Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » Arulco Vacations (A Tweak of the v1.13 Mod)
Re: Arulco Vacations[message #343562 is a reply to message #343494] Tue, 29 December 2015 20:47 Go to previous messageGo to next message
wolf00

 
Messages:1135
Registered:September 2006
Location: Czech Republic

i have plenty 7.92x57 ammmo,but no use for it.. same situation is 7.62x54
maybe tokarov svt can fit in 1.13 av mod http://upload.wikimedia.org/wikipedia/commons/thumb/8/84/SVT-38_-_Ryssland_-_AM.045576.jpg/1199px-SVT-38_-_Ryssland_-_AM.045576.jpg they can aviable early in game.. http://www.historicalfirearms.info/post/98004937474/tokarevs-svt-40-during-the-late-1930s-the-soviet

http://world.guns.ru/userfiles/_thumbs/Images/rifle/6/1288256847.jpg

http://world.guns.ru/rifle/autoloading-rifles/de/g43--k43-e.html



caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: Arulco Vacations[message #343569 is a reply to message #343562] Wed, 30 December 2015 03:18 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
I actually was thinking about this same situation -- and thought of the SVT-40 & the G.43 also. The G.43 might not make it in, but the SVT-40 was produced in quite sufficient numbers so their appearance in Arulco will not be an anomaly. However, I wanted to get v1.05 out, and not spend more time adding items -- so it's scheduled for v1.06.




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Re: Arulco Vacations[message #343570 is a reply to message #343569] Wed, 30 December 2015 12:27 Go to previous messageGo to next message
wolf00

 
Messages:1135
Registered:September 2006
Location: Czech Republic

https://en.wikipedia.org/wiki/Zastava_M76 for 7.92 mauser



caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: Arulco Vacations[message #343801 is a reply to message #343570] Wed, 20 January 2016 21:27 Go to previous messageGo to next message
past caring

 
Messages:79
Registered:December 2002
Great work - played a little before Xmas, but I've had to build a new PC so not had a chance to play or get online.

Played the last couple of days. Really appreciate the YPG loadscreens thumbs up

Actually, is there any connection between the YPG loadscreens and the fact that 99.99% of militia I recruit is female? lol.

Also, though I appreciate this is probably v 1.13 and not the mod - any idea why I get the message in the bottom 'militia could not find a gun and so talks harshly?' or something like that? Have tried just leaving guns so milita can pick them up but am not entirely sure that is working.....
Re: Arulco Vacations[message #343809 is a reply to message #343801] Thu, 21 January 2016 04:31 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
I saw the pm you sent before I saw this -- so I answered the pm with a pm.




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Re: Arulco Vacations[message #343876 is a reply to message #343809] Thu, 28 January 2016 03:29 Go to previous messageGo to next message
InfinityV
Messages:7
Registered:February 2009
Zombie_SPAWN_WAVES is set to TRUE by default, is that intentional? I believe I'm encountering far more zombies than the 1 in 20 chance (especially in combat heavy sectors where I have militia reinforcements vs enemy reinforcements). I think I killed about 20-25 zombies in one battle when fighting off the Drassen counterattack. (20 militia + 10 mercs vs 40 enemy) After the battle ended, zombies kept respawning non-stop on the tactical screen and I had to turn off zombies lol.

Also, a few suggestions:

1) given the higher militia training requirements, I believe you should turn on Militia_Training_Carryover_Progress = TRUE. It helps out just a bit big grin

2) $3 is a bit cheap for an IMP character, given the $100K starting budget cheeky I think it'd be more interesting to set the cost at $1000 to start, but turn on Dynamic_IMP_Profile_Cost.

3) Sometimes, while exploring towns on the tactical screen, enemies from nearby sectors will send in 1 or 2 guys at a time instead of attacking as a full unit. For example, a nearby sector might have 12 enemies, but they send 3 waves of 1-2 guys to attack and then hold back on the rest. It ends up being extremely annoying. Not sure if this is intentional or a bug.

[Updated on: Thu, 28 January 2016 04:02]

Re: Arulco Vacations[message #343877 is a reply to message #343876] Thu, 28 January 2016 05:42 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
Quote:
Zombie_SPAWN_WAVES is set to TRUE by default, is that intentional?


No. That must have been left on from a playtest -- I had some trouble with my computer at the end of v1.05, and must have missed that. That said -- even though there's supposed to be a 1 in 20 chance . . . evidently the game engine doesn't know percentages very well, and there will be more than 1 in 20 usually (and they can keep on coming back undead until the game engine determines they can't).

Quote:
Also, a few suggestions:


I intend it to be difficult to train militia -- but you, as the Player, can change that in the settings if you like.

I've been thinking about the IMP fee . . . dunno which way I'll go with it yet, though.

Enemy coming in from other sectors -- I'm also thinking on this one, thinking on making it take longer for them to arrive, but to arrive in greater numbers. It is intentional that they come in in groups of 2-6, as of now. Though, like you, I have found that they rarely, if ever come in with more than 3.

I'm still thinking on these things, and on other aspects also. But whatever I decide, the neat thing is that you, as the Player, can tweak it to your likes through the ini and xml files no matter what I set the default to.




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Re: Arulco Vacations[message #343878 is a reply to message #343877] Thu, 28 January 2016 11:10 Go to previous messageGo to next message
InfinityV
Messages:7
Registered:February 2009
I think it's the Zombie_SPAWN_WAVES = TRUE that's causing the mass zombies, because its description is that every few turns it runs an RNG check, which means it's basically 5% zombie spawn rate per corpse per X turns. On a huge battlefield like Drassen with 50+ corpses, that basically means every few turns, guaranteed zombies lol.
Re: Arulco Vacations[message #343961 is a reply to message #343878] Thu, 04 February 2016 21:37 Go to previous messageGo to next message
past caring

 
Messages:79
Registered:December 2002
See that Bobby Ray's has a store of its own in Cambria now - but no shopkeeper. Is this part of the Tony and Hans gun running enterprise or not? If I take the greyed out weapons will anyone turn hostile?
Re: Arulco Vacations[message #343968 is a reply to message #343961] Fri, 05 February 2016 04:14 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
Actually, it's just "Ray's Guns & Stuff", an imagined knock-off of Bobby Ray's. The sign was in the tileset so I made the store, and guarded it with the stun & gas traps. It awaits a new shopkeeper -- when I get one to work and have the voice files. Until then, the Kingpin owns the store -- reselling to the civilians what he gets from Tony cheap. So, yes, if you take the stuff Kingpin's gang will turn hostile.

Edit: Oh, for clarity, the store is in San Mona, not Cambria.

[Updated on: Fri, 05 February 2016 04:16]





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Re: Arulco Vacations[message #343977 is a reply to message #343968] Fri, 05 February 2016 21:16 Go to previous messageGo to next message
past caring

 
Messages:79
Registered:December 2002
Aye it is. Don't know what I was thinking of.....
Re: Arulco Vacations[message #343996 is a reply to message #343570] Sat, 06 February 2016 17:20 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
Quote:
https://en.wikipedia.org/wiki/Zastava_M76 for 7.92 mauser


Done for v1.06.

Edit: and suppressors for the M14 & M21 EBRs, as requested.

[Updated on: Sat, 06 February 2016 20:22]





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Aw: Re: Arulco Vacations[message #344233 is a reply to message #343996] Thu, 25 February 2016 21:45 Go to previous messageGo to next message
ATigersClaw

 
Messages:130
Registered:October 2014
Location: Braunschweig, Germany
In order to make the selection and installation of various mods of 1.13 as easy as possible, I've started to add a section for Arulco Vacations at JASP.
Instead of searching through different forum topics not knowing which post is up to date, which files to get, in what order and so on, this site is supposed to keep the installation routine of each mod as straight-forward and user-friendly as possible, while supplying all needed information on one page, updated regularly.

Link: Arulco Vacations

Thank you edmortimer for your help!

[Updated on: Thu, 25 February 2016 21:58]

Re: Arulco Vacations[message #345718 is a reply to message #344233] Sun, 29 May 2016 05:16 Go to previous messageGo to next message
Julix

 
Messages:92
Registered:June 2010
Location: Germany

I've already installed the May 16th upload of JA2 1.13 - so past the 7xxxx version requested here. Can I still play it, or will that break something?
Re: Arulco Vacations[message #345720 is a reply to message #345718] Sun, 29 May 2016 07:07 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
Quote:
I've already installed the May 16th upload of JA2 1.13 - so past the 7xxxx version requested here. Can I still play it, or will that break something?


AV is designed for r7609. You can use Sevenfm's latest executable with AV (as it is based on r7609), but you probably will have troubles with the latest v1.13. You can try it -- and let us know how it works out, but at this time I cannot support the latest v1.13 builds.




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Re: Arulco Vacations[message #345723 is a reply to message #345720] Sun, 29 May 2016 07:57 Go to previous messageGo to next message
Julix

 
Messages:92
Registered:June 2010
Location: Germany

Did you make changes to the exe? - do I use your exe or the 1.13 one? 

First sector - there seem to be militia! I have only one merc coming in and while the arrival animation is playing the militia is moving around, but because there's no one else there it goes to autoresolve, but then there they leave me hanging and it's 15 (or whatever) vs my 1 guy! If I skip the arrival animation then the game just freezes right away. This is using the JA2.exe from the most recent 1.13

If I use any of the other exe I get a Lua Call error

[Updated on: Sun, 29 May 2016 08:29]

Re: Arulco Vacations[message #345724 is a reply to message #345723] Sun, 29 May 2016 08:34 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
Yeah, the newest build isn't going to work.

Quote:
Did you make changes to the exe? - do I use your exe or the 1.13 one? 


I recommend Sevenfm's ja2_7609en+AI_r182.exe as it has most, if not all, of the bug fixes of the current v1.13 exe, plus his own AI enhancements -- and it's based on r7609 so there's no problem with AV. You can find his executable in the Experimental 7 topic on this forum.

The militia on arrival are rebels -- one of the features of AV -- rebels above ground.




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Re: Arulco Vacations[message #345738 is a reply to message #345724] Sun, 29 May 2016 21:06 Go to previous messageGo to next message
Julix

 
Messages:92
Registered:June 2010
Location: Germany

I tried the newest again, and got a team, skipped the arrival cut scene (escape) and then forced turn mode (Control+T) and that seemed to work. Zombies! Ghaa! Hahaha. - Scary but fun as heck... And I got a bunch of M.E.R.C.s - with gear - so a big bill is awaiting me, but having nice gear from the start is really cool. I'm talking mainly the LBE. So good happy

I'm enjoying this enough to consider "downgrading" into the 7k range again, temporarily. Not really sure what's new since 8k anyway... is it the individual militia stuff? Hm... I'd miss that. But hey, got zombies to deal with, no time to get to know my volunteers big grin
Re: Arulco Vacations[message #345739 is a reply to message #345738] Sun, 29 May 2016 21:40 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
Quote:
Not really sure what's new since 8k anyway... is it the individual militia stuff? Hm... I'd miss that.


Yes, individualized militia, moving tanks & tanks in patrol groups, attack helicopters, and more.

Quote:
I'm enjoying this enough to consider "downgrading" into the 7k range again, temporarily.


Well, if you have enough hard drive space you can install a second version of the game in a different folder, and then have the best of both worlds whenever you wanted it.




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Re: Arulco Vacations[message #345755 is a reply to message #345739] Mon, 30 May 2016 21:40 Go to previous messageGo to next message
Julix

 
Messages:92
Registered:June 2010
Location: Germany

I just went through multiple tries of installing this and getting it to work, and ultimately it would just keep freezing on me :'( - Wish I had Win7 again, then I could know at least that it's not due to OS issues... - I did apply the fixes, etc. Now I'm just frustrated. - As for feedback from the little experience that I did get: with all those sets of gear there seemed to be very little choice/options for each M.E.R.C. - They tend to just be slightly better versions of the same stuff from left to right, rather than a "cheap" set, and then one based on each specialization the character could take and one that includes a good mix of it all in great quality (i.e. premium) -- for many the difference between the "different" kits were super minor... - I'm not used to having 100k at my disposal though, so maybe that's why I even notice big grin I'll gladly try this again at some point, but I'm giving up for now.
Re: Arulco Vacations[message #346860 is a reply to message #345755] Sat, 10 September 2016 20:18 Go to previous messageGo to next message
JP'TR

 
Messages:104
Registered:April 2009
Location: Germany, Darmstadt
Hello,
just decided to give JA another playhtrough and have chosen your Vacations mod for this, never played it bevore...
But now i'm in a slightly dilemma as i could read on your website that version 1.07 (a massive update) is nearly completed.

So could i ask you when this approximately will be? Just to help me decide if i should wait or not.

And now, where i'm already here... i would play it with the latest SCI 82.93, could that be a known problem?
Re: Arulco Vacations[message #346861 is a reply to message #346860] Sat, 10 September 2016 20:59 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
v1.07 is almost ready. I'm just running through it one last time to make sure everything works. I could probably release it this weekend, but to be on the safe side I'll -probably- give it a few more days of testing then release next weekend.

Arulco Vacations comes with Sevenfm's latest executable for r7609 -- which includes most, if not all, of the fixes of the latest v1.13 executable -- plus a tremendous amount of work on the AI. Sevenfm's executable really improves the AI tactics. Unfortunately, Arulco Vacations and Sevenfm's executable are built on r7609, and so are not compatible with the latest v1.13 executable or data.

v1.07 of Arulco Vacations is a massive upgrade from v1.06 -- nearly every aspect of the game has been modified to make the entire experience more open-ended, and both easier and more difficult at the same time. Easier in the sense that more options are readily available (like fully war-ready gear kits, more and expanded IMP Backgrounds, more starting cash, more weapons & items, non-linear gameplay, et al), and more difficult in the sense that reality has encroached upon Arulco (like non-repairable fiber armor, no pistol-only soldiers, post-1999 weapons only available at the Orta research facility, an aggressive Arulcan army, et al).

[Updated on: Sat, 10 September 2016 21:00]





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Re: Arulco Vacations[message #346865 is a reply to message #346861] Sun, 11 September 2016 01:47 Go to previous messageGo to next message
JP'TR

 
Messages:104
Registered:April 2009
Location: Germany, Darmstadt
Thanks for telling me, i'll wait a bit to start with the new one then, sounds realy promising.

Good luck with the testing and no hustle!
Re: Arulco Vacations[message #346869 is a reply to message #346865] Sun, 11 September 2016 07:35 Go to previous messageGo to next message
wolf00

 
Messages:1135
Registered:September 2006
Location: Czech Republic

edmortimer: do you have some plans?
For add some features from latest rev of 1.13 mod,new walues for armor or combat car patrols ?

[Updated on: Sun, 11 September 2016 07:36]




caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: Arulco Vacations[message #346870 is a reply to message #346869] Sun, 11 September 2016 08:24 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
Quote:
do you have some plans?
For add some features from latest rev of 1.13 mod,new walues for armor or combat car patrols ?


I have completely re-designed the armour values for v1.07, and have added more armour items. While my re-design is similar in some aspects to the latest v1.13 armour values, it is based more on real armour attributes rather than on prioritizing a clear linear progression for game purposes. As for combat cars, combat helicopters, and other new features, no. At some point I may mod a v2 of Arulco Vacations using the latest v1.13 (which will then become old by the time I finish).




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Re: Arulco Vacations[message #346898 is a reply to message #346870] Tue, 13 September 2016 11:14 Go to previous messageGo to next message
Panzer

 
Messages:82
Registered:February 2016
Location: Altis, Sometimes Tanoa
Your mod has convinced me we NEED a new stable build. UC1.13 hybrid was good, but THIS is worth the effort.



I have no Wife, Children, or real Job. This also means I have 24 hours a day and 7 days a week to think of a rebuttal. You have been warned.

"I got another problem: I am being overrun by Dinosaur Nazis on Hoverboards!" -Ravenhugger

"Before you judge a man, walk a mile in his shoes. After that who cares? He's a mile away - and you've got his shoes!" - Unknown Criminal
Re: Arulco Vacations[message #347450 is a reply to message #346870] Tue, 01 November 2016 07:40 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
The Patch to bring Arulco Vacations v1.07 to v1.08 is available at MediaFire.

It includes the AV v1.07 Patch 1 & Patch 2, so no worries about which version of v1.07 you have -- it'll work on all of them. Simply unzip into your main game folder, overwriting all files.

This Patch also includes the latest, not yet released, executable by Sevenfm - ja2_7609en+AI_r299. Be sure to point your Desktop Launcher to the new executable.

v1.08 is NOT savegame compatible with v1.07 or any previous versions of Arulco Vacations. You will need to start a new game.

The Patch is 37.52 MB in size. I will upload a complete install tomorrow, and that will be over 700 MB in size. I will also update the blog Downloads Page tomorrow with the new version download links (too tired at the moment)

Enjoy!

[Updated on: Wed, 02 November 2016 07:01]





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Re: Arulco Vacations[message #347459 is a reply to message #347450] Wed, 02 November 2016 06:32 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
The full version of Arulco Vacations v1.08 is available on MediaFire. It is not savegame compatible with previous versions of Arulco Vacations. I have not updated the blog Download Page yet, and will not tonight because rl work has exhausted me.

v1.08 Full install is a 757MB download. As with previous versions of the mod the install process is as follows:

The Step-by-Step Instructions for a Clean Install

1) Install Jagged Alliance 2 v1.12

2) Install JA2 v1.13 Full Release 7435, overwriting all files.

3) Install JA2 v1.13 Update 7609 for Release 7435, overwriting all files.

4) Run the zPatch.bat file found in the main game folder.

5) Extract Arulco Vacations v1.07 VFS Install Package, overwriting the ja2.ini file.

6) Create a desktop launcher icon for Arulco Vacations pointing to the "ja2_7609en+AI_r299" executable, and using the included AV icon in the main game folder.
. . .
7) Start game, enjoy, kick ass.



The Step-by-Step Instructions for a Previous Arulco Vacations Install

1) Extract Arulco Vacations v1.07 VFS Install Package, overwriting all files.

2) Create a desktop launcher icon for Arulco Vacations pointing to the "ja2_7609en+AI_r236" executable, and using the included AV icon in the main game folder.
. . .
3) Start game, enjoy, kick ass.

[Updated on: Wed, 02 November 2016 16:42]





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Re: Arulco Vacations[message #347460 is a reply to message #347459] Wed, 02 November 2016 08:12 Go to previous messageGo to next message
SmokinGun

 
Messages:48
Registered:June 2007
Location: Land of New Rising Sun
Hi Ed,

Thanks for putting this mod together, I'm looking forward to playing v1.08. I'm new to your mod. I installed v.1.07 with all patches no problem, then figured I'd wait for 1.08 release to play a full campaign.

Anyway, I tried to install the 1.08 patch on top of 1.07 and game crashed at startup. I then uninstalled and just did a fresh clean install of the full 1.08 750+mb and game crashed on startup. Crash mssg says-

File : sgp.cpp
Line : 761
Location : InitializeStandardGamingPlatform
Initializing Virtual File System failed

Thanks and Cheers
Re: Arulco Vacations[message #347461 is a reply to message #347460] Wed, 02 November 2016 08:20 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
Bummer! My mistake. I forgot to include the VFS INI file. In the v1.07 download you have look for "vfs_config.JA2ArulcoVacations.ini" in the main game folder, and copy it into your v1.08 install. All should be good after that.

I will upload a fixed v1.08 full install . . . <sigh>

[Updated on: Wed, 02 November 2016 08:20]





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medkit.png  Re: Arulco Vacations[message #347462 is a reply to message #347461] Wed, 02 November 2016 08:28 Go to previous messageGo to next message
SmokinGun

 
Messages:48
Registered:June 2007
Location: Land of New Rising Sun
Cool, Will give it a try and report back.

I just uninstalled everything and will re-install. You're fast on the response! Thanks again.

+++++ EDIT

All Good, up and running now. Cracks beer, bowl loaded... Ready for adventurous gaming fun thanks to your efforts and the
communities. Much appreciated.

[Updated on: Wed, 02 November 2016 08:48]

Re: Arulco Vacations[message #347463 is a reply to message #347462] Wed, 02 November 2016 08:56 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
<whew!> I'm glad that's all it was!

Just FYI . . . the settings the mod was designed for are:

Difficulty = Experienced
New Chance To Hit System = Yes
Skill Traits = New
Game Style = Sci-Fi
Inventory / Attachments = New / New
Progress Speed of Item Choices = Normal
Available Arsenal = Tons of Guns
Character Backgrounds = Yes
Enemies Drop All Items = Yes
Food System = No (but can be Yes)
Bobby Ray's Quality = Awesome
Bobby Ray's Quantity = Awesome
Improved Interrupt System = Yes
Inventory Manipulation Costs AP = Yes
Max Squad Size = 10
10 IMP voice sets are on by default, 5 Male & 5 Female


But, of course, you can set the options for whatever you want.




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Re: Arulco Vacations[message #347465 is a reply to message #347463] Wed, 02 November 2016 09:15 Go to previous messageGo to next message
SmokinGun

 
Messages:48
Registered:June 2007
Location: Land of New Rising Sun
Thanks Ed,

I may drop down to 8 per squad as 800x600 resolution is often optimal for me eyes. Otherwise everything else will stay as per design. Zombies should be
interesting, never played JA with those before ! Being Halloween and all... Cheers
Re: Arulco Vacations[message #347466 is a reply to message #347465] Wed, 02 November 2016 09:37 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
I have Zombies set at at the lowest setting -- they are very, very rare at that setting. If you want more, at any time simply go into JA2Options.INI and set ZOMBIE_RISE_WAVE_FREQUENCY = 1 to ZOMBIE_RISE_WAVE_FREQUENCY = 2 . . . and then they will be much more common. One caveat -- a zombie incident will break any NPC interactions you are having, most notably with Fatima. Before engaging Fatima make sure no more zombies will arise. If Fatima's routine is broken you will never have access to the rebels, and will have to re-start.

Also . . . here's some info on the new recruitable characters:

Scheinworld's "Playable Characters Mod" (PCM+) for Ed Mortimer's "Arulco Vacations" Mod

Original idea and concept by Smilingassassin aka "the Scorpion"


Features of the PLUS version:

Converted the non-playable JA2 characters: Darrel (#73), Perko (#74), Maria (#88), Joey (#90), Skyrider (#97), Fred (#106), Matt (#148), Oswald (#156), Calvin (#157) and Carl (#158) into playable characters.

For Arulco Vacations Rude Dog (#206) (from Urban Chaos Mod) and Jerry Melo (#207) (from JA2.5 UB) have been added as new M.E.R.C. characters. New M.E.R.C. characters have also been added -- Rachel Thorne, Dr. Catherine "Knockout" Onorosa and Dr. ZoRutha Jones

For Arulco Vacations Annie (Matron of Mayhem), Jasmin (T-Rex), and Joe (Tiffany Eddie) have been made recruitable. They are recruited by giving them any amount of money -- and then they will be on hire for $1000/day.

For Arulco Vacations Angel DaSilva is now recruitable with Maria DaSilva (see below), both for $100/day each.

For Arulco Vacations Brenda Drake is now recruitable, and quite the character. After fulfilling the video quest (Pantsuit Loretta 6), Brenda will return to her house in the north-central section of that same San Mona sector. If you approach her inside the house she will recruit -- just click on recruit. She will then be on hire for $100/day.

For Arulco Vacations Alberto Ruiz (SOG '69 Mod) has been made an in-country recruitable character. He is recruited by giving him any amount of money -- and then he will be on hire for $750/day.


All new playable characters have faces, speech and battle sounds. They also have character skills.
Changes are very nonintrusive to keep the integrity of the vanilla story, setting, maps etc. intact.



Notes:

Skyrider has his speech limited due to an overlapping issue from his function as a pilot. If the player prefers to have Skyrider as the pilot (same as in the vanilla game), then you need to react quickly. After Skyrider is escorted to his chopper, he'll do his usual speech, after that Skyrider will walk towards his chopper. If you want to avoid Skyrider to join the squad but want him as a pilot as usual, go to the strategic map before Skyrider has reached his chopper. Then everything will be as in the Vanilla game. If you want him to join, wait for him to reach his chopper, after that he will become playable but will not be able to pilot the helicopter.

Darrell will only join if a female character is married to the Hicks. There might still be issues with this action related to 1.13's messed pathing. Make sure your female character has a path to the place where Darrell is walking to. If she doesn't move, break the deadlock using alt-enter and make her walk into that direction, the pathing might still catch her and continue her script.

Perko can be easily recruited, but requires user input (just click on "recruit").

Maria and Angel automatically join the squad after Maria meets Angel. Like Skryider, there's some time between the end of the quest and them joining the squad. After having talked to Angel, Maria and Angel will leave the leather shop and, once standing on the road, join the player's squad. In that time between the end of the quest (history log beeps) and them joining, the player can go to the strategic screen if you don't want Maria and Angel to join the squad.

The Head Miners (Fred, Matt, Oswald, Calvin & Carl) can only be recruited after the mine they lead has started to produce income for the player.
Upon recruiting, they lose parts of their head miner function, parts might still be active and overlap. For convenience reason, it is advised to minimize the chances that the mining income is interrupted (either the bug quest is already over, or sci-fi mode is unselected) in order not to cause glitches. In testing, however, they can join as soon as their mine has started to produce income without problem. Please report any glitches that appear in this situation.

Let John & Mary Kulba go off on their own upon completion of their quest, John will appear on the M.E.R.C. roster shortly thereafter.

Let Joey Graham go see Martha on his own, and he will join if your leadership is good (don't let Martha see one of your mercs or her thankyou speech will interrupt Joey joining as RPC).



Known Bugs / personal experience:

Try to avoid using the new characters for interactions with NPCs, as certain actions like NPC's handing over an item (like Carmen's disk) can cause the game to crash.

Don't try to marry the new RPC Maria DaSilva with Daryl Hick for the recruitment of Darrel or you'll get an endless stop watch.

No more bugs are known, if you find them - report them!


Credits:

Most content is taken from JA2, JA2.5 UB and Mod Squad's Urban Chaos
The speech of character 73 (Darrel) was designed and recorded by Khor 1255
The speech of character 90 (Joey) was designed and recorded by Thor
Alberto Ruiz was taken from SOG '69 mostly intact, with the exception that his portrait was modified by D.G. to be more JA2-ish.

- Will Gates for Jerry Melo RPC and several PCM additions and improvements for the English version
- Wil473 for his Urban Chaos-1.13 (UC-1.13) project
- Cagemonkey for the improved Bigfaces

...and of course "the Scorpion"!

Have fun! :-)





[Updated on: Wed, 02 November 2016 17:48]





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Re: Arulco Vacations[message #348051 is a reply to message #347466] Wed, 04 January 2017 22:22 Go to previous messageGo to next message
Toma777

 
Messages:57
Registered:October 2013
Location: serbia
I just recently found free time to try your mod and first impressions are great (I especially like how you designated hand grenades, I think it should be put in official trunk), if I can give you a few suggestions:
You can find appropriate images of M1 helmet in IOV or AIMNAS mods, also in AFS and this mods you can find the images and ideas for future additions to your mod! Keep up the good work!

[Updated on: Wed, 04 January 2017 22:27]

Re: Arulco Vacations[message #348061 is a reply to message #348051] Thu, 05 January 2017 08:04 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
Thanks! I'm glad you like it! I'll take a look for a more appropriate M1 Helmet.




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Re: Arulco Vacations[message #348065 is a reply to message #348061] Thu, 05 January 2017 10:41 Go to previous messageGo to next message
wolf00

 
Messages:1135
Registered:September 2006
Location: Czech Republic

i really like your mod,here on thing- in 7*** builds of 1.13 merc engine handle sing. shot launcher's at this way,after fire/use empty rocket tube is in merc hands,in 8*** it is handle like this,fire at target, empty rocket tube is automaticly removed from merc hands.can you please try add this feature in you av mod ? thx



caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: Arulco Vacations[message #348066 is a reply to message #348065] Thu, 05 January 2017 11:06 Go to previous messageGo to next message
silversurfer

 
Messages:2223
Registered:May 2009
Automatically dropping used single shot launchers was a code change in r7734. There is nothing Ed can do about it with modding. Maybe Sevenfm will add this to his experimental exe so players can use this feature with AV.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Arulco Vacations[message #350004 is a reply to message #340606] Fri, 09 June 2017 08:32 Go to previous messageGo to next message
wolf00

 
Messages:1135
Registered:September 2006
Location: Czech Republic

i have trouble maitain high reputation in town[drasen at begin of campain],it go down very fast,how i can support high reputation in towns? my mercenary performs raids in emeny sektors[my team is from merc peoples & my imps]



caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: Arulco Vacations[message #350007 is a reply to message #350004] Fri, 09 June 2017 16:32 Go to previous messageGo to previous message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
Quote:

i have trouble maitain high reputation in town[drasen at begin of campain],it go down very fast,how i can support high reputation in towns? my mercenary performs raids in emeny sektors[my team is from merc peoples & my imps]


I am trying to track that bug down. It -seems- not to happen with the original 7609 executable -- but I am not positive about that.




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