Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » AR + Increased Team Size¿
speech59.png  AR + Increased Team Size¿[message #346823] Tue, 06 September 2016 04:26 Go to next message
Haligali
Messages:4
Registered:September 2016
Hi, I was wondering if anybody managed to get AR to run alongside with any of the last 'Increased Team Size Mod' releases.

I tried 'JA2_increasedteamsizes_r8234' + 'SCI_Unstable_Revision_8218_on_GameDir_2321', but the adventure ends in the rebel basement where the conversation refuses to trigger if AR is enabled - the game gets stuck at that point.

Hope this is the right place to ask.
Re: AR + Increased Team Size¿[message #347505 is a reply to message #346823] Tue, 08 November 2016 14:08 Go to previous messageGo to next message
Haligali
Messages:4
Registered:September 2016
Seems it works with the 8338 release.
My install order:
8338 SCI
8338 Team Size Mod
AR available from the JASP website (includes Strohmann's fixes)
AR1.4Patch1.1 by CVB (found here on the forum)

[Updated on: Tue, 08 November 2016 14:16]

Re: AR + Increased Team Size¿[message #347523 is a reply to message #346823] Sat, 12 November 2016 16:49 Go to previous messageGo to next message
SamBlack

 
Messages:19
Registered:November 2010
Location: Finland
Where did you find AR1.4 1.1 patch? I can't seem to find it.

edit.

Found it: http://kermi.pp.fi/JA_2/Mods_v1.13/Arulco_Revisited/v1.4/Stable_Release_2014/Patches/CVB/

Are you sure this works all the way? This is for stable release of 1.13.

[Updated on: Sat, 12 November 2016 16:52]

Re: AR + Increased Team Size¿[message #347524 is a reply to message #347523] Sat, 12 November 2016 22:03 Go to previous messageGo to next message
Haligali
Messages:4
Registered:September 2016
Hi Sam, I would have posted links but since I'm a noob forum member I wasn't allowed to.

I can't say I'm sure ''all the way'' because I only spent a few hours testing and then I got distracted by something else ...

I was testing with instant win cheats so currently can't really make a statement about tactical combat mechanics...

What I did test successfully so far:

I've met up with the rebels in their basement and then unlocked Tony (with previous versions tested I would get stuck in the rebel basement/script not kicking in; none of the Tony Quest NPCs would even spawn). Was pretty exciting to see Tony offer some new items.

After cheating some $$$ and checking Manuel + Maddog are in the AR locations there was an excursion to Alma. I remember I would have to fix Manuel/Maddog/Pablo + Bobby Ray mechanics by editing files manually so this should be the AR patches working correctly. I always have an urge to disable the stat 'devolution' on Larry and Moses and set it to 'none' in 1.13....

Some time and an enemy General were killed while waiting for about 50+ MERCs to arrive and then everybody hated each other 'cos I forgot to disable dynamic relationships. If dynamic relationships work - that means more new 'trunk additions'/mechanics/etc are available.


***There was one glitch, but I think it is not related to this mod combo install - the advance time function stopped working. I had only one merc squad in Arulco at that point; the party was traveling between zones. IIRC I entered an empty sector view wanting to change something in an inventory not thinking about the party zoning. Went back to Arulco map. Advance time stopped working. Saving at that point would make that particular save 'unplayable' as you can't fast forward time. Just reloaded different save.***



Ideally I should have tested more quests/sectors/mechanics before getting 'distracted'... but I was really excited about this and I thought I should share my find at that moment... When I have less things on my mind I definitely wanted to look more into it.

[Updated on: Sat, 12 November 2016 22:17]

Re: AR + Increased Team Size¿[message #347554 is a reply to message #347524] Thu, 17 November 2016 22:16 Go to previous messageGo to next message
SamBlack

 
Messages:19
Registered:November 2010
Location: Finland
Now, if we could get afs or aimnas items to work with this...
Re: AR + Increased Team Size¿[message #347574 is a reply to message #347554] Sun, 20 November 2016 17:29 Go to previous messageGo to next message
Haligali
Messages:4
Registered:September 2016
Tried to test a bit more and one thing I notice is that you want to avoid having a lot of Mercs/Teams in one sector in tactical view, as it will most likely crash the game. With 26 Mercs split to 26 teams it would crash after maybe 10 seconds.

Reloaded, made 3 teams and sent out the team of 6. Then tried entering tactical again with 'only' 20 Mercs in the sector and it all seemed to work fine. No big deal imo, but worth knowing.

Also, I think the weather display on strategic map doesn't work, every tile is just always grey cheeky




[Updated on: Sun, 20 November 2016 17:30]

Re: AR + Increased Team Size¿[message #347805 is a reply to message #347574] Sun, 25 December 2016 14:14 Go to previous message
Jakub

 
Messages:37
Registered:January 2014
Smaller modification in my old favor game & works & is harder a bit . cheeky
When you don't have enough money to buy ... you improvised !
It's Jagged Alliance 2 .13 A_I_M_N_A_S_ Mod version 1.13 8234 Valid beta file ...
[System Limit Settings]
;*********************************************************************************************************************** *******
; These settings control some program limits.
; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED.
;*********************************************************************************************************************** *******
;----------------------------------------------------------------------------------------------------------------------- -------
; This is the max number of mercs and vehicles you can recruit.
;
; PLEASE NOTE:
; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game!
; To load any "broken" savegames, simply revert to your original settings.
;----------------------------------------------------------------------------------------------------------------------- -------
; Player mercs, valid values 1 through 256, default is 24
MAX_NUMBER_PLAYER_MERCS = 64
; Player vehicles, valid values 2 through 20, default is 2
MAX_NUMBER_PLAYER_VEHICLES = 6
;----------------------------------------------------------------------------------------------------------------------- -------
; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode.
;----------------------------------------------------------------------------------------------------------------------- -------
; Enemies (i.e., soldiers), valid values 16 through 512, default is 32
MAX_NUMBER_ENEMIES_IN_TACTICAL = 128
; Creatures (i.e., bloodcats and crepitus), valid values 0 through 512, default is 32
MAX_NUMBER_CREATURES_IN_TACTICAL = 128
; Rebels (i.e., militia), valid values 16 through 512, default is 32
MAX_NUMBER_MILITIA_IN_TACTICAL = 128
; Civilians, valid values 16 through 512, default is 32
MAX_NUMBER_CIVS_IN_TACTICAL = 64
; increased teamsize testing only: fill up sectors with as many civilians as possible
SECTOR_FILL_UP_TEAMS = TRUE
;----------------------------------------------------------------------------------------------------------------------- -------
; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20
; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map.
; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together
; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size.
;----------------------------------------------------------------------------------------------------------------------- -------
MAX_STRATEGIC_ENEMY_GROUP_SIZE = 99
;----------------------------------------------------------------------------------------------------------------------- -------
; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon
; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE
; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than
; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-250, default is 34.
; MAX_WEAPON_SIZE is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE
; regardless of attachments. Values 0-100, default is 9
; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-255, default is 99.
;----------------------------------------------------------------------------------------------------------------------- -------
MAX_ITEM_SIZE = 949
MAX_WEAPON_SIZE = 599
OLD_INVENTORY_ITEM_NUMBER = 1000
;----------------------------------------------------------------------------------------------------------------------- -------
; ALLOW_TARGET_HEADANDLEG_IFPRONE is an experimental switch which allows targetting/hitting head/torso/legs for
; prone targets (until now, hits were always considered on torso).
; Additionally soldiers are no longer protected from stray bullets in crouched and prone stance.
; This switch will be removed once this code change has been accepted (or deemed unacceptable).
;----------------------------------------------------------------------------------------------------------------------- -------
ALLOW_TARGET_HEADANDLEG_IFPRONE = TRUE
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******

Am sucefully launch but is crashed sometimes ..angry
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