Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » Ideas for the next update to Arulco Vacations (So, I wanted to create this new thread to bounce ideas around for the next update to AV)
Ideas for the next update to Arulco Vacations[message #361419] Thu, 01 October 2020 01:00 Go to next message
BlueWarrior

 
Messages:86
Registered:May 2019
So here's the first batch of ideas off the top of my head

- The rest of the Characters of Vietnam SOG'69
- The rest of the new characters from Flugente's Magika Workshop
- Miguel's Deputy skill is improved to Squadleader and the Leadership number is 100, Level 8 Experience
- Carlos has Level 7 Experience and his leadership being second in command is lower than Miguel but at 86 it's still a very solid figure
- More enemy screams when losing hitpoints (I recommend from The Delta Force series, There's plenty to choose from)
- Arriving at Aruclo at early morning (I pick 0200)
- IMP gear selection
- A 100 round Thompson Submachine gun
- Due to "Cougar" background in weaponry and being (Presumably) MERC's top performer, His Auto Weapons skill is improved to Machinegunner. I also gave one of the options A 23E with AR Suppressor. Coupled with his Stealthy Trait, That equipment will turn "Cougar" into a Stealth gunner
- Scope's Marksmanship is 100
- Bubba has 100 Strength, Bull has 99 and Steroid has 98
- Reflecting Len's past in the Green Berets, The Elite Weapon of Choice for him is now the M60 (Remind you of another fictional SF Operator? Hint: His first name is John) while Ice's Elite weapon is the M249 SAW

And those are the twelve starters but I have plenty more to add over time, If anyone else wants to suggest any more to help out the project then post away. This is an incredible mod to play and also to play around with
Re: Ideas for the next update to Arulco Vacations[message #361422 is a reply to message #361419] Thu, 01 October 2020 02:46 Go to previous messageGo to next message
edmortimer

 
Messages:1379
Registered:January 2015
Location: Home Free
Quote:
- The rest of the Characters of Vietnam SOG'69
- The rest of the new characters from Flugente's Magika Workshop
- Miguel's Deputy skill is improved to Squadleader and the Leadership number is 100, Level 8 Experience
- Carlos has Level 7 Experience and his leadership being second in command is lower than Miguel but at 86 it's still a very solid figure
- More enemy screams when losing hitpoints (I recommend from The Delta Force series, There's plenty to choose from)
- Arriving at Aruclo at early morning (I pick 0200)
- IMP gear selection
- A 100 round Thompson Submachine gun
- Due to "Cougar" background in weaponry and being (Presumably) MERC's top performer, His Auto Weapons skill is improved to Machinegunner. I also gave one of the options A 23E with AR Suppressor. Coupled with his Stealthy Trait, That equipment will turn "Cougar" into a Stealth gunner
- Scope's Marksmanship is 100
- Bubba has 100 Strength, Bull has 99 and Steroid has 98
- Reflecting Len's past in the Green Berets, The Elite Weapon of Choice for him is now the M60 (Remind you of another fictional SF Operator? Hint: His first name is John) while Ice's Elite weapon is the M249 SAW
I appreciate all ideas. At the moment, however, I am playtesting v1.2. I had been totally overhauling every map sector (I'm halfway through). A problem with random items put the kabosh on my motivation for that. I was trying to give the mod more re-playability by random weapons and items - I randomized almost everything into a multitude of groups of things. As well, I was re-working every map sector with the knowledge I've gained in the past 5 years with the intention of making each one interesting and unique in it's own way - so that a diversity of tactics need to be used throughout the campaign.

Anyway . . . so I'm playtesting all the other changes I've made - a lot of the changes asked for by players, but not all . . . we each have our own 'relationship' (can I use that word? :-) ) with the characters, and the game/campaign, after so many years. Some of the changes to the starting gear that you mention are, to me, motivations to advance that character in-game to get those things. I might at a later date re-work every character's 'elite' gear kit to be the 'very best in-character' setup possible, but not for v1.2. I want to get this out before Chritmas, and when I started this series of updates I was hoping to get it out last Valentine's Day at the latest!

Oh, the enemy screams . . . seems there was some bug or glitch or other that kept the other files from playing . . . but they started playing a while back with Sevenfm's new executables (he must have cleaned something up that fixed that problem for me).

[Updated on: Thu, 01 October 2020 02:48]


Re: Ideas for the next update to Arulco Vacations[message #361445 is a reply to message #361422] Sat, 03 October 2020 17:45 Go to previous messageGo to next message
BlueWarrior

 
Messages:86
Registered:May 2019
Okay I have a few more quick ideas
First the MPi.44 picture looks like an AKMS
And Henning experience level is at 8; Because he was the replacement to Gus I decided to bump up his experience from 7 to 8
And Scully now has Level 7 combat Experience to replace Henning, Due to him having the most A.I.M combat deployments

[Updated on: Sat, 03 October 2020 17:51]

Re: Ideas for the next update to Arulco Vacations[message #361447 is a reply to message #361445] Sat, 03 October 2020 18:33 Go to previous messageGo to next message
edmortimer

 
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Quote:
Okay I have a few more quick ideas
First the MPi.44 picture looks like an AKMS

Ah, well . . . shy . . . that's because the picture is an AKMS. Oops. A placeholder graphic until I put the correct one in, and I forgot to put the correct one in. I'm putting it in right now. Thank you.

Re: Ideas for the next update to Arulco Vacations[message #361455 is a reply to message #361447] Sun, 04 October 2020 03:30 Go to previous messageGo to next message
BlueWarrior

 
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Registered:May 2019
By the way, I added 25,000 dollars to accommodate the mercs carrying extra ammo. Some kits double the starting ammo; This way, They are still outnumbered but certainly not lacking for bullets and when the Rebel army is getting rebuilt, You'll have to decide whether or not to keep the large amount of magazines and clips for yourself or to donate it to the recruits in the sector
Re: Ideas for the next update to Arulco Vacations[message #361619 is a reply to message #361455] Mon, 19 October 2020 21:37 Go to previous messageGo to next message
BlueWarrior

 
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Also are you going to include all the characters from SOG'69 into v1.2?
Re: Ideas for the next update to Arulco Vacations[message #361621 is a reply to message #361619] Tue, 20 October 2020 00:00 Go to previous messageGo to next message
edmortimer

 
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Quote:

Also are you going to include all the characters from SOG'69 into v1.2?
No. v1.2 will include more in-country recruitables courtesy of The Scorpion, with more on the to-do list for me for the future. But first I finish this update - which probably has as much added/modified as all previous updates combined. "No brag, just fact" -Walter Brennan. Once v1.2 is out I'm going to play a long campaign . . . and then I have a couple ideas for quick mods of AV I want to try out.

Re: Ideas for the next update to Arulco Vacations[message #361672 is a reply to message #361621] Tue, 27 October 2020 02:19 Go to previous messageGo to next message
BlueWarrior

 
Messages:86
Registered:May 2019
I modified some of the background information
<uiIndex>27</uiIndex>
<szName>Army Special Forces Operator</szName>
<szShortName>Green Beret</szShortName>
<szDescription>The United States Army Special Forces aka "The Green Berets" are a special operations force tasked with unconventional warfare. (Len gains ability points at 1/2 normal)</szDescription>

<uiIndex>10</uiIndex>
<szName>Army Ranger</szName>
<szShortName>Ranger</szShortName>
<szDescription>The 75th Ranger Regiment form the elite of US army infantry.</szDescription>

<uiIndex>57</uiIndex>
<szName>Commander in Chief of The Rebel Forces on Arulco</szName>
<szShortName>Rebel Leader</szShortName>
<szDescription>The only hope left for his oppressed people, Miguel IS the revolution.</szDescription>

<uiIndex>58</uiIndex>
<szName>Second In Command of Arulco's Rebel Army</szName>
<szShortName>Rebel XO</szShortName>
<szDescription>Miguel's right hand man, Carlos always keeps his rebels in line.</szDescription>

<uiIndex>178</uiIndex>
<szName>SOG Member</szName>
<szShortName>SOG</szShortName>
<szDescription>The Military Assistance Command, Vietnam - Studies and Observation Group was a classified special forces unit conducting unconventional warfare in Laos, Cambodia and Both Vietnams.

<uiIndex>177</uiIndex>
<szName>Grenzschutzgruppe 9</szName>
<szShortName>GSG9</szShortName>
<szDescription>Formed after the disastrous Munich massacre in September 1972, Grenzschutzgruppe 9 is a counter-terrorism unit in the German Police, As a testimony of it's success: GSG9 members has only discharged their weapons on 5 operations out of it's more than 1,500
Re: Ideas for the next update to Arulco Vacations[message #361673 is a reply to message #361672] Tue, 27 October 2020 02:29 Go to previous messageGo to next message
BlueWarrior

 
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By the way, That last one was Rudolf and I have a inkling that he was a member of the 1st Operational Unit of GSG-9 because according to the 2017 Annual report of the German police. A member of 1st Opeational unit is able to do the following
"1st Operational Unit
Federal Police marksmen
They are masters of camouflage.
The Federal Police marksmen scout target individuals and objects.
In order to do so, They take camouflaged positions in compounds and in houses.
Alternatively they disable offenders directly if this is the only way to ward off a dangerous situation.
At their disposal they have different precision rifles and special reconnaissance equipment in order to be prepared for different situations and to be able to react to them appropriately.
Marksmen are trained internally or in cooperation with other special units in Germany
and abroad.
For further qualifications they attend national and international workshops."
Re: Ideas for the next update to Arulco Vacations[message #361674 is a reply to message #361673] Tue, 27 October 2020 02:33 Go to previous messageGo to next message
BlueWarrior

 
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By the way; I am aware the name of GSG-9 has been since 2005, "GSG 9 der Bundespolizei" But since this game takes place sometime in 1999; I think the former name is apt
Also it should be included that GSG-9 is technically a Police tactical unit

[Updated on: Tue, 27 October 2020 02:34]

Re: Ideas for the next update to Arulco Vacations[message #361675 is a reply to message #361674] Tue, 27 October 2020 03:13 Go to previous messageGo to next message
BlueWarrior

 
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<uiIndex>36</uiIndex>
<szName>Special Air Service</szName>
<szShortName>SAS</szShortName>
<szDescription>The British Special Air Service is one of the world's most famous special forces units, and is not only trained in survival techniques in all environments, it is also exceptionally well versed in airborne missions. The victories of This U.K Tier One unit inspired the creation of America's Tier one counter-terrorism teams starting in 1977 with 1st Special Forces Operational Detachment - Delta or "Delta Force"
Re: Ideas for the next update to Arulco Vacations[message #361676 is a reply to message #361674] Tue, 27 October 2020 03:39 Go to previous messageGo to next message
edmortimer

 
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Quote:

By the way; I am aware the name of GSG-9 has been since 2005, "GSG 9 der Bundespolizei" But since this game takes place sometime in 1999; I think the former name is apt
Also it should be included that GSG-9 is technically a Police tactical unit

Perhaps one of our German players/modders can weigh in on this. I thought the name of the unit in 1999 was Grenzschutzgruppe 9 (Border Protection Group 9).

Re: Ideas for the next update to Arulco Vacations[message #361677 is a reply to message #361672] Tue, 27 October 2020 03:43 Go to previous messageGo to next message
edmortimer

 
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Quote:

I modified some of the background information
That's cool! The more you look, the more you realize you can change . . . and then you're hooked, you're a modder. Pretty soon you'll have a full-fledged mod of AV . . . and soon you'll decide to make a major change, and more changes come off of that, and then you'll see something else that catches your fancy and want to include it . . . and 10 years from now you'll be amazed that people are still playing this game, and your mod.

Re: Ideas for the next update to Arulco Vacations[message #361678 is a reply to message #361676] Tue, 27 October 2020 05:01 Go to previous messageGo to next message
BlueWarrior

 
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You're right I used the wrong grammar, From 1972-2005 it's name was Grenzschutzgruppe 9
Re: Ideas for the next update to Arulco Vacations[message #361679 is a reply to message #361677] Tue, 27 October 2020 05:02 Go to previous messageGo to next message
BlueWarrior

 
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Registered:May 2019
Hey you know what, That's what happens when you put a good product out there. And you're open to people making suggestions to better the mod

[Updated on: Tue, 27 October 2020 05:07]

Re: Ideas for the next update to Arulco Vacations[message #361680 is a reply to message #361679] Tue, 27 October 2020 05:13 Go to previous messageGo to next message
BlueWarrior

 
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That's why I created this thread. So everyone (Not just me) can make their suggestions that'll hopefully be include in a future update of Arulco Vacations
Re: Ideas for the next update to Arulco Vacations[message #361681 is a reply to message #361680] Tue, 27 October 2020 05:26 Go to previous messageGo to next message
BlueWarrior

 
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<uiIndex>8</uiIndex>
<szItemName>M1911A1</szItemName>
<szLongItemName>Colt M1911A1</szLongItemName>
<szItemDesc>The Almighty may have created man, but over the last century, this pistol has more than helped to keep them in line. It served as the standard-issue sidearm for the United States Armed Forces from 1911 to 1985. Widely used in both World Wars, the Korean &amp; the Vietnam War, And Grenada. It saw service with over 40 countries.</szItemDesc>
<szBRName>Colt M1911A1</szBRName>
<szBRDesc>This American made automatic pistol of classic design, is one of the most successful combat pistols ever invented. It served as the standard-issue sidearm for the United States Armed Forces from 1911 to 1985. Widely used in both World Wars, the Korean &amp; the Vietnam War, And Grenada</szBRDesc>
I updated the description from 1986 to 1985 when it was replaced by the M9. We should also include that it was still used by the American miltary in Panama and Desert Storm

The M16A1 as well. Served not just in Vietnam, It served as the main rifle during the 82-84 mission in Lebanon and During Grenada in 1983. And was still being used in Panama and Desert Storm
Re: Ideas for the next update to Arulco Vacations[message #361682 is a reply to message #361676] Tue, 27 October 2020 05:30 Go to previous messageGo to next message
Kitty

 
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Location: Germany
edmortimer wrote on Tue, 27 October 2020 03:39
Quote:

By the way; I am aware the name of GSG-9 has been since 2005, "GSG 9 der Bundespolizei" But since this game takes place sometime in 1999; I think the former name is apt
Also it should be included that GSG-9 is technically a Police tactical unit
Perhaps one of our German players/modders can weigh in on this. I thought the name of the unit in 1999 was Grenzschutzgruppe 9 (Border Protection Group 9).
Yes, renaming happened in 2005. To no surprise, only after years of controversial discussion. Before 2005 the name was "Bundesgrenzschutz" (BGS), then changed to "Bundespolizei" (BPol). However, the name of the unit stayed.

"Die GSG 9 der Bundespolizei (kurz GSG 9 BPOL oder einfach GSG 9) ist die Spezialeinheit der Bundespolizei zur Bekämpfung von Schwerst-/Organisierter Kriminalität sowie Terrorismus."

"The GSG 9 of the Federal Police (GSG 9 BPOL for short or simply GSG 9) is the special unit of the Federal Police for the fight against serious / organized crime and terrorism."


"Die Abkürzung GSG 9 steht für Grenzschutzgruppe 9. Der Bundesgrenzschutz heißt zwar seit 2005 Bundespolizei, jedoch stellt der Name GSG 9 weltweit einen festen Begriff dar und wurde aus diesem Grund beibehalten und lediglich mit dem Zusatz "der Bundespolizei" ergänzt."

"The abbreviation GSG 9 stands for Grenzschutzgruppe 9. The Federal Border Guard has been called the Federal Police since 2005, but the name GSG 9 is a fixed term worldwide and for this reason has been retained and only supplemented with the addition of" the Federal Police "."

Taken from homepage: https://www.bundespolizei.de/Web/DE/05Die-Bundespolizei/04Einsatzkraefte/GSG9-neu/gsg9_node.html

So, official papers and the like probably use "GSG 9 BPOL", otherwise it's fine to still just call it GSG 9.

As a note, the Federal Police (Bundespolizei) and the Federal Criminal Police Office (Bundeskriminalamt) aren't the same. And my guess would be, the term "federal" has different co-notations in german and us-english.

[Updated on: Tue, 27 October 2020 05:37]




How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)
Re: Ideas for the next update to Arulco Vacations[message #361683 is a reply to message #361681] Tue, 27 October 2020 05:34 Go to previous messageGo to next message
BlueWarrior

 
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At least I believe that M16A1's hasn't been fully replaced yet by 1991
Re: Ideas for the next update to Arulco Vacations[message #361691 is a reply to message #361683] Wed, 28 October 2020 06:22 Go to previous messageGo to next message
BlueWarrior

 
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<uiIndex>1847</uiIndex>
<szItemName>Stoner 63A LMG</szItemName>
<szLongItemName>Stoner 63A LMG</szLongItemName>
<szItemDesc>The Stoner 63A LMG was adopted for military use by U.S. Navy SEAL teams, U.S. Army Special Operations Groups, and select U.S.M.C. units operating in both Southeast Asia and Grenada. The LMG configuration was one of several configurations of this modular weapon system. Since there was only around 4,000 63's ever made and most of the Stoners were dismantled by the late 1980's; Consider yourself lucky to be holding one</szItemDesc>
Re: Ideas for the next update to Arulco Vacations[message #361991 is a reply to message #361691] Sun, 06 December 2020 01:34 Go to previous messageGo to next message
BlueWarrior

 
Messages:86
Registered:May 2019
Hey Ed, Remember when we talked the new characters you added to Aruclo Vacations? Well I have my own ideas for new mercs for you to add on to a future update of the mod. Plenty now that I think about it

http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=361990&#msg_361990
Re: Ideas for the next update to Arulco Vacations[message #362068 is a reply to message #361991] Thu, 17 December 2020 09:23 Go to previous messageGo to next message
BlueWarrior

 
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Registered:May 2019
Okay I have three more suggestion before I get into the switches I made to some of the gear

Singe SOG had a casualty rate more than 100%, Every SOG Member who's in this mod should have a damage reduction; Not nearly as high as bodybuilder but at least 5% sounds fair and I also updated the description

"The Military Assistance Command, Vietnam - Studies and Observation Group was a classified special forces unit conducting unconventional warfare in Laos, Cambodia and Both Vietnams; Members of this Black Ops group would later help found, train and were the earliest operatives of America's Tier One SMU's"

Also I remember seeing the number icons on Friendly, Direct and Threating, If it's possible to add that, That would be great

One last thing. I remember seeing Kyle "Shadow" Simmons traits as well as background info and I made an assumption about what unit he was apart of in the 75th, I believe he was part of the Ranger Reconnaissance Company or it's name in 1999, Ranger Reconnaissance Detachment. And my theory
was strengthened when Mark Camacho (The Voice Actor of Shadow in the original Jagged Alliance 2) Said about my idea "I think that could be a distinct possibility" on Twitter, Regardless of what you want to do with this information I made his Elite weapon the M24 (The regiment's standard sniper rifle)

I'll post the switches I made to the gear later on today
Re: Ideas for the next update to Arulco Vacations[message #362069 is a reply to message #362068] Thu, 17 December 2020 15:34 Go to previous messageGo to next message
edmortimer

 
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Quote:
Also I remember seeing the number icons on Friendly, Direct and Threating, If it's possible to add that, That would be great
That's in MercProfiles.XML - <usApproachFactorFriendly>, <usApproachFactorDirect>, <usApproachFactorThreaten>, <usApproachFactorRecruit>


Re: Ideas for the next update to Arulco Vacations[message #362070 is a reply to message #362068] Fri, 18 December 2020 06:53 Go to previous messageGo to next message
BlueWarrior

 
Messages:86
Registered:May 2019
Scope's Elite weapon is the Arctic Warfare AWM 338 and the Pistol is SIG P226 SAS
Hitman's Elite weapon is HK53, Like in Back in Action
Of Course The S.W.A.T weapon for Raider and Raven standard is The MP5A4, But Raider's Elite Weapon is the Colt M635 SMG due to it's use in the LAPD SWAT Teams and Colt XM177E2 for Squadleader
The MP Weapon for Bull is M4 Carbine
Wolf's Sapper Class has A Spectre M4 .40 as it's main weapon, Which now that I think about it Shepard should have a Spectre in one of her loadouts
Vince's Glock is now .45 ACP and it's loaded with AET Ammo
Ice's Combat Weapon is the M16A3
Miguel's sidearm is a Five-SeveN, Due to him carrying an old weapon, Why not have the newest pistol around for his loadout?
Dimitri's Main weapon is the Mendoza M-45
Also because Spam spent time in the UN, He's handled different weapon from different countries, So He's armed with An AUG in fast rope
Monk's Elite weapon is the AS-VAL


Now for the new weapon classes
I Changed Spam's Elite to Kevlar Killer, Arming him with a P90 and Five-SeveN
Monk's 4th loadout spot is "Sniper" He's armed with a VSS
Ivan's 3rd Loadout is Automatic, I armed him with the RPK but Probably I should've gave him the RPK-74 or the PKM
Ice's third weapon choice is "Spayer" Here you can turn him into A Spray and Pray Merc, With the Mac-11 and Glock 18 with glaser ammo
The biggest overhaul is to Meltdown. I'll post the photos that I have
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Re: Ideas for the next update to Arulco Vacations[message #362072 is a reply to message #362070] Fri, 18 December 2020 14:30 Go to previous messageGo to next message
edmortimer

 
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These are all good ideas. I've already included some of what you presented before, and if I have time might include some from this list. But it would be fantastic to have your entire set of changes as a mod for AV. I'm doing my best to get v1.2 out before the end of the year. It contains massive changes and additions. After it's out we can sync up your mod with the changes I've done, and then release it. Whatdyasay?


P.S. There are a lot more weapons and gear in v1.2 to choose for gear kits.

[Updated on: Fri, 18 December 2020 14:31]


Re: Ideas for the next update to Arulco Vacations[message #362073 is a reply to message #362072] Sat, 19 December 2020 10:06 Go to previous messageGo to next message
BlueWarrior

 
Messages:86
Registered:May 2019
Well I'm honored Ed, Thanks for including some of my ideas and you can bet I'll download V1.2 when it comes out. I put the new mercs list on V1.13 idea incubator lab
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=24721&start=0&
So hopefully that's get some more names out there for not just you but for others, I'm very grateful for that and if you need any more help I'll see what I can come up with
I forgot to mention a WWII Themed loadout for one of the mercs, I'm assuming that if we include a merc from that war, We can certainly make that work (I originally thought that Screw was be the one, But since my list of new members includes many WWII veterans, That sounds more feasible)

[Updated on: Sat, 19 December 2020 10:11]

Re: Ideas for the next update to Arulco Vacations[message #362075 is a reply to message #362073] Sat, 19 December 2020 15:01 Go to previous messageGo to next message
edmortimer

 
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Quote:
I forgot to mention a WWII Themed loadout for one of the mercs,
Actually, so did I. happy One of the things on my To-Do List (forever, it seems) is to have quick-change loadouts for Merc starting gear and enemy gear so a Player can change to a WW2 time line, or a 1950's or 1960's timeline, or all Warsaw Pact for one side and Western for the other (both versions), or whatever else we can think of that tickles our fancy enough to do the work.

A lot of the new weapons and gear (and other modifications) in v1.2 are included not only to give more replayability to the mod as-is, but to make quick-change loadouts possible without adding anything to any of the XMLs, only switching some out.

[Updated on: Sat, 19 December 2020 15:05]


Re: Ideas for the next update to Arulco Vacations[message #362091 is a reply to message #362072] Tue, 22 December 2020 12:41 Go to previous messageGo to next message
BlueWarrior

 
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Registered:May 2019
About that, I deleted my version of the mod because I had to transfer games from my two hard drives and I didn't think about keeping it I guess I was excited and realizing that I had a lot of work ahead on me. Although my changes is more giving the Mercs more ammo and tweaking some of the stats, Which I've share I believe I've say just about all of them, I don't believe I've said that I increased Ira's medic skill from 40 to 60 because being a field medic that 40 number didn't work for me (In fact I wanted to add more to that value because Miguel said that he lost 30 people a month before AIM, IMP and MERC showed up)

Also Fox being the model, Her looks are extremely important and she also cares extremely about that
Spider's elite weapon is a Colt Delta Elite (I probably picked that because I saw a lack of 10mm pistols being used)
Rudolf's pistol in the elite section is the PPK, Because you gave him a box of .32 rounds and a pistol that didn't go along with it
Len had a few changes in his section, Reflecting his Green Beret background, I gave him A M16A1 in Ammo, MP5A2 in Deputy, XM177E2 in Fast Rope, M60 in Elite and I believe an M14 as the starter weapon I believe I changed only one or two weapons
Laura had more ammo for her MP5A2 and her 9mm then her MP5/10 and 10mm pistol, So It'll give a person some extra thought, Power vs Cost
Tex actually has 2 .357 revolvers, I picked FN Barracudas but you can go with Colt Pythons if you have a preference
Bull's MP's main weapon is an M4 Carbine (3 round burst)
Speck T. Kline Mechanical stat is improved from 99 to 100

Looking back on it, My modifications are pretty simple, There wasn't a massive overhaul to the game like Arulco Vacations, The real change was to how much ammo everyone was carrying


[Updated on: Tue, 22 December 2020 12:57]

Re: Ideas for the next update to Arulco Vacations[message #362094 is a reply to message #362091] Tue, 22 December 2020 16:53 Go to previous messageGo to next message
edmortimer

 
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Quote:
Looking back on it, My modifications are pretty simple,
Most of the modifying in AV is made up of simple changes and tweaks. In fact, AV started out years ago thinking I was just going to tweak 1.13 a little. One tweak led to endless stream of little tweaks with intermittent bouts of creativity. I'll see mention of a specific weapon somewhere that isn't in AV, and think - oh, I'll just quickly add "that one" . . . and while doing the research on "that one" I'll find interesting info about "another one that should be in AV", which leads to more leads on other interesting weapons . . . which invariably leads to the gear the troops who used those weapons had . . . which all leads to tweaking the gear and weapons of the Mercs, NPCs, and enemies . . . which leads to tweaking map sectors to place new 'treasure' . . . which leads to fixing annoying little map problems that just take a minute . . . which leads to tweaking the enemy positions, patrols and defenses . . . which after a while leads back to an interesting weapon and I'll think -- oh, I'll just quickly add "that one" . . .

For example: here is a --partial list-- of items I added after deciding I could not add any more items if I wanted to release v1.2 anytime this year: TCI M89SR, Welrod Mk.II, Baikal IJ-70, Zastava M85, Taurus MT-12A, SAFN-49A, Hovea M/49, FinskGv M/66, SMLE No 5 Mk I, SMLE Mk IIIa, Ishapore 2A1, Bofors Ak 5A, FEG AK-63F, Enfield L85A1, Zastava PAP-59/66, Zastava M92, Steyr M9-A1, Howa Type 64 Rifle, HK 33SG/1, Thai Type 11 Rifle, Type 2466 Rifle, Siam Type 2466 LMG, Arisaka Type 38/56, Arisaka Type 38E, Arisaka Type 99, Arisaka Type 97 Sniper, Nambu Type 11 LMG, Nambu Type 99 LMG, Mondragon M1915, Springfield M1903A3, Winchester M1897, FN Browning Mle 1900, Armalon PR, FN Model 30-11, FN Model 50, Berthier 1892/16-M34, Orita M1948, Krieghoff FG 42,Beretta MG42/59, M1937 BAR Belt, Ammo Carrier Grenade Vest, M3 Cartridge Bandolier, DPRK Type 69 Grenade, Kevlar Soft Armour Inserts, Doron Armour Plate, M52A Flak Jacket, M55 Flack Jacket, OMON Wood & Urban Fatigues, CCE Fatigues, KMT M35 Helmet, British Bush Hat, Zh-86 Flak Vest, SSh-40 Helmet, SSh-60 Helmet, 56 & 32 shotshell bandoliers and belts . . . and more modding has to be done to integrate all them into the mod seamlessly.

I'm pretty sure I saved all of your posts - or, at least saved the ones I haven't used yet. I got To-Do Lists all over the place!

[Updated on: Tue, 22 December 2020 16:57]


Re: Ideas for the next update to Arulco Vacations[message #362095 is a reply to message #362094] Wed, 23 December 2020 01:44 Go to previous messageGo to next message
BlueWarrior

 
Messages:86
Registered:May 2019
Well, I'm not taking them down so you can review whenever. Thank Ed, I can't wait for V1.2 to come out
Re: Ideas for the next update to Arulco Vacations[message #362097 is a reply to message #362094] Wed, 23 December 2020 16:30 Go to previous messageGo to next message
BlueWarrior

 
Messages:86
Registered:May 2019
Does your list of additional items include the AN/PVS2 starlight scope? I think that an Night Vision Scope would be interesting to play around with, And also do you have M2/M3 Carbines and M1 Garand sniper rifles and the U.S Navy's M1 rifles chambered in 7.62x51 in your list as well?

[Updated on: Wed, 23 December 2020 16:51]

Re: Ideas for the next update to Arulco Vacations[message #362098 is a reply to message #362097] Wed, 23 December 2020 17:07 Go to previous messageGo to next message
BlueWarrior

 
Messages:86
Registered:May 2019
Also have you amended the M1A1 Carbine select fire? Because they were single shot only, It's the M2 that had the ability to be fully automatic
Re: Ideas for the next update to Arulco Vacations[message #362099 is a reply to message #362097] Wed, 23 December 2020 21:28 Go to previous messageGo to next message
edmortimer

 
Messages:1379
Registered:January 2015
Location: Home Free
I have the AN/PSV-4 and the M2 Carbine as selective-fire. The MC52 Garand (M1E8) is in v1.2, I don't have the AN/PSV-2, Navy Garand (MK 2 MOD 1), or the M3 Carbine in yet. There's always more. happy They are on the To-Do list.

EDIT: OK, the AN/PVS-2 has been added.

[Updated on: Thu, 24 December 2020 02:29]


Re: Ideas for the next update to Arulco Vacations[message #362155 is a reply to message #362099] Thu, 31 December 2020 15:35 Go to previous messageGo to next message
BlueWarrior

 
Messages:86
Registered:May 2019
That's great. Okay so V1.2 is entering the final leg, And I have three last suggestions. Since Ruiz was conscripted into Aruclo's army against his will; (He went as a tourist not a spy) I figured it makes sense that he hates everyone in Aruclo extremely, And also since he fought in Deidranna's army. He loathes Both Miguel and Carlos for one thing not saving him from who knows was The Queen ordered against him, And for another I'm sure that Ruiz fought the rebellion until the team essential bought him off. Also due to his involvement in SOG, He should have all the traits of Spooky and also the POW stats that you gave him

Also Ivan's sidearm is the PM on all 5 of the loadouts

[Updated on: Thu, 31 December 2020 18:52]

Re: Ideas for the next update to Arulco Vacations[message #362156 is a reply to message #362155] Thu, 31 December 2020 15:45 Go to previous messageGo to next message
BlueWarrior

 
Messages:86
Registered:May 2019
Also do you want to see my Ja2_Options for that mod to Aruclo Vacations?

[Updated on: Thu, 31 December 2020 15:46]

Re: Ideas for the next update to Arulco Vacations[message #362159 is a reply to message #362156] Thu, 31 December 2020 23:00 Go to previous messageGo to next message
edmortimer

 
Messages:1379
Registered:January 2015
Location: Home Free
happy I've put a hold on anything new because i'm already imitating a professional game company - a year late and the last 3 months haven't been tested. big grin

I'm finishing up the NCTH tags on all weapons, got a few minor gear kit adds to make, a few map checks . . . and only time for a cursory test.

Happy new year! Wish all health and happiness . . . and adventure.

[Updated on: Thu, 31 December 2020 23:04]


Re: Ideas for the next update to Arulco Vacations[message #362160 is a reply to message #362159] Fri, 01 January 2021 01:19 Go to previous messageGo to next message
BlueWarrior

 
Messages:86
Registered:May 2019
Well Thank You Ed, Here's hoping 2021 is better.
Re: Ideas for the next update to Arulco Vacations[message #362169 is a reply to message #362160] Sun, 03 January 2021 14:18 Go to previous messageGo to next message
BlueWarrior

 
Messages:86
Registered:May 2019
Well happy 2021 to everyone, And I have a question about the mod not just for Ed but for everyone else, In your opinion How large do you think Deidranna's army should be? Now for me I have no idea what Arulco's population is, So I thought "Okay let's check Wikipedia's article on Military Organization" And I found out that a Battalion sized element usually consists of 300 to 1000 people, Obviously it's not on the high end (Until those members are her Police) My number was 300 and I played on experienced which I modified it to multiple the base number by 1.5; Giving 450 people. But I looked up a former Roman army unit called The Cohort, And Cohorts usually had around 480 men in its ranks, I'm sure that in the Queen's deprived mind she sees herself as Ceaser, Napoleon and Catherine The Great rolled into one so it wouldn't surprise me if the army's numbers were modeled after that, And also the reinforcements I made 30 a pop, Which is Platoon size; But I'd like to hear everyone else's figures.

[Updated on: Sun, 03 January 2021 14:18]

Re: Ideas for the next update to Arulco Vacations[message #362170 is a reply to message #362169] Sun, 03 January 2021 16:50 Go to previous messageGo to next message
edmortimer

 
Messages:1379
Registered:January 2015
Location: Home Free
I considered the same thing. I looked at it this way: Arulco is a tiny nation even smaller than Belize - which the developers, being Canadian, probably modeled Arulco after if not intentionally, then subconsciously as Belize is a Commonwealth nation like Canada.

Anyway, Belize has a military consisting of 2 battalions of infantry (3 companies each), 1 volunteer battalion (3 companies), 1 support battalion, 1 air wing (4 planes), 1 boat unit, and 1 special forces unit. All told, about 1 division of 1050 troops with 700 troops in reserve. This is not out of the ordinary for Central American countries.

Arulco is, I think, about 1/3 the size of Belize in territory, and probably smaller in population. Such a country would never succeed being militarily aggressive.

The way the Queens army works is that after initial deployment when the total number of troops falls below a certain number (in JA2options) then training a new batch begins.

So, because this is a game and the AI is not smart enough to think it's way through a lack of troops I decided to try to make it so troops are constantly being trained by the Queen as long as you are constantly killing them. This is because Arulco would never have the manpower we see in a long campaign. They'd run out of troops fast, and then resort to a nuclear option or surrender. the queen being the queen surrender is not an option.

Re: Ideas for the next update to Arulco Vacations[message #362172 is a reply to message #362170] Sun, 03 January 2021 20:12 Go to previous messageGo to previous message
BlueWarrior

 
Messages:86
Registered:May 2019
Also to bolster the army, She uses the treasury to buy up mercenary contracts. Now when that number drops to the danger zone, Does that affect the quality of the troops or does that not matter?
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