Re: Arulco Revisited with Stable Revision 7435[message #335782] Sun, 14 September 2014 22:12 Go to previous messageGo to next message
Boge

 
Messages:55
Registered:July 2012
How can I reduce the amount of enemy patrols?
Re: Arulco Revisited with Stable Revision 7435[message #335923] Fri, 19 September 2014 02:45 Go to previous messageGo to next message
pheloncab

 
Messages:273
Registered:August 2004
Location: So. Cal. or texas
If/when I finish my round of UC, this is the next on my list.. Thanks for keeping it alive.
Re: Arulco Revisited with Stable Revision 7435[message #335964] Sat, 20 September 2014 20:26 Go to previous messageGo to next message
Boge

 
Messages:55
Registered:July 2012
How can I refuel in Estoni when it's too far away for the helicopter to reach?
Re: Arulco Revisited with Stable Revision 7435[message #335971] Sat, 20 September 2014 23:54 Go to previous messageGo to next message
Larynx

 
Messages:185
Registered:April 2003
Boge
How can I refuel in Estoni when it's too far away for the helicopter to reach?

It is not too far for the helicopter to reach, but Jake won't sell you fuel until you've completed the quest he gives you.
Re: Arulco Revisited with Stable Revision 7435[message #335996] Sun, 21 September 2014 22:33 Go to previous messageGo to next message
Boge

 
Messages:55
Registered:July 2012
It is too far. Skyrider won't go there.
Re: Arulco Revisited with Stable Revision 7435[message #335997] Sun, 21 September 2014 22:36 Go to previous messageGo to next message
Flugente

 
Messages:3309
Registered:April 2009
Location: Germany
You have to finish the quest first. Otherwise Skyrider would not be able to return to a source of fuel.


Re: Arulco Revisited with Stable Revision 7435[message #336245] Sat, 27 September 2014 17:39 Go to previous messageGo to next message
cool_kid
Messages:1
Registered:October 2011
Location: Hampshire
hi there, Do I need to install the original AR before I install this to get it to work or is this the whole mod. I have the 1.13 7435 working fine but i cant get this to work as well.

any help is much appreciated. thanks
Re: Arulco Revisited with Stable Revision 7435[message #336253] Sat, 27 September 2014 23:48 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Unless you post you specific problems no one can help you...

And no, you don't need the "original" AR for rev. 4870, to the contrary this would mess up the installation.
Re: Arulco Revisited with Stable Revision 7435[message #336321] Mon, 29 September 2014 21:17 Go to previous messageGo to next message
Vincent J. Claymore

 
Messages:271
Registered:February 2011
Is it possible to add the IMP equipment selection to this?
Re: Arulco Revisited with Stable Revision 7435[message #336324] Mon, 29 September 2014 21:53 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
VinnieClaymore
Why should i bother reading the thread i'm posting in?

Flugente presenting the feature
New Feature: IMP gear selection [...] No, this will not go in the 2014 stable release coldfix or whatever it will be called [...] This has been added to the trunk in r7529 and is fully savegame compatible. GameDir >= r2152 is required [...]
Grim, just some posts above in this thread
I wonder if i can use the latest build and gamedir with AR (i think so).
Strohmann
Yes, if you are using up-to-date stock 1.13 files and have modified these AR files here to fit current unstable builds (diseases etc.), then you can.
Re: Arulco Revisited with Stable Revision 7435[message #336328] Mon, 29 September 2014 22:40 Go to previous messageGo to next message
Vincent J. Claymore

 
Messages:271
Registered:February 2011
Thank you. Sorry for the stupid question, I didn't realise that the feature is tied to that particular release.

[Updated on: Mon, 29 September 2014 22:54] by Moderator

Re: Arulco Revisited with Stable Revision 7435[message #336482] Mon, 06 October 2014 21:50 Go to previous messageGo to next message
axor01

 
Messages:32
Registered:July 2013
Location: RSA
With AR and SDO combo installed, which ja2_options.ini do I need and from which folder? I WANT to modify the ini file for a new game start to own liking but it doesn't seem to be able to accept it even after amendments to file ini. Is the relevant file used for the SDO + AR mod in the SDO or AR folders?

I am guessing that AR is the ja2_options.ini I need as that is the definitive submod for SDO right? But even so when I started new game in the AR with SDO maps progression no changes made to the ini is in effect? Why not?

[Updated on: Wed, 08 October 2014 21:44] by Moderator

Re: Arulco Revisited with Stable Revision 7435[message #336504] Wed, 08 October 2014 03:05 Go to previous messageGo to next message
thisisnotanexit

 
Messages:6
Registered:June 2009
Any suggestions on how to get this compatible with IoV 928 ? I tried the directions for a previous version here (http://www.ja-galaxy-forum.com/ubbthreads.php/topics/315870/Re:_Arulco_Revisited_Mod#Post315870) but some of the items show the incorrect picture (specifically LBE and food items), XML editor crashes upon launch - errors pertaining to NPCInventory. Any help would be much appreciated. Thanks for this installer as well.
Re: Arulco Revisited with Stable Revision 7435[message #336524] Thu, 09 October 2014 19:17 Go to previous messageGo to next message
JaaN

 
Messages:7
Registered:January 2004
Location: Turkey

hi i like this mod and played 1 year ago (couldn2t find enough time to finish tough)

so wanna play it again but i want to ask a question.


can i make boby ray opened after taking drassen airport like default? and make shipments there?
Re: Arulco Revisited with Stable Revision 7435[message #336526] Thu, 09 October 2014 20:50 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
In the folder Data-AR:
  • MercProfiles.xml: change Pablo's location to
    		13
    		2
    		0
  • ShippingDestinations.xml: replace Estoni with
    	
    		2
    		Drassen
    		13
    		2
    		0
    		10278
    	
  • Mod_Settings.ini: change these settings to
    AIRPORT_X = 13
    AIRPORT_Y = 2
    HELI_SQUAD_DROPOFF_GRIDNO = 10125
    BOBBYR_SHIPPING_DEST_SECTOR_X = 13
    BOBBYR_SHIPPING_DEST_SECTOR_Y = 2
    BOBBYR_SHIPPING_DEST_GRIDNO = 10278
  • relocate Pablo (ProfileID 98) to B13 at Gridno 10918, orders Stay in Sector indefinitely
  • place a shipment crate at Gridno 10278

[Updated on: Sat, 15 November 2014 12:49] by Moderator

Re: Arulco Revisited with Stable Revision 7435[message #336530] Thu, 09 October 2014 21:28 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
thisisnotanexit
Any suggestions on how to get this compatible with IoV 928 ? I tried the directions for a previous version here (http://www.ja-galaxy-forum.com/ubbthreads.php/topics/315870/Re:_Arulco_Revisited_Mod#Post315870) but some of the items show the incorrect picture (specifically LBE and food items), XML editor crashes upon launch - errors pertaining to NPCInventory. Any help would be much appreciated. Thanks for this installer as well.
The IoV 929 Alpha neither offers random items nor have the Arulco Revisited maps random items placed in them. A brief look also reveals some index conflicts with stock 1.13. So without massive editing you're out of luck i guess.
Re: Arulco Revisited with Stable Revision 7435[message #336531] Thu, 09 October 2014 21:45 Go to previous messageGo to next message
JaaN

 
Messages:7
Registered:January 2004
Location: Turkey

thnx a lot Smile i will try those.
Re: Arulco Revisited with Stable Revision 7435[message #336532] Thu, 09 October 2014 21:50 Go to previous messageGo to next message
thisisnotanexit

 
Messages:6
Registered:June 2009
Strohmann
thisisnotanexit
Any suggestions on how to get this compatible with IoV 928 ? I tried the directions for a previous version here (http://www.ja-galaxy-forum.com/ubbthreads.php/topics/315870/Re:_Arulco_Revisited_Mod#Post315870) but some of the items show the incorrect picture (specifically LBE and food items), XML editor crashes upon launch - errors pertaining to NPCInventory. Any help would be much appreciated. Thanks for this installer as well.
The IoV 929 Alpha neither offers random items nor have the Arulco Revisited maps random items placed in them. A brief look also reveals some index conflicts with stock 1.13. So without massive editing you're out of luck i guess.
I was just about to update my efforts on this. I was able to get 929 working so far. I've noticed occasional 'nada' items being dropped, but so far I've haven't run into any major issues. BR working, items are id'd correctly, food works, etc. After trial and error, I ended up installing IoV-929 data folder per it's directions, then copying the Data-1.13 folder into it (not overwriting), then renaming the IoV to Data-1.13.

I'm not sure what you mean with random items or index conflicts. Do you think I'd run into any major issues or imbalances through my install method ? Thank you for your reply.

Re: Arulco Revisited with Stable Revision 7435[message #336548] Fri, 10 October 2014 20:33 Go to previous messageGo to next message
Jean Luc Picard

 
Messages:25
Registered:June 2014
Location: Germany
Hello. My question doesn't hit the topic at all but i don't want to open an new topic for this. I'm playing currently AR so i write it here:

Where is the best place to hide at Drassen Counter Attack? The "Scores" are 107 to 5

I've tried on the Bars roof. I thougt i would get the interrupts if any of the enemys climbs on the roof but the Sharp Shooters killed me.

Then I tried to hide in the backroom of the Church to get the Intterupts there. But then I had the problem that nobody came into the Church even when i made some noise to trap them coming throug the door of the backroom.

Any Tips?

2AE's G41A2, Hezi Cal .30 Carabine
Wolf, Grizzly, Ira
Re: Arulco Revisited with Stable Revision 7435[message #336889] Tue, 21 October 2014 13:05 Go to previous messageGo to next message
eMiKo

 
Messages:6
Registered:October 2014
Hmm, is it just me or do the new cities not show up on the map?
Entering them is fine but theres no outlines or names on the Tactical Screen
Also right clicking them for the inventory results in a crash.
Facilities are JA2 default too instead of AR.

Edit:

Cant say I found the issue, however would it be possible for oyu to tell me which files you changed outside of the AR Folder?


Edit2:
The Problem seems to be the ja2.exe for some reason, simply exchanging my german one for your english one fixes the problem, however then the games in english :l

Boggles my mind.

[Updated on: Wed, 22 October 2014 00:16] by Moderator

Re: Arulco Revisited with Stable Revision 7435[message #337353] Wed, 29 October 2014 23:32 Go to previous messageGo to next message
Shano Gym

 
Messages:20
Registered:May 2013
Location: Italy (Body Building Gym...
Excuse me guys, what is the procedure, in order, for to install "arulco revisited" with the ultimate "7609" patch?

Example:
First - Install version 7435
Second - Install Version 7609
Third - Install Arulco Revisited
-----
Can you help me for to know the right procedure?
Thank you in advance

Re: Arulco Revisited with Stable Revision 7435[message #337511] Mon, 03 November 2014 09:13 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Refer to the altered opening post.
Re: Arulco Revisited for Stable Release 2014[message #337616] Fri, 07 November 2014 17:51 Go to previous messageGo to next message
ATigersClaw

 
Messages:160
Registered:October 2014
Location: Braunschweig, Germany
Thanks, great work Strohmann!

[Updated on: Fri, 08 January 2016 17:09]

Re: Arulco Revisited with Stable Revision 7435[message #337637] Sat, 08 November 2014 20:04 Go to previous messageGo to next message
Shano Gym

 
Messages:20
Registered:May 2013
Location: Italy (Body Building Gym...
Strohmann
Refer to the altered opening post.

Hi Strohmann! Thank you for the great help and the patience Smile
It's a great work! Again thanks and again thanks for your precious support to the community and for my request Wink


[Updated on: Sat, 08 November 2014 20:07] by Moderator

Re: Arulco Revisited with Stable Revision 7435[message #337707] Thu, 13 November 2014 03:06 Go to previous messageGo to next message
armynurseboy
Messages:4
Registered:December 2007
Just started playing JA2 RA. Great stuff here! Found two possible bugs (and not sure if they've already been addressed:

1) Some mercenaries in AIM and MERC have all zeros in their stats screens.

2) There is an issue with Skyrider after you take a second SAM site. He suddenly cannot fly anywhere (gives you the not enough gas speech). Not sure if this is a bug or part of the new game.
Re: Arulco Revisited with Stable Revision 7435[message #337734] Sat, 15 November 2014 11:51 Go to previous messageGo to next message
Wildan
Messages:2
Registered:November 2014
armynurseboy

1) Some mercenaries in AIM and MERC have all zeros in their stats screens.


I checked the MercProfiles.xml and there are no NPCs with all zero stats except vehicles (which is normal) and placeholder characters (which are not in the game anyway).

Yet there is an annoying feature ever since the first AR release, which is actually a bug in my eyes:
Quite a few mercs are unable to increase any of their stats at all.
This might be acceptable for only two mercs because they're both very old geezers: Murray "Pops" McGillicutty and Samuel Garver.

Some other guys however have the same issue but it makes no sense to have them so braindead as these are among the best available mercs:
Keith "Blood" Hanson - profile #1
Corp. Len Anderson - profile #27
Maj. Spike Scallion - profile #93
Henning von Branitz - profile # 173
Col. Leon Roachburn - profile # 222

To revert them back to normal open the MercProfiles.xml file the Data-AR\Tabledata folder and change their 1 entry back to 0 so they will make progress again.
It's important to know that if you alter MercProfiles.xml, these changes will only affect a new game.
Re: Arulco Revisited with Stable Revision 7435[message #337740] Sat, 15 November 2014 16:46 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
armynurseboy
Some mercenaries in AIM and MERC have all zeros in their stats screens.
Which mercs?

Wildan
Yet there is an annoying feature ever since the first AR release, which is actually a bug in my eyes:
Quite a few mercs are unable to increase any of their stats at all.
This might be acceptable for only two mercs because they're both very old geezers: Murray "Pops" McGillicutty and Samuel Garver.

Some other guys however have the same issue but it makes no sense to have them so braindead as these are among the best available mercs:
Keith "Blood" Hanson - profile #1
Corp. Len Anderson - profile #27
Maj. Spike Scallion - profile #93
Henning von Branitz - profile # 173
Col. Leon Roachburn - profile # 222

To revert them back to normal open the MercProfiles.xml file the Data-AR\Tabledata folder and change their 1 entry back to 0 so they will make progress again.
It's not a bug, it's a feature; we even have mercs that devolve with time.

Blood already has 0< in my/the AR files.
Len and Leon fit the aged stubborn veteran archetype.
Henning is debatable in my opinion, i think in the original wildfire mod some mercs got entirely replaced (Gus, Scope, Len, Hitman, Cliff, Stephen, Wolf, Blood (?)), so he had take over the role of veteran the with static stats. This "feature" got ported over to 1.13, still he looks fairly too young to get that treatment in my opinion.
The same with Spike, maybe also related to porting over.
Re: Arulco Revisited with Stable Revision 7435[message #337773] Sun, 16 November 2014 13:51 Go to previous messageGo to previous message
Wildan
Messages:2
Registered:November 2014
My bad Strohmann, Blood indeed has normal progression and profile #93 is Spike the Kingpin thug and not the AIM Spike.
I checked Ja2 Gold default files and even back then it was intended for Len to have 1 so you're right here as well.

I'm still against this feature in the current state because there are no hints about it in the merc bio, especially as 1.13 also offers evolution values which slowdown learning instead of nullifying it. 3 for three quarter, 4 for half and 5 for one quarter (?) if I'm not mistaken. I'd given them at least a quarter. Would still be nice to see "old dog" Len learn a new trick. Smile
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