Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » AV v1.11 Download, Discussion & Bug Reports
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Re: AV v1.11 Download, Discussion & Bug Reports[message #356674 is a reply to message #356673]
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Tue, 12 February 2019 18:51
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Quote:- the problem that skyrider does not auto unescort and so no reward for the quest
- the problem that Tony is away despite the ini being set to 100% there,
- and I could not get auntie to acknowledge that I had destroyed the bloodcat lair (tried a few times and took out more bloodcat in the next two sectors, after that they stopped showing up. So no experience boost or increase in loyalty in Alma.
These quest-related issues show up time and again for no reason I have been able to deduce. I play the campaign between releases, and so far on v1.11 I have successfully escorted Skyrider without recruiting him. I haven't hit San Mona or Alma yet. I have had these quest problems in previous run-throughs, and always a completely new game (deleting all previous saves for precaution) without any changes fixed the problem. I know it is frustrating when these bugs show up. For some unknown reason there is a set of circumstances that leads to these quest-related issues happening. I tend to think using CTRL-GABBI is a factor in interrupting the quest process, but that is just a guess. My run-throughs always go much smoother and problem-free when I do not use CTRL-GABBI (although Diedreanna tends to kick my butt).
Quote:The last thing is that in unloading vehicles to inventory at Alma mine some of the stuff seems to have landed on the cliff and I can't pick it up manually or in inventory it is greyed out and I can't climb the cliff? . I had a lot of stuff in the sector and used the shift+s and shift+m sorting commands.
Cliffs have always presented problems in JA2. Cliffs are off-limits to characters. I have reduced the area used by cliffs in a lot of sectors to reduce the number of cliff problems that occur. Shift-M should bring everything to the feet of the highlighted character in Tactical. I do not know of a way to get those things off the cliff except to try loading a different sector (wiping this sector from memory), reloading the affected sector, go immediately to Tactical, select a character, use Shift-M, reach down with the character and see if it all is there.
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Re: AV v1.11 Download, Discussion & Bug Reports[message #356781 is a reply to message #356776]
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Thu, 21 February 2019 10:41
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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You can send me a save if the bug can be reproduced with actual AV, I will take a look when I have time.
[Updated on: Thu, 21 February 2019 10:45]
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Re: AV v1.11 Download, Discussion & Bug Reports[message #357287 is a reply to message #357286]
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Mon, 22 April 2019 04:48
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Squiggle |
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Messages:8
Registered:February 2019 |
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Maps, Gear
Re comments below. Maybe a lot of this is just from more recent versions of 1.13. I never played more than the basic stable release that things like Vengeance Reloaded uses, so its new to me.
Maps - really impressed with the changes you have made to all of them. I think that the changes you have made, esp to reduce sniper sightlines etc... are great.
LBE - all the slots for pouches etc... are really great, though never fully engaged with the 3.11 stuff.
M21 (esp EBR) - is perhaps a little overpowered (accuracy/self loading) and can function pretty much as well as a 'proper' (manual loading) sniper rifle in a lot of cases. This is convenient, but I found myself using other sniper rifles much less (maybe partly because the maps also meant they were less necessary).
Napalm - never seen it before, it is overall great and I like it that you can't buy it at BR. It seems to take a turn to work (so they can shoot you on their next turn) and sometimes it bugs out and seems to crash my games. (Had that in the past in other mods when militia fired too much smoke, so may not be an issue with your mod).
Vehicles - are mostly in and around Alma. This is probably from the original game, but I ended up there a lot just to get the vehicles as there is so much stuff to ship around for militia etc... It would be cool if they were more evenly spread which made other strategies a bit more viable. Seemed to be limited places that they could be repaired?
Like your idea that you can't use mortars for tanks (keeps the puzzle side going) and like that there is a lot of mortar avail (to cope with all the extra concertina wire etc...).
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Re: AV v1.11 Download, Discussion & Bug Reports[message #357288 is a reply to message #357287]
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Mon, 22 April 2019 04:48
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Squiggle |
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Messages:8
Registered:February 2019 |
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Mercs and Skills
Shepard - I tried her out because she is new (to me). I like her but I think she is overpriced. She is a squadleader, yet a loner. More importantly, she is only level 5 and so is not much use to the high end mercs as a squad leader yet very expensive if one is doing a thrifty run with cheap mercs. I would give her at least an experience upgrade to level 7, and/or a weapons skill (maybe auto) or bump up a few of her stats. If not, I think her price should come down.
Len and Henning - I really like them but they are of course crazy cheap and now with (slow) progression are pretty much a must recruit.
Snipers - like your ideas and changes.
Scouts - there is a bit of shortage of scouts in JA generally, Cougar - good, Spike - ok, Ira - a bit limited, Scully - v exp, Lynx - no Buzz, Thorne - not that great. Maybe some others could have that skill.
Propaganda - I like the idea and I tried two different mercs for this, but the need for both snitch and leadership means you are pretty limited in your options? The eligible mercs are all a bit limiting in different ways, so I suppose that is the idea, but given that it is pretty much a necessity to have at least one, I think I'd like to see more options as to who one could use. Maybe mercs with crazy high leadership could do it as well?
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Re: AV v1.11 Download, Discussion & Bug Reports[message #357289 is a reply to message #357288]
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Mon, 22 April 2019 04:50
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Squiggle |
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Messages:8
Registered:February 2019 |
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Enemy and Factions etc..
I read that this mod has the improved AI. Enemy circle around a lot which is great, but they also fall for kill rooms very easily - and there are still quite a few available in the maps. The few games that I played with massive counterattack, I ended up using this technique cos I was unprepared, but it is a bit of cheat. One time I set up a proper open defence in the alma mine sector (but left a few mercs in another sector) and the massive attack hit them instead! So I never had a chance to see if I could duke it out. Should have thought of that I suppose. Incidentally, there is a weird bug when I am in the room they are on the roof and drop down, they can see me (briefly) and I can see them. Occasionally they randomly drop off the roof and land inside the room (eg mine office in Drassen).
Vehicles - I never noticed the enemy going for my vehicles in Vengeance Reloaded (I think vehicles are 'invisible' in that mod). But here the enemy regularly shoot up my vehicles if I don't actively defend them, which is both a pain (as it affects your deployment options) but also a challenge (so, overally, grudgingly, it is probably good). Seemed to be limited places that they could be repaired?
Factions - are difficult, there were all sorts of problems with them in the Vengeance Reloaded early betas that I played. Here, I am still a bit confused as to why in each town you get a few factions fighting both you and the army? Is it because I killed smugglers? In any event, I find it a bit frustrating because they are not a real threat, but can be hard to find to 'clear' a sector and so kind of annoying. Also, even ages after I have taken a town, if I decide to switch to the map and walk around, I am then caught in a battle that I have to resolve, but struggle to find all the enemy. Finally, I noticed that sometimes, taking them on can smash your loyalty in towns (esp Balime and Cambria - not talking about the G8 thing) but there seems to be no way not to fight them?
Khaki/Brown shirt militia that help you seem to work fine.
Stealing Stuff - is a real pain as it seems you have to manually steal everything from the massive caches that exist around the place - and you have made them really massive. There may not be a way to do this, but if it were possible to steal one thing (triggering a hostile response etc...) and have all the other things that are in open crates or on tables available from inventory that would be so much better.
Arming Militia - I like the idea, but it means a lot of sorting etc... and very messy sectors (even if you Shift S to consolidate). Sometimes they seem to bring me new wpns which weren't there before. They also don't seem to always pick up stuff to use. It is definitely something that has merit and is logical (but it would obviously work better if it were somehow possible to have a decicated inventory for them - probably not possible to do I suppose). Overall, like the idea, but it is a bit limited by the game mechanics.
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Re: AV v1.11 Download, Discussion & Bug Reports[message #357340 is a reply to message #357289]
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Sun, 05 May 2019 13:46
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Burzmali |
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Messages:248
Registered:March 2007 Location: Estonia |
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Just reporting...
There are some old nuisances, like:
snitches refuse to leave vehicles (it's ok, let 'em walk);
Maria, Dynamo and Ruiz not staying in their sectors (ok, i can come back often);
if a merc was positioned on the roof when getting marching orders, they'll stay on "roof" level when arriving, so it's a bit hard to understand, where they really are or to move them to wanted place (i can sure try to remember getting 'em down before moving on).
Some strange, maybe random things.
Keith's shop was full of arms when i was talking with him the first time - before visiting Hicks. and P90 for $1 was a good deal!
i forbade zombies to bite peaceful citizens and generally they obeyed - until noticing a guy in a wheelchair. and what a fast zombie that guy became...
in Alma and Grumm there is a faction, something industriale, that hates me, hates the army and starts shooting, no questions asked. entering a sector with them, all squad but my imp panicked - guys
from aim, merc and terrorists. after doing some killing, Joe/Tiffany's morale improved but Jasmine stayed in panic.
when i entered Tixa sector (from N) and had silently killed a guard there, somebody shot Warden.
i set squad limit to 8. now, arriving into enemy sector, having 4 guys in one car and 3 in another, they are automagically put into one squad and i can choose their entry points. when there were 5 guys in
the second car, the game crashed.
but AV is a mod to try again and again - facilities open up so many possibilities. out of old habit i'm playing as a "good guy" but already getting tempted by "warlord" way.
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Sergeant 1st Class
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Re: AV v1.11 Download, Discussion & Bug Reports[message #357800 is a reply to message #357799]
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Thu, 08 August 2019 10:16
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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BlueWarrior wrote on Thu, 08 August 2019 05:28How do you remove Shepard from the game?
Hire, drop all stuff and place in front of a door,
place another merc with automatic weapon (chambered in smth you dont use at all) a couple tiles away in a straight line.
Autofire at the door.
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Master Sergeant
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