Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS » AIMNAS Bug Reprts Part 3
AIMNAS Bug Reprts Part 3[message #357709] Sun, 28 July 2019 12:02 Go to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Alright folks... I closed down thread 2 as it became quite full again.

In this thread report all bugs you find with current github version (as of 28th July 2019). This can and should include all kinds of the following bugs:





  • typos (item name and kind of typo)

  • unfinished / not working quests

  • civilians without factions encountered in maps

  • map glitches

  • any kind of game freeze

  • anything else on this list you think could be a bug

I will try to fix the stuff I can fix (that is things in the xml files, sti files and maps mostly... anything code related should be reposted in the official bug thread).

[Updated on: Sun, 28 July 2019 14:47] by Moderator

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Lieutenant

Re: AIMNAS Bug Reprts Part 3[message #357711 is a reply to message #357709] Sun, 28 July 2019 12:11 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
There are two AmmoTypes.xml files in github version: Data-AIM\TableData\Items\AmmoTypes.xml and Data-Bigmaps\TableData\Items\AmmoTypes.xml
Which one is correct and shouldn't all item related files be stored in Data-AIM?
Also Data-Bigmaps\NPCDATA contains German speaking edt files which should probably be moved to German branch.



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Lieutenant

Re: AIMNAS Bug Reprts Part 3[message #357712 is a reply to message #357711] Sun, 28 July 2019 12:18 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Yes, the two ammo types are deliberate.

The xml editor messes up the ammo types, therefore I need the "real" ammotypes.xml that the game works with in a different folder (in Data-Bigmaps). The ammotypes.xml in Data-Aim is outdated and basically only included so that the xml editor works correctly. Any changes made to ammotypes.xml in the xml editor won't apply in-game.

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Re: AIMNAS Bug Reprts Part 3[message #357713 is a reply to message #357712] Sun, 28 July 2019 12:19 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Urgh... not the german .edt files again...

I thought I got rid of those a couple times already. speechless

*grmbl*

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Re: AIMNAS Bug Reprts Part 3[message #357715 is a reply to message #357709] Sun, 28 July 2019 13:53 Go to previous messageGo to next message
Radar is currently offline Radar

 
Messages:21
Registered:August 2016
Location: Czech Republic
I'm not quite sure if it is a bug or I am just missing something. It seems that the G36 and AUG rifle series have no magnification/ red dot in their default state.
The rifle's zoom factor is 1.0 while the zoom factor on the optics is around 3.5. While playing it looks like they behave as if they had basic iron sights.

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Private 1st Class
Re: AIMNAS Bug Reprts Part 3[message #357716 is a reply to message #357715] Sun, 28 July 2019 14:35 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I'll look into that.

On another note:
Tais investigated the issue with not working training. Looks like administartor assignment added a couple issues there. If you have someone working on admin duty, training works. Of course this isn't really how it is supposed to work (training should be doable without an administrator). A fix for that should be in the works.

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Re: AIMNAS Bug Reprts Part 3[message #357717 is a reply to message #357715] Sun, 28 July 2019 14:39 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Radar wrote on Sun, 28 July 2019 12:53
I'm not quite sure if it is a bug or I am just missing something. It seems that the G36 and AUG rifle series have no magnification/ red dot in their default state.
The rifle's zoom factor is 1.0 while the zoom factor on the optics is around 3.5. While playing it looks like they behave as if they had basic iron sights.

Okay, found it... basically all guns with fixed optics / aiming modules (AUGs, G36, SSW, P90) come without default attachments. I'm on it. Gitupdate will follow asap.

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Re: AIMNAS Bug Reprts Part 3[message #357718 is a reply to message #357717] Sun, 28 July 2019 15:08 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Okay, think I got them all... some default attachmetns were messed up due to me moving around several attachments. Looks like the xml editor doesn't move around default attachments automatically. This has been fixed and will be updated within next 15 mins.

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Lieutenant

Re: AIMNAS Bug Reprts Part 3[message #357719 is a reply to message #357711] Sun, 28 July 2019 15:20 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
sevenfm wrote on Sun, 28 July 2019 11:11

Also Data-Bigmaps\NPCDATA contains German speaking edt files which should probably be moved to German branch.

Once I add faction quotes I will most definitely change to English for civilians, until then it makes not much sense to sort all that stuff out, tbh. Especially as there are a couple NPCs in that folder that use English already, so just deleting or moving all the stuff there ain't an easy solution either (like Betty, and probably the two additional Miners as well).

So instead of sorting that out at this point, I'd rather leave it in until I get around to actually add civilian flavour texts and the like.

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Re: AIMNAS Bug Reprts Part 3[message #357722 is a reply to message #357718] Sun, 28 July 2019 16:33 Go to previous messageGo to next message
Radar is currently offline Radar

 
Messages:21
Registered:August 2016
Location: Czech Republic
smeagol wrote on Sun, 28 July 2019 14:08
Okay, think I got them all... some default attachmetns were messed up due to me moving around several attachments. Looks like the xml editor doesn't move around default attachments automatically. This has been fixed and will be updated within next 15 mins.
That was very swift. Great job. happy

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Re: AIMNAS Bug Reprts Part 3[message #357727 is a reply to message #357722] Mon, 29 July 2019 01:10 Go to previous messageGo to next message
HellsWind is currently offline HellsWind

 
Messages:43
Registered:October 2018
Location: Netherlands
Radio Operator doesn't have a radio set available either in Old Method or New Method of gear selection. Sorry if this is a lame bug report.

Also in AIMNAS getting following error which prevents me from playing due to freezing:
(Jagged Alliance 2 Gold - SCI_JA2v1.13_Revision_8681_on_GameDir_2476)


[72.7324] : ERROR : File : vobject.cpp
Line : 967
Location : BltVideoObjectToBuffer
Video object index is larger than the number of subimages

Not 1000% sure if it's 1.13 or AIMNAS related.

Edit; I have d/l newest, recently updated AIMNAS version and did not have freezes wehere I had previous.

[Updated on: Tue, 30 July 2019 14:42]

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Corporal
Re: AIMNAS Bug Reprts Part 3[message #357828 is a reply to message #357709] Sun, 11 August 2019 05:51 Go to previous messageGo to next message
Franimus is currently offline Franimus

 
Messages:55
Registered:June 2015
Location: USA
In JA2_Options.ini, I think there are a few typos:
* CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR should be CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_LEGS
* AI_SUPRESS_MIN_MAG_SIZE should be AI_SUPPRESS_MIN_MAG_SIZE
* Your comment change related to STRENGTH_TO_LIFT_HALF_KILO is incorrect. This value gets multiplied by the weight (and divided by strength), so setting it to 0.5 will double your carrying capacity; i.e. this setting is how many points of strength it takes to lift a certain amount of weight.
* Ditto for your comment about REPAIR_RATE_DIVISOR. Merc stats are divided by this value, so increasing it will slow down the activity.

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Corporal
Re: AIMNAS Bug Reprts Part 3[message #357845 is a reply to message #357828] Mon, 12 August 2019 08:59 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Fixed all 4 of those. The comments for strength and repair were probably some old 1.13 comments. Wise advice


How do you people even find those typos???

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Lieutenant

Re: AIMNAS Bug Reprts Part 3[message #357855 is a reply to message #357845] Tue, 13 August 2019 02:14 Go to previous messageGo to next message
Franimus is currently offline Franimus

 
Messages:55
Registered:June 2015
Location: USA
Doing diffs happy I've tweaked that ini file a good bit in the past and don't like losing all my changes...

Found a few more issues in attachments.xml:
* lines 1784-1787 missing itemIndex entry, I think the whole record can go
* lines 2193-2196 ditto
* lines 3062-3065 ditto
These I dug into because I had a hard time trying to figure out why I couldn't attach ragtops or camo covers anymore, ended up having to generate a little xsd and use VS' auto xml validation. After fixing those, I'm still having a problem with it, so I'm still digging... All I know is that if I use old copies of Items.xml and Attachments.xml from a few months ago (specifically, before the June 30th commit), the helmet attachments all work.

[Updated on: Tue, 13 August 2019 02:53]

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Corporal
Re: AIMNAS Bug Reprts Part 3[message #358017 is a reply to message #357855] Mon, 09 September 2019 10:21 Go to previous messageGo to next message
warnlz is currently offline warnlz
Messages:4
Registered:November 2009
I'm having slowdown issues when running AIMNAS, but not on vanilla 1.13.

I'm running Window 10 and have applied the Win 8/10 fix. Reducing resolution seems to partially alleviate the problem. It does not seem to be the maps since the slowdown continues when on the laptop or strategic map screen. Also having screen tearing problems when moving around the map.

Is there something running in AIMNAS that was not part of 1.13?


Also, I cannot train militia anywhere. The option is just grayed out.

[Updated on: Mon, 09 September 2019 18:56]

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Civilian
Re: AIMNAS Bug Reprts Part 3[message #358018 is a reply to message #358017] Mon, 09 September 2019 19:01 Go to previous messageGo to next message
warnlz is currently offline warnlz
Messages:4
Registered:November 2009
I tried removing the path to [LOC_datamaps_dir] in vfs_config.JA2113AIMNAS.ini and while it crashed when my first merc spawned in Omerta it was running more smoothly.

What changes would need to be made to disable the new map pack completely? If I can take them out of the equation I can see if they are the root cause.

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Civilian
Re: AIMNAS Bug Reprts Part 3[message #358057 is a reply to message #358018] Sun, 15 September 2019 05:00 Go to previous messageGo to next message
Zalpha is currently offline Zalpha

 
Messages:32
Registered:July 2009
Location: South Africa
Hello, I haven't played JA2 in years and felt like getting back into and found out about AIMNAS when looking to mod it and followed the SNV method and got it working and have now started playing it. I have encountered quite a few bugs but nothing major. I was wondering where to post about them and am glad I found this place. I will just mention them and hope that will be enough for you guys. I think you may already even know of them, as I said they are minor so could be on a low priority list already but I should mention them just in case.

When selecting custom made characters in IMP, in the background selection of Tech Whiz there is "hacking skill: +50" and right after it on the same line is "+20 administration effectiveness". That last part should be on its own text line.

Speak the MERC hiring alternatives text dialogue box is in German (I think it is).

Now that I am actually finally reporting these bugs I found myself having forgotten where and what they were, only that I encountered them. I will be back here when I either remember them or encounter them from now on.

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Private 1st Class
Re: AIMNAS Bug Reprts Part 3[message #358067 is a reply to message #358057] Wed, 18 September 2019 13:48 Go to previous messageGo to next message
Rouger is currently offline Rouger

 
Messages:20
Registered:April 2008
Location: Sweden
Where do I take Skyrider nowadays? I tried taking him to the Helicopter in Drassen Airport but nothing happened.
(Having great fun though)

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Re: AIMNAS Bug Reprts Part 3[message #358241 is a reply to message #358067] Sun, 13 October 2019 22:22 Go to previous messageGo to next message
mehabel is currently offline mehabel
Messages:2
Registered:October 2019
Hi!
What happened with attaching parts (m203, rifle sling and etc.)? I don't have an options to attach it to guns. Bug?

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Civilian
Re: AIMNAS Bug Reprts Part 3[message #358242 is a reply to message #358241] Mon, 14 October 2019 04:59 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
mehabel wrote on Mon, 14 October 2019 00:22
Hi!
What happened with attaching parts (m203, rifle sling and etc.)? I don't have an options to attach it to guns. Bug?
Are you playing with reduced arsenal?



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Lieutenant

Re: AIMNAS Bug Reprts Part 3[message #358244 is a reply to message #358242] Mon, 14 October 2019 18:49 Go to previous messageGo to next message
mehabel is currently offline mehabel
Messages:2
Registered:October 2019
no, attachment-new, available arsenal- tons. But, i have same problem with armor too( legs protection, plates, ghillie set, barrels)

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Civilian
Re: AIMNAS Bug Reprts Part 3[message #358316 is a reply to message #358244] Tue, 22 October 2019 14:08 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

sig sauer mpx k 9x19- there is imposible atach any silencer laser or optic.


caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7

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Sergeant Major
Re: AIMNAS Bug Reprts Part 3[message #358368 is a reply to message #358316] Fri, 25 October 2019 16:34 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
Another bug I just noticed: In sector G7 trees in the NE corner of the map are no obstacles, i.e. mercs can stand "in" the trees.

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Master Sergeant
Re: AIMNAS Bug Reprts Part 3[message #358375 is a reply to message #357709] Sat, 26 October 2019 02:54 Go to previous messageGo to next message
GiantBasher is currently offline GiantBasher

 
Messages:41
Registered:July 2017
Steyr Aug A1 - integral scope magnification is only x1.

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Corporal
Re: AIMNAS Bug Reprts Part 3[message #358376 is a reply to message #358375] Sat, 26 October 2019 15:57 Go to previous messageGo to next message
Lysander94 is currently offline Lysander94

Messages:2
Registered:December 2016
Location: Ukraine
Couldn't load D-13 tactic view - emerging assertion failure at line 2228 in file/strategicmap.cpp . What could happen in this sector ? Previous saves works just fine. Could it be caused by kerberus mercs ?

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Civilian
Re: AIMNAS Bug Reprts Part 3[message #358379 is a reply to message #358375] Sun, 27 October 2019 00:38 Go to previous messageGo to next message
Lysander94 is currently offline Lysander94

Messages:2
Registered:December 2016
Location: Ukraine
C-20 spray not working on Stealth Kevlar Vest C-20. Easily fixable

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Civilian
Re: AIMNAS Bug Reprts Part 3[message #358444 is a reply to message #357709] Tue, 05 November 2019 10:03 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
Found a few item-related bugs:

Item 310 (*** Extender ***) cannot be placed in inventory slots, instead and error message is loaded that looks similar to the detailed view of items. The only way this item can be placed into LBE is by replacing another item that was in the same slot before.

Item 461 (NVG I A) same issue.

Item 5770 (RPG-16) the item is too large. When equipped with a LAM-200 and a PGO-7W scope as well as loaded with a TBG-7W rocket, the item is too large for all LBE slots and even for the gun sling, although it is still shown as an available slot. This slot can even take full-sized mortars, so I assume this is a bug.

Item 4832 (M1 Garand EBR) has a typo in the description, where it says "An old and trusted M1 Garnad in a new stock to allow for a wider range of attachments."

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Master Sergeant
Re: AIMNAS Bug Reprts Part 3[message #358454 is a reply to message #358444] Wed, 06 November 2019 12:59 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
The NVG and extender were tough ones, but with the help of discord chat member Vanessa, the bug could be tracked down to a missing xml entry in attachments.xml

There's two entries in the file which are missing the item the attachments could be attached to (for item 310 and item 461).

This one's fixed now and will be included in the next update. If you don't want to change it manually, the workaround in game is either to do it in tactical map (meh) or use left click + ctrl to put it into an empty inventory slot (also kinda meh, as you have only little control which pocket is used). Apparently it also works, if another item is already in the pocket and you use the item to replace it.

Also, I uploaded the xml into the AIM chat at discord.

Fixed the typo for Garand and the issue that the RPG with scope and rocket doesn't fit the sling slot (apparently both the scope and the rocket had an item size modifier, making the item 2 sizes bigger...).

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Lieutenant

Re: AIMNAS Bug Reprts Part 3[message #358457 is a reply to message #358454] Wed, 06 November 2019 20:56 Go to previous messageGo to next message
Lynx-Eyed is currently offline Lynx-Eyed
Messages:1
Registered:November 2019
Hello, guys! I'm newbie here.
First of all, many thanks for your efforts, smeagol.

My noticed "bugs" since I've started a new game (my pack is v.1.12 GOG + SCI 8704/2482 + Windows 8 Fix + AIMNAS 07'2019):
1. M.E.R.C Speck T. Kline's greetings, chats with Fatima, Deidranna's with Elliot speach - everything has german subtitles
2. One of my 10 IMP's nickname is shown as "???" (while he is just "Don") (can't attach or give a link to a screenshot speechless )

Also, FAQ should be corrected: you can't turn off NCTH in ingame options anymore - you have to fix *.ini file.

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Civilian
Re: AIMNAS Bug Reprts Part 3[message #358462 is a reply to message #358457] Thu, 07 November 2019 15:23 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
Great! I found another bug that is most certainly due to a faulty XML:

Tony won't buy AK-47s (Item 5355). So far, this is the only item he won't accept.

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Master Sergeant
Re: AIMNAS Bug Reprts Part 3[message #358463 is a reply to message #358462] Thu, 07 November 2019 21:41 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
And another one: Batteries, 2 cannot be attached to Tactical Flashlight. Does ist work without them?

Edit: They can, but not when the Flashlight is already attached to a gun. Then, however, the batteries overlap with a grenade, if the gun also has a GL attached.

[Updated on: Thu, 07 November 2019 21:43]

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Master Sergeant
Re: AIMNAS Bug Reprts Part 3[message #358596 is a reply to message #358457] Wed, 04 December 2019 20:18 Go to previous messageGo to next message
MasterOfDeath is currently offline MasterOfDeath

 
Messages:5
Registered:December 2019
I concur. One of my IMP is named ???

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Private
Re: AIMNAS Bug Reprts Part 3[message #358597 is a reply to message #358463] Wed, 04 December 2019 20:24 Go to previous messageGo to next message
MasterOfDeath is currently offline MasterOfDeath

 
Messages:5
Registered:December 2019
For those with German edt files instead of English, I's dl the SCI_HAM3.6a v7_WF_AIM file and copied the relevant files to replace the German files. So far so good.

Seems it doesn't work at the start as Carlos Miquel and Ira dialogue is too fast and doesn't appear.

[Updated on: Fri, 06 December 2019 15:12]

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Private
Re: AIMNAS Bug Reprts Part 3[message #358663 is a reply to message #358597] Sun, 15 December 2019 19:10 Go to previous messageGo to next message
bfant is currently offline bfant

 
Messages:6
Registered:December 2019
Hi,

while playing AIMNAS I sometimes had the weird problem, that looking at some specific soldier will crash the game. After some trial&error while debugging I realized that an old version of "Interface/RoleIcons.sti" caused this crash.
Simply removing this file from the "Data-AIM/Interface" folder causes JA2 to use the one in the "DATA/Interface" folder, which works perfectly fine using the latest game/data version from SVN ;)

BTW: Excellent mod, currently I spend way too much time playing it!

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Private
Re: AIMNAS Bug Reprts Part 3[message #358774 is a reply to message #358663] Sat, 11 January 2020 22:22 Go to previous messageGo to next message
Chronuss is currently offline Chronuss

 
Messages:22
Registered:December 2019
So I'm only a teensy bit in to the campaign, and twenty years of JA2, I've never encountered this. I'm in D14, and I have a group of SIXTEEN enemies standing in one spot. They won't move. I'm just plinking them off one by one, and not a one of them will budge from this spot. There was an enemy medic that ran up from the darkness, so I plinked her out of general principle. The enemy AI is set to aggressive and I'm playing on experienced.

1.13 r8717, AIMNAS core-master.zip from github.

https://ibb.co/wKL9md2

[Updated on: Sat, 11 January 2020 23:11]

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Private 1st Class
Re: AIMNAS Bug Reprts Part 3[message #358777 is a reply to message #358774] Sat, 11 January 2020 23:05 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
Chronuss wrote on Sun, 12 January 2020 01:22
The enemy AI is set to aggressive
Where is that option? I've never seen it before.

Quote:
https://photos.google.com/photo/AF1QipNq9GA3KUOSPORT2KoRCWTeylCkndkj3BGTUkZg
It doesn't seem to work.

Also, bug report without a save, exe version and mod version is useless.



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Lieutenant

Re: AIMNAS Bug Reprts Part 3[message #358778 is a reply to message #358777] Sat, 11 January 2020 23:10 Go to previous messageGo to next message
Chronuss is currently offline Chronuss

 
Messages:22
Registered:December 2019
I don't know if it is a bug per se, but it was just a behavior I have not encountered before. Enemies in the sector until that point would roam towards my team, these jackalopes won't step past that light post.

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Private 1st Class
Re: AIMNAS Bug Reprts Part 3[message #358779 is a reply to message #358778] Sat, 11 January 2020 23:51 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
@Chronuss I suppose this bug should be fixed in r8722:
Quote:
FindNearbyDarkerSpot should return INT32 value to prevent bugs when used with big maps (by bfant)
It happens only with bigmaps, and only when enemy is trying to move out of lighted area.



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Lieutenant

Re: AIMNAS Bug Reprts Part 3[message #358785 is a reply to message #358779] Sun, 12 January 2020 03:28 Go to previous messageGo to next message
Chronuss is currently offline Chronuss

 
Messages:22
Registered:December 2019
Wholeheartedly support the renaming of this function to DeerInHeadlights.

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Private 1st Class
Re: AIMNAS Bug Reprts Part 3[message #358852 is a reply to message #358785] Fri, 24 January 2020 05:04 Go to previous messageGo to previous message
Chronuss is currently offline Chronuss

 
Messages:22
Registered:December 2019
So, I have a game-breaking bug. I enabled training of elite militia and upped the militia per sector to 64. Only twenty militia in each sector could not handle 90 black shirts attacking. So now that I have elite militia around, when an enemy attacks, the game believes I have no militia in that sector and there is no battle and the enemy wins. Also, the Grumm militia map does not have all sectors and when an enemy is trying to attack the Grumm marina, the game dies and cannot continue. I have save right before the enemy attack but cannot post it.

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