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AV 1.06[message #344048] Mon, 08 February 2016 17:10 Go to next message
edmortimer

 
Messages:1078
Registered:January 2015
Location: Home Free
I am getting the last bits of v1.06 ready and wanted to give a heads up and get any opinions/needs/wants from the Players.

The early game has been changed significantly. Controlling Omerta is not an easy thing now. No longer is it one small firefight and off to Drassen or the rest of the country. Clearing the road to Drassen is also not a simple walk over to Drassen. There are more patrols in the north country, and they will attack Omerta in the first days -- even the first day. There is also the chance that the patrols will combine into a larger force and attack Omerta, or combine with the Omerta counter-attack. Depending on the group of Mercs the Player has recruited, it might even be necessary for the Player to retreat from Omerta into the hills and wait for the Army to break up into smaller groups again before taking Omerta for good. Because of this it is strongly recommended that the Player NOT engage Fatima before making sure the situation is under control. If Fatima is interrupted by an Army or zombie attack while bringing the Player to Miguel it will break her scripting, and she will afterwards behave as if she had already brought the Player to Miguel -- meaning there is no way at that point to get to Miguel. Dimitri won't let you in, and there won't be a passage to the basement should you somehow get past Dimitri. At that point you can either restart the game, or play without the Rebels (which may break other things later on, I don't know).

I made this change for a few reasons: the increased amount of ready cash available, the greatly enhanced gear kits for all the hired Mercs, it was always way too easy to accomplish the first goals (free Omerta & clear the road to Drassen) to the point of being not a strategic or tactical problem at all, and because I enjoy the early game a lot and wanted more of a challenge.

So . . . Omerta is now -- fight the initial firefight, repel the small patrol attacks, engage Fatima, train militia, repel the counter attack and any remaining patrol attacks, clear the roads (south to C9, and east) in the immediate vicinity, and then go on to the roadblock at B12 or around it to Drassen & Father Walker, or whatever other strategy you have planned after Omerta.

Also, Omerta is never safe now . . . at least until you progress far enough to have put a serious hurting on the Queen's Army, and have them backpedaling. Even then, if you let up on the Army, then their attacks on Omerta (and Drassen) will be renewed.

Along with this change, game progression is slowed a bit so the Army doesn't get too advanced too fast, and the game events (Madlab, et al) do not happen too soon.

I ran a complete campaign of v1.05, making notes of all the bugs & glitches I encountered and were reported by the Players. I have addressed all of them in 1.06. I have also fine-tuned more than a few Merc gearkits, adjusted some Ability scores and Traits of NPCs, made the Teaching Trait a true militia training trait by replacing that trait in a couple more Mercs who could not conceivably be militia trainers (MD & Ira, for example -- MD becomes a full Doctor, and Ira becomes more . . . Ira, more of a scout as she gets Stealthy in place of Teaching), and otherwise added a few items and tweaked 42 maps (at this point -- a few more of each probably will get done).

Next up before v1.06 gets released is moving AV over to the VFS. Hopefully that will not be a painful process, and any pointers and tips other modders can give me will be appreciated. AV did not start out on VFS because I was previously running Linux only, and VFS did not work with my version of WinE. I'm now running the game under Win7, so it's time for VFS.

This is just a heads up -- and a kick in the pants for me to stop twiddling with this version and get it out there. I wasn't happy with 1.05 because there were too many glitches, and I want AV to be a stable mod.

Any feedback will be appreciated.




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Re: AV 1.06[message #344050 is a reply to message #344048] Mon, 08 February 2016 18:32 Go to previous messageGo to next message
edmortimer

 
Messages:1078
Registered:January 2015
Location: Home Free
Oh yeah . . . re: the early game, I don't know if any Players have found it, but in 1.05 I added a Rebel Scout Base in A12. The Facility functions to give you intel on Army movements in the Omerta-Drassen region. It can be useful in this more difficult early game version for 1.06.

[Updated on: Mon, 08 February 2016 19:41]





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Re: AV 1.06[message #344051 is a reply to message #344050] Mon, 08 February 2016 19:29 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1542
Registered:March 2009
Location: Broadwurschd-City
did You change drop point or drop time?



I don't like users who edit posts after they've gotten an answer.

A lot of people start panicing when told to use their brains

Commander in Croc, OFBA

Founder and Leader of the GDTS
Re: AV 1.06[message #344052 is a reply to message #344051] Mon, 08 February 2016 19:41 Go to previous messageGo to next message
edmortimer

 
Messages:1078
Registered:January 2015
Location: Home Free
Quote:
did You change drop point or drop time?


No. Drop point and time remain the same.

[Updated on: Mon, 08 February 2016 19:42]





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Re: AV 1.06[message #344184 is a reply to message #344048] Sun, 21 February 2016 20:50 Go to previous messageGo to next message
edmortimer

 
Messages:1078
Registered:January 2015
Location: Home Free
v1.06 of Arulco Vacations is ready for download at the Arulco Vacations blog


v1.06 brings a whole new dimension to Jagged Alliance combat. The Suppression and Shock System has been overhauled to make the battlefield a more deadly and dangerous place. No longer will the enemy (or your Mercs) charge through a hail of bullets to unerringly put a bullet between the eyes of their target. This tweak combined with Sevenfm's enhanced executable will cause the enemy to seek and stay behind cover a lot more, and to also use suppressive fire against your Mercs more intelligently. This tweak will also cause enemy morale to break once your Mercs have inflicted massive damage to the enemy force (and vice versa). You will find that having a Deputy and/or Squadleader is now a very important component of your team of Mercs -- and conversely, the enemy Deputy and/or Squadleader is just as important to the enemy forces. Also of increased importance for your Mercs regarding suppression now is having a military background -- there being no substitute for having previous experience on the battlefield. On the other side of the coin, enemy patrols throughout the country have been increased and existing ones finetuned. Enemy objectives have been finetuned to focus more on important sectors, and to wipe out the Rebels. The early game is now all-out war from the first step in Omerta. Clearing the road to Drassen while keeping Omerta secure is a major miltary operation. Along with these changes, all the glitches/bugs of v1.05 have been fixed, ball ammo for several common calibres have been added, four new weapons make their appearance (Teledart RD706 Rifle, Tokarev SVT-40, M2 Carbine and Bren Gun Mk.2), the Zastava M76 has been re-chambered for 7.92x57mm ammo, the Improved Load Bearing Equipment has been tweaked for easier fitting, Character Backgrounds, Character Profiles, and Starting Gearkits for I.M.P.s and Mercs have been finetuned, an Army Jeep and an El Dorado have been added as available vehicles, more vanilla maps have been modified, many previously modified maps have been finetuned -- especially the town sectors, two mountain sectors now have snow, three more prison cells have been added, new Facilities have been added -- now your Mercs can appoint one of their number as Military Governor, Mine Administrator, and/or Airport Manager, new Loadscreens have been added, Zombies will be less plentiful (and a new Zombie sound is included), and . . . more, always more!

There are even more strategic decisions to be made by the player in v1.06, so get ready for a once-in-a-lifetime vacation in a war zone!

index.php?t=getfile&id=50&private=0




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Re: AV 1.06[message #344186 is a reply to message #344184] Sun, 21 February 2016 23:07 Go to previous messageGo to next message
Randok

 
Messages:313
Registered:March 2004
XP SP3
JA2 + AV 1.06.
I have a problem.
I have a message: ...not found binkw32.dll or ...it is not a valid Win32 application
Please help



Many thanks to all those who make new features for Jagged Alliance 2.

New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
Re: AV 1.06[message #344187 is a reply to message #344186] Sun, 21 February 2016 23:36 Go to previous messageGo to next message
edmortimer

 
Messages:1078
Registered:January 2015
Location: Home Free
binkw32.dll errors are usually caused by a faulty installation or faulty install file -- both of the main JA2 game, not the mod.

You can read about how to fix binkw32.dll errors here: http://pcsupport.about.com/od/findbyerrormessage/a/binkw32dll.htm

[Updated on: Sun, 21 February 2016 23:36]





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Re: AV 1.06[message #344188 is a reply to message #344184] Sun, 21 February 2016 23:50 Go to previous messageGo to next message
edmortimer

 
Messages:1078
Registered:January 2015
Location: Home Free
oops! suprised

I made a mistake describing the new executables . . . I got the wrong one listed as the default. The executable that I recommend using is the "ja2_7609+AI" one. It is the latest executable from Sevenfm. My apologies for the inconvenience.

Everything in the "ja2_7609en+fix" executable is included in the "ja2_7609+AI" executable.




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Re: AV 1.06[message #344189 is a reply to message #344188] Mon, 22 February 2016 00:21 Go to previous messageGo to next message
Randok

 
Messages:313
Registered:March 2004
JA2+SCI8047+AV1.06 working



Many thanks to all those who make new features for Jagged Alliance 2.

New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
Re: AV 1.06[message #344193 is a reply to message #344189] Tue, 23 February 2016 11:49 Go to previous messageGo to next message
thebear05

 
Messages:14
Registered:January 2016
Location: Sydney, Australia
Ed,
Thanks for the two new vehicles. What self respecting merc would have to walk everywhere. A whole country with only two working vehicles. I hope the original ones are still there?
Re: AV 1.06[message #344196 is a reply to message #344193] Tue, 23 February 2016 14:59 Go to previous messageGo to next message
edmortimer

 
Messages:1078
Registered:January 2015
Location: Home Free
Yes, the Ice Cream Truck and the Hummer are still there. Next release will (probably) see the full 6 vehicles in-game.




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Re: AV 1.06[message #344202 is a reply to message #344196] Wed, 24 February 2016 03:08 Go to previous messageGo to next message
thebear05

 
Messages:14
Registered:January 2016
Location: Sydney, Australia
Ed,
That is even better. As I have all the original JA games, all I have to do is copy the install to a new folder, as the game is not listed in the Windows programs.

Thanks again
Re: AV 1.06[message #344210 is a reply to message #344184] Wed, 24 February 2016 18:10 Go to previous message
edmortimer

 
Messages:1078
Registered:January 2015
Location: Home Free
v1.06 Patch A


24/February/2016 - This patch fixes a couple of item images, fixes missing wall section and room lights in a couple maps, adjusted the size of a variety of hats, shirts, pants, and uniforms to better fit in appropriate pockets (!), adds more junk to Jake's inventory of buy & sell items, increases the volume to the new zombie sound, includes the new grenade and TNT animations, adjusts a new Facility to make it easier to staff, and adjusts a couple of Merc's starting gear to fit together better. Simply extract into your main game folder, overwriting all files.


You can get the patch at the blog's Download Page




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