Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » Arulco Vacations Bug Reports & Fixes (Squashing Bugs while on vacation in Arulco)
Re: Arulco Vacations Bug Reports & Fixes[message #344099 is a reply to message #344098] Fri, 12 February 2016 02:45 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Thanks! -- didn't know it existed.

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Re: Arulco Vacations Bug Reports & Fixes[message #344100 is a reply to message #344098] Fri, 12 February 2016 03:02 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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I am still having trouble with the merchants -- it always fails at this line in the code:


//Check to make sure the inventory is null ( should always be null if we are just coming in to the SKI )
Assert( gpTempDealersInventory.empty() == true );

Can someone tell me what this means exactly, so I can fix it -- it seems to be something I did with the inventory XMLs . . . but for the life of me I can't figure out what's wrong.


Edit: OK, never mind . . . I think i finally fixed it. I had allInventoryAlwaysAvailable set to true, when set to false it works. However . . . another problem . . . some items I added to various merchant inventory lists show up as selling for $1. At that price some items are definitely a steal. happy

Edit 2: Actually, looking at vanilla Merchants.XML . . . the troublesome merchants for me are set to have all inventory always in Vanilla . . . so . . . that isn't the problem, but . . .

[Updated on: Fri, 12 February 2016 03:18]

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Re: Arulco Vacations Bug Reports & Fixes[message #344101 is a reply to message #344100] Fri, 12 February 2016 07:56 Go to previous messageGo to next message
CVB is currently offline CVB

 
Messages:129
Registered:September 2014
Location: Berlin
Do all types of merchants (e.g. sell-only. buy-only, buy-and-sell, repair) give you problems or just some of them?

Was the problem already present in AV1.05 so that I could take a closer look?

[Updated on: Fri, 12 February 2016 08:39]




Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle

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Re: Arulco Vacations Bug Reports & Fixes[message #344107 is a reply to message #344101] Fri, 12 February 2016 14:34 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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The problem is in AV 1.05, yes -- both problems, the runtime error crash and the $1 sales (if you get them to work). Different people report different merchants working/not working.

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Re: Arulco Vacations Bug Reports & Fixes[message #344115 is a reply to message #344107] Sat, 13 February 2016 02:57 Go to previous messageGo to next message
past caring is currently offline past caring

 
Messages:85
Registered:December 2002
Found the Icecream Van in C3 without Hamous. Appear as 'none' in squad list and if you try to enter it you actually get a blank space when choosing vehicle. Nevertheless rode it back to Drassen to pick up some stuff. Now get a run time error every time I try to get into it. True of either strategic or tactical screen.

Thought about it and wondered whether the NPC walkabout thing might have been an issue (I was fighting the army and Kingpin's goons in the same sector immediately before finding the truck). Reloaded - no Hamous. Reloaded and replayed sector. No Hamous. Reloaded, replayed, left sector and returned - no Hamous. The truck still there of course.....but I think will be unusable or at least cause serious bugs to the point it's not worth it (in addition to problems first time around, the truck - already full with 6 passengers - managed to teleport Barry from San Mona to Drassen).

[Updated on: Sat, 13 February 2016 15:42]

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Re: Arulco Vacations Bug Reports & Fixes[message #344230 is a reply to message #344115] Thu, 25 February 2016 20:16 Go to previous messageGo to next message
bole is currently offline bole

 
Messages:58
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I apologise for posting in this thread, but I thought that it would be better then opening completely new topic for it. Regarding zombies, is there any way to disable them completely? Also, since I get sleeping bag in IMPs inventory by defoult, does it have any use? And, with IMP made as a sniper and deputy, I got sniper rifle (I assume Beretta) locked within backpack and thus useless and M14 in his hands upon loading Omerta.

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Re: Arulco Vacations Bug Reports & Fixes[message #344231 is a reply to message #344230] Thu, 25 February 2016 21:14 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Zombies: in the Options you can uncheck Allow Zombies. To get to Options click on the icon of the CD-ROM in the lower right of the Strategic Screen.

Sleeping Hammocks (and Sleeping Bags in default 1.13) give a 20% bonus to regaining energy while sleeping as long as they are within your inventory somewhere.

Backpacks can be opened during combat by using the zipper icon located just to the left of the Backpack slots. You have to close the Backpack to move once you open it.

The game does not understand the New Inventory System, and when first arriving in Omerta you may find items not in their proper place. Once you get a chance to re-arrange them, however, everything should fit in their proper place. Because IMP creation can be different for everyone there is no way short of giving everyone the same equipment to be sure everything will be in its proper place. IMPs in Arulco Vacations all get an M14 and a Hi-Cap Colt M1911 as default. If you choose to be a sniper then you'll get some type of sniper rifle also. If you choose Auto Weapons you'll get some type of auto weapon also, etc. However, since you could choose not to be a Merc that gets a specialized weapon the M14 & M1911 are default so the IMP doesn't arrive without any weapons. It is expected that you might have extra gear -- simply consider it 'planning ahead' on the part of your IMP, and give the gear to your hired help or the militia.

[Updated on: Fri, 26 February 2016 00:13]

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Re: Arulco Vacations Bug Reports & Fixes[message #344242 is a reply to message #344231] Fri, 26 February 2016 00:15 Go to previous messageGo to next message
bole is currently offline bole

 
Messages:58
Registered:November 2002
Thank you happy.

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Re: Arulco Vacations Bug Reports & Fixes[message #344264 is a reply to message #344242] Sat, 27 February 2016 22:24 Go to previous messageGo to next message
mercsdontcry is currently offline mercsdontcry

 
Messages:17
Registered:October 2013
Tried the mod today. It is really great, a lot of details I like.

Some small things I stumbled upon:
- Large holster in Grizzles gear has a graphics glitch when putting his Pistol in. Similar thing with Nails shotgun holster.
- In Drassen I found an item called "Alice Pack DISABLED" which should probably be disabled?
- The roofs of some houses in Omerta do not get transparent on entering
- In Drassen there are north-west walls with fire-extinguishers: My mercs can walk through them.
- After the talking between Fatima and Dimitri in Omerta there was an "infinite clock" error. But after trying a second time it worked.

I read, it is recommended to play with zombies on, but I switched them off after some time. I found it a little bit annoying that they popped up one after another after the fight. It gave 12 fights against 1 zombie each.
One question: I found a lot of food and canteens. Is it recommended to play with food system on? (In the default settings it is switched off)

Edit: I used Version 1.06 with A-patch

[Updated on: Sat, 27 February 2016 22:26]

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Re: Arulco Vacations Bug Reports & Fixes[message #344266 is a reply to message #344264] Sat, 27 February 2016 23:13 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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I'm glad you like it.

The graphic glitch for the holsters is a stock v1.13 problem. I'll see if I can do anything about it.

Yes, the ALICE Pack DiSABLED should have been deleted by me -- it uses an old inventory system hack that isn't used anymore.

I thought I fixed those houses in Omerta! Will check.

Just noticed the fire extinguisher walls are insubstantial also. That's a bummer. Must be something with the code about those walls -- I did not do anything with them except place them there.

The scripted NPCs can get glitchy -- a longstanding JA2 hazard. I've found it's best to save before interacting with the scripted NPCs.

Zombies . . . everyone has individual tastes, you can turn them off, no problem. As for food . . . I put what should be enough food on map in civilian kitchens & such that you can play with the food system on, but I have never tested the food system myself.

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Re: Arulco Vacations Bug Reports & Fixes[message #344304 is a reply to message #344266] Tue, 01 March 2016 19:07 Go to previous messageGo to next message
bole is currently offline bole

 
Messages:58
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I have found Skyrider,but, after escorting him to his helicopter, his dialogue didn't fire. I had to unescort him in strategic view, then have my IMP talk to him. His usual dialogue started, and, after finishing it, he joins my squad as fuly controllable merc now. Is it intended this way? If so, would that limit helicopters carrying capacity to him + one squad minus one merc?

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Re: Arulco Vacations Bug Reports & Fixes[message #344305 is a reply to message #344304] Tue, 01 March 2016 20:13 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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In the main game folder should be a text file titled "PCM+ for Arulco Vacations". Skyrider and others have become recruitable characters courtesy of Scheinworld and his PCM+ Mod. I'm not sure about the heli part -- hopefully Scheinworld sees this and responds to that. The spoiler here has the text of that readme file:

Toggle Spoiler


[Updated on: Tue, 01 March 2016 20:13]

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Re: Arulco Vacations Bug Reports & Fixes[message #344440 is a reply to message #344305] Tue, 08 March 2016 22:48 Go to previous messageGo to next message
past caring is currently offline past caring

 
Messages:85
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v1.06 - some feedback.

Ed - you might remember I'm using a windows 10 OS. v1.06 seems way more stable for some reason - was getting loads of CTDs and run time errors previously. This time around, only a couple of issues;

1. Got a run time error every time I tried to start the game and recruit an IMP. Game opened ok, I could go through the character recruitment process, could even create multiple IMPs but the moment I tried to save or advance time in strategic mode, I'd get the error. Tried saving after just the one IMP but got the same thing.

Got around this by recruiting a merc from AIM first and then saving. This seemed to fix things - no errors since.

2. You've added a new female IMP portrait - works fine. But when ever a notification comes up for her in strategic I get the portrait of the male IMP who looks like he might be from Game of Thrones or something - the fella who comes immediately before the bloke with the beret and cigar as you're cycling through the portraits.

Everything else working fine - merchants ok (at least the Drassen bartender is, so I'm assuming the rest will be). Will keep you posted....

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Re: Arulco Vacations Bug Reports & Fixes[message #344442 is a reply to message #344440] Wed, 09 March 2016 07:55 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
v1.06 seems way more stable for some reason


Well, that a relief! ;-)

Quote:
1. Got a run time error every time I tried to start the game and recruit an IMP. . . .


Hmm. That's a new one on me -- I'll have to think about that a bit to figure out what's happening there.

Quote:
2. You've added a new female IMP portrait - works fine. But when ever a notification comes up for her in strategic I get the portrait of the male IMP . . .


That's usually either a missing portrait or a mis-numbered portrait -- could be a faulty install -- check to see if you have two IMPFaces folders (with different upper & lower case letters) in your Data-AV folder. If so, merge them. Is the female portrait the one with red hair?

EDIT: Actually, check to see if you have any doubles of folders --inside-- the IMPFaces folder.

[Updated on: Wed, 09 March 2016 08:37]

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Re: Arulco Vacations Bug Reports & Fixes[message #344457 is a reply to message #344442] Wed, 09 March 2016 20:58 Go to previous messageGo to next message
past caring is currently offline past caring

 
Messages:85
Registered:December 2002
She's the one with the long dark brown hair, strands of it across her face and most of her right eye (as you look at her) covered by hair. Or if you cycle forward ('next') through the IMP portrait shots when creating an IMP, the last portrait.

Have checked the IMPFaces folder and there's no duplicates.

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Re: Arulco Vacations Bug Reports & Fixes[message #344458 is a reply to message #344457] Wed, 09 March 2016 21:05 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
She's the one with the long dark brown hair, strands of it across her face and most of her right eye (as you look at her) covered by hair. Or if you cycle forward ('next') through the IMP portrait shots when creating an IMP, the last portrait.


OK, cool, that gave me the info I needed -- yes, it's a portrait mixup by me. I'll post a fix here in a little bit.

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Re: Arulco Vacations Bug Reports & Fixes[message #344460 is a reply to message #344457] Wed, 09 March 2016 21:41 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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OK, here's the fix for that portrait glitch. Simply extract into your main game folder. It should replace one (1) file. You can download it here.

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Re: Arulco Vacations Bug Reports & Fixes[message #344665 is a reply to message #344460] Wed, 23 March 2016 01:24 Go to previous messageGo to next message
past caring is currently offline past caring

 
Messages:85
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That worked. Cheers.

Been playing some more - going very smoothly. But equipping a SCAR-H sniper variant (maybe other types of SCAR too, I've not tested) reduces a merc's camo to zero? Fine when held in combat pack or whatever.....not discovered any other weapns that have this effect.

[Updated on: Wed, 23 March 2016 01:26]

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Re: Arulco Vacations Bug Reports & Fixes[message #344670 is a reply to message #344665] Wed, 23 March 2016 07:02 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Been playing some more - going very smoothly. But equipping a SCAR-H sniper variant (maybe other types of SCAR too, I've not tested) reduces a merc's camo to zero? Fine when held in combat pack or whatever.....not discovered any other weapns that have this effect.


I haven't touched the SCARs, or the weapon/gear-camo sub-system. I have noticed what you point out, but haven't gotten around to assessing the entire weapon/gear-camo sub-system.

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Re: Arulco Vacations Bug Reports & Fixes[message #344684 is a reply to message #344670] Wed, 23 March 2016 20:30 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Camo can usually be reduced by laser pointers or weapons with build-in lasers. Check attachments of that weapon or Items.xml to see if the weapon has a camo penalty.



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

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Re: Arulco Vacations Bug Reports & Fixes[message #344908 is a reply to message #344684] Wed, 06 April 2016 16:58 Go to previous messageGo to next message
Crtcus is currently offline Crtcus

 
Messages:5
Registered:April 2016
Found a couple things:
First: Thor`s gear - he has .40 pistol, but is given 9mm ammo for some reason (multiple sets).
Second: 3.11 gear sets - can see there are more than 4 slots to insert attachments on some, but cannot hit them while attempting to get more attachments there - is there a way around that perhaps?
Third: Some weapons (special ammunition kind like Five-Seven, FN P90) have unusually quick shooting AP costs, compared to others. Is that intentional?
Fourth: Cammo values on vests collide with that on armor - its logical, but very odd in execution(adding better cammo armor (Ghilli suit) results in lesser total armor in the end then uniform?).

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Re: Arulco Vacations Bug Reports & Fixes[message #344919 is a reply to message #344908] Thu, 07 April 2016 08:10 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Thanks for the input, it is always appreciated.

1.) Sorry bout that, I found that after release -- it's fixed for v1.07 (. . . soon). I mixed up the items somehow.

2.) The NIV slots really bugged me also, what with the 'hidden' slots in Strategic view -- then I found that I could see all the slots in Tactical view.

3.) I'll take a look at that -- those are vanilla 1.13 stats, I haven't changed them . . . yet.

4.) I am working on he camo sub-system for v1.07. What's there now is vanilla 1.13. I'm assuming you mean the Battle Dress Uniform -- that is armoured, and not really a BDU. However, in v1.07 it will be really a BDU (unarmoured) that you can add plate inserts.

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Re: Arulco Vacations Bug Reports & Fixes[message #344922 is a reply to message #344919] Thu, 07 April 2016 10:28 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
2) MOLLE carrier items have a certain number of slots and a volume restriction. Each pocket takes up a certain space (volume). For example if a carrier has 4 slots with a maximum volume of 20 you could attach 4 pockets with 5 volume each but if one pocket takes up 10 volume you can only add two other pockets with 5 volume and so on. Check the item properties ("General" tab). There you can see how much volume a carrier can handle, how much is used/left or how much volume a certain pocket will use.

4) Camo attachments shouldn't reduce the armor of a vest unless there is a bug which I'm not aware of. However, fixed camo values on vests and pants are overwritten to a certain degree by LBE on that body part. Check CAMO_LBE_OVER_VEST_MODIFIER and CAMO_LBE_OVER_PANTS_MODIFIER in Item_Settings.ini to see their values. Camo attachments fully apply even with LBE.



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

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Re: Arulco Vacations Bug Reports & Fixes[message #344926 is a reply to message #344922] Thu, 07 April 2016 15:39 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
2) There's a toggle in the ingame options to either show the full NAS slot layout (like on weapons etc) or the old style 2x2 grid of attachment slots plus the contents of every pocket. Blame muh-800x600-legacy-support.


Chat with us!
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(Pls don't use my forum PMs for general game queries)

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Re: Arulco Vacations Bug Reports & Fixes[message #344962 is a reply to message #344926] Sat, 09 April 2016 20:22 Go to previous messageGo to next message
Crtcus is currently offline Crtcus

 
Messages:5
Registered:April 2016
Thx guys. Had no idea strategic view of an LBC is so different when weapons are the same. In point 4 its a mistake of my hasty writing - I meant cammo, not armor.
Also can add more, guess know by this point - loading screens inside Chitzena and Alma are missing. Also many citizens there greet me with a hearthy, while misterious "Quote12" or "Quote11"and such.

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Re: Arulco Vacations Bug Reports & Fixes[message #344965 is a reply to message #344962] Sun, 10 April 2016 00:15 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
loading screens inside Chitzena and Alma are missing.


I'll check on that.


Quote:
Also many citizens there greet me with a hearthy, while misterious "Quote12" or "Quote11"and such.


They have nothing important to say ;-) No, really, I have to add quotes for the various new factions I've added. Inside Chitzena they would be the militia recruited by T-Rex (who want to overthrow the Queen but don't want to install King Miguel or King Enrico or King Anybody).

I've had those quotes on the agenda to do for some time . . . maybe it's about time I did them.


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Re: Arulco Vacations Bug Reports & Fixes[message #345504 is a reply to message #344965] Sat, 14 May 2016 17:34 Go to previous messageGo to next message
Greyfoot is currently offline Greyfoot

 
Messages:62
Registered:November 2010
Location: Dublin
Been playing the mod for a week, came across a couple of things might worth noting:

1. Cover system too dense, mercs are not able to see through grass, this is especially annoying when using scoped weapons.
2. As mentioned before disabled items are to be found in Chitzena and Drassen.
3. Squad selection on tactical displayed as numbers instead of squad name.
4. MERC members have a tendency to get unexpected items-hired Reverend without gear and he turned up with a loaded m24 with sniper scope and two small scopes.
Ms Torm..*cough* Thorne had a silver nugget in her inventory after a battle, a glock in her back pack the other time.
5. Drassen airport map indeed has three barracks that mercs can walk through.

The mod is well made, and very much playable, the new maps are good, foliage also great. I tweaked the chance to hit to my liking so can`t comment on that. I like the weapon progression and drop all, I like to see tons of guns. Keep up the good work Ed, your mod is really appreciated!

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Re: Arulco Vacations Bug Reports & Fixes[message #345505 is a reply to message #345504] Sat, 14 May 2016 19:06 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Thanks for the input!

First #4: Both the Rev and Thorne are scroungers . . . so they steal, I mean, pick up stuff that's lying around . . . even if that stuff is locked up in someone's house -- like the silver nugget. I expanded the number of mercenaries with the Scrounging tag, matching that tag to certain backgrounds and/or bios.

#1: you can change that to your liking in JA2_Options.ini -- look for COVER_SYSTEM_TREE_EFFECTIVENESS, and reduce the number value there to what you desire. In v1.07 I have increased cover even more by re-working the camouflage & stealth sub-systems so that camo & stealth actually works more like you'd expect, and the Player can actually hide from the AI.

#2: for v1.07 all the disabled items have been replaced with enabled items :-)

#3: I haven't run into that glitch yet, but would think it has something to do with your SquadNames.xml in the ..\DataAV\Tabledata folder.

#5: Yes, fixed for v1.07 -- it seems there's no JSD file for the west wall section with the fire extinguisher.

The CTH for v1.07 has been tweaked -- the whole combat system has had a thorough going over.

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Re: Arulco Vacations Bug Reports & Fixes[message #345506 is a reply to message #345505] Sat, 14 May 2016 19:45 Go to previous messageGo to next message
Greyfoot is currently offline Greyfoot

 
Messages:62
Registered:November 2010
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Thanks for the heads up, makes sense it now, I was actually wondering about the rifle since I left one in the sector for back up where Rev arrived from MERC. ;)

On a side note, any chance to give Ms Thorne a bit more leadership given her background? I know she needed external help to overcome an army in the past but still she was a leader of some sort?

Will v1.07 be save game compatible?

Cheers

[Updated on: Sat, 14 May 2016 19:49]

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Re: Arulco Vacations Bug Reports & Fixes[message #345508 is a reply to message #345506] Sat, 14 May 2016 20:06 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Yeah, Rev likes to pick up any gun that's around -- which can be annoying. You can manually control a character's scrounging by filling up their inventory pockets with items that can be combined into a large pocket when space is needed. (for instance, single pistol magazines spread out into several pockets). I think you can also control scrounging by using a Snitch to control misbehavior.

EDIT: (oops, forgot this part)

On Thorne . . . that is part of her 'disability' -- basically, she hates most people and doesn't play or work well with others.

No, v1.07 will not be savegame compatible -- I have a lot of playtesting to do though so it won't be out for a month or more.

[Updated on: Sat, 14 May 2016 20:09]

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Re: Arulco Vacations Bug Reports & Fixes[message #346429 is a reply to message #345508] Sun, 31 July 2016 15:35 Go to previous messageGo to next message
past caring is currently offline past caring

 
Messages:85
Registered:December 2002
Bug with the bugs?

The crepitus are active - note that they now come out in non-mine sectors to attack the populace (San Mona, Estoni) as well as mine sectors but that's not the problem....

Cambria mine is shut down, so the bugs ought to be based there - I go down into the mine at 1:30 am or 2:00 am or 2:30 am and can now descend beyond the normal two sectors - in fact all the way to the sector holding the queen bug (I know 'cos I know the map and I can see the eggs she's layed) - but there's no bus and no queen.

What gives?

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Re: Arulco Vacations Bug Reports & Fixes[message #346430 is a reply to message #346429] Sun, 31 July 2016 15:51 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
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Quote:
Cambria mine is shut down, so the bugs ought to be based there - I go down into the mine at 1:30 am or 2:00 am or 2:30 am and can now descend beyond the normal two sectors - in fact all the way to the sector holding the queen bug (I know 'cos I know the map and I can see the eggs she's layed) - but there's no bus and no queen.

What gives?


I'll check on all bug stuff on this end, but off-hand I don't know what would cause that to happen.

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Re: Arulco Vacations Bug Reports & Fixes[message #346440 is a reply to message #346430] Mon, 01 August 2016 23:34 Go to previous messageGo to next message
past caring is currently offline past caring

 
Messages:85
Registered:December 2002
Thinking back, the bugs had been triggered by the time I got to Tixa - but there was no Dynamo in the cells, only Shank. Don't know if any way linked?

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Re: Arulco Vacations Bug Reports & Fixes[message #346441 is a reply to message #346440] Tue, 02 August 2016 07:36 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
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Quote:
- but there was no Dynamo in the cells, only Shank. Don't know if any way linked?


I experienced that Dynamo Not There glitch in a playtest some time back. He appeared, finally, after I left Tixa and returned. I chalked it up to a code glitch.

Are you using Sevenfm's latest enhanced AI executable? He's been fixing the code as well as adding improvements. If not, download it from here, and see if that helps. It's savegame compatible.

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Re: Arulco Vacations Bug Reports & Fixes[message #346585 is a reply to message #346441] Thu, 11 August 2016 10:42 Go to previous messageGo to next message
bole is currently offline bole

 
Messages:58
Registered:November 2002
Not sure if this is a bug, but (the second run through the mod) militia drops all weapons, ammo and armour in their inventories the moment mercs (the ones that are not repairing, doctoring, etc.) leave the sector. I can have them equip it manually thorugh ctrl+. but it still makes inventory in sectors a mess. They do equip the weapons automatically when enemy attacks (at least I think that's what happens. I am yet to find out how to designate items not to be picked up, without resorting to .ini changing.

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Corporal
Re: Arulco Vacations Bug Reports & Fixes[message #346587 is a reply to message #346585] Thu, 11 August 2016 12:49 Go to previous messageGo to next message
Enneagon is currently offline Enneagon

 
Messages:51
Registered:July 2016
Location: Latvia
That's a feature: equippable militia
thepit.ja-galaxy-forum.com/index.php?t=msg&th=20797&goto=315664&#msg_315664

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Corporal
Re: Arulco Vacations Bug Reports & Fixes[message #346588 is a reply to message #346587] Thu, 11 August 2016 13:01 Go to previous messageGo to next message
bole is currently offline bole

 
Messages:58
Registered:November 2002
Will the mod work if this feature is disabled?

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Corporal
Re: Arulco Vacations Bug Reports & Fixes[message #346592 is a reply to message #346588] Thu, 11 August 2016 18:38 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
It won't break anything if you disable it, though Drop All should also be disabled to keep the balance.

There are a couple ways to stop them from taking whatever they want. And, yes, they will take ammo and even some gear -- though not always. But they will always take weapons if they don't have any -- unless you do one of two things. The easiest thing to do is empty all weapons of their ammo. Militia won't take a weapon that doesn't have ammo in it. There's another way, and it is more specific -- you can designate items for all Militia (default), or just for one type --Green, Blue or Dark Blue --or even for no militia. That is done in the Inventory Screen in Strategic View.

In the Inventory screen leftclick on an item while holding 'TAB'. This toggles an overlay, if the colour is green, the militia will not take this item from the sector (it can still steal it in tactical though). This even works in sectors where you currently have no Mercs.

LEFTclick a second time while still holding TAB and a turquoise overlay will cover the item, and GREEN Militia will NOT take that weapon. LEFTclick a third time while holding TAB and a purple overlay will cover the item and only DARK BLUE (Elite) Militia will pick up that item. LEFTCLICK a fourth time while holding TAB and a tan/brown overlay will cover the item and NO Militia will pick up the item.

In TACTICAL mode you can use CTRL-. (control+period) to bring up a command menu that includes "Militia Inspection" -- that will cause the Militia to drop all gear.

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Sergeant Major
Re: Arulco Vacations Bug Reports & Fixes[message #346593 is a reply to message #346592] Thu, 11 August 2016 18:57 Go to previous messageGo to next message
bole is currently offline bole

 
Messages:58
Registered:November 2002
Thanks. happy Due to misunderstanding, I though there are bottons on sector inventory screen. These commands would solve most issues.

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Corporal
Re: Arulco Vacations Bug Reports & Fixes[message #346598 is a reply to message #346592] Thu, 11 August 2016 20:04 Go to previous messageGo to previous message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
edmortimer wrote on Thu, 11 August 2016 15:38
But they will always take weapons if they don't have any -- unless you do one of two things. The easiest thing to do is empty all weapons of their ammo. Militia won't take a weapon that doesn't have ammo in it.

Eh. Unless I seriously misremember what I coded, that is not true. If militia equips itself from the sector inventory, they always take ammo in the sector into account. They will pick up an empty gun if they can still find ammo, like in separate magazines.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

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