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DL 1.13 help[message #352450] Sat, 17 February 2018 21:01 Go to next message
Registered:February 2018
Hello folks. I'm having a lot of trouble playing through DL 1.13. I'm playing a version from a 7609 modpack because the files I needed to get from the repository for the latest version of DL 1.13 were no longer being kept on there, so I'm probably playing a different version than most on here; but to move on, I had no problems beating original JA2 and the 1.13 mod at default settings. I've never played any other JA2 mods so I was excited to try DL, and while I'm really enjoying the parts that are different, the one part I cannot handle at all is taking over mines. The explosion button gets me every single time past Drassen, and like every time I play, Drassen was of course the mine picked to run out. I always forget to change that setting in the INI. So now I'm on a timer before I can't afford my mercs anymore, so I can't afford to stand around San Mona waiting for Tony to carry helpful equipment, and what I can get from Bobby Rays at normal setting is not enough for me to handle the mines.

I tried going to Cambria first, but I couldn't even get within a full running movement of the building before being spotted there. Now I've went to Chitzena Mine, and its the same situation. Flashlights everywhere, and first combat turn that I'm sighted the button goes off. I would really like to know if there's some way for me to turn this feature off. Please keep in mind that I'm not here trying to argue that the mod is poorly balanced or complain about the mod or anything, but its too difficult for me personally, without a doubt. I could certainly manage something like this with better equipment, but aside from the mines I have no problem using shorter ranged weapons at all, and I don't want to restart and make Bobby Ray's inventory ridiculous just to deal with one part. Any advice or info on turning this feature off would be greatly appreciated.
Re: DL 1.13 help[message #352464 is a reply to message #352450] Sun, 18 February 2018 06:40 Go to previous messageGo to next message

Registered:September 2004
Location: Canada
The "exploding mine" feature is baked into the original DL maps. Unfortunately the only way to turn off this feature would be to edit the maps.

As far as tips, it sounds like you're already trying my favoured technique of sneaking a team to secure the button before anyone notices... Have you tried using the v1.13 disguise feature to sneak one or two mercs in front of the button?

EDIT: Note, it has been a few years since I've actually played the DL campaign (and actually it has been a few years since I've properly played either stock, v1.13, AFS, or UC-1.13), so any advice I have is very out of date. Indeed, haven't gotten around to bringing DL-1.13 up to the current experimental standard (and have been toying with the idea of abandoning it).

[Updated on: Sun, 18 February 2018 06:42]

More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

Re: DL 1.13 help[message #352468 is a reply to message #352464] Sun, 18 February 2018 08:08 Go to previous message
Registered:February 2018
I haven't actually, that sounds like a good plan. I already restarted the game with the random mine running out turned off, and now I'm working on getting back to where I was then hunting down some soldiers for equipment, but next mine I try and take I'll try that.

Thanks for responding, I appreciate all the work you've done on these various mods.
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