Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Militia Factions Mod » Militia Factions Mod
Re: Militia Factions Mod[message #144235] Tue, 12 June 2007 11:37 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
http://img257.imageshack.us/img257/3870/howtogetmapineditoraj9.jpg

For those who want to put their own map in Editor F5 View. Copy B-Map trim edges and stretch into square. Shrink to 212 x 212. Replace STI called Omerta in Editor. Not great but better than that old UB map.

:blackcat:

[Updated on: Tue, 12 June 2007 14:57] by Moderator


Re: Militia Factions Mod[message #144624] Thu, 14 June 2007 11:22 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
http://img177.imageshack.us/img177/1627/militiainomertakh7.jpg

1.13 has allowed me to use militia as I originally intended.

http://img177.imageshack.us/img177/5892/autumnsamsitemt1.jpg

Some of the changes to landscape.

:blackcat:

Re: Militia Factions Mod[message #145276] Mon, 18 June 2007 17:31 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
http://img521.imageshack.us/img521/9796/41unlockedmilitiasjr1.jpg

All remaining militia maps now unlocked.

http://img521.imageshack.us/img521/8894/40howtogetmapineditormkum2.jpg

Better instructions on how to put your B-Map into editor (if you want to that is).

:blackcat:



Re: Militia Factions Mod[message #146038] Fri, 22 June 2007 10:56 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
http://img264.imageshack.us/img264/69/42smallfacesqw0.png

Fun with the small faces. N.B. for 1.13 heads don't set your Insane pool to 9600 or Drassen will be attacked by 152 (is this just bad luck?) enemy from all sides. I've had to abandon Drassen altogether in my test game which means no B-Rays for now...

:blackcat:

Re: Militia Factions Mod[message #147709] Mon, 02 July 2007 14:28 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
JA2 MFM (1.07) is now ready. You can ping me an e-mail & I'll send it out in 4 x 7z files (largest zip 11mb, 22.2mb zipped in total; I'm prepared to break it up more for peeps with smaller entry gate) or you can wait a couple days while I sort out a download (probably at Filefront).

Last minute stuff included some extra edits to maps taking total to 107 maps; plus a few other final tweaks.

JA2 MFM (1.13) is progressing very nicely and will be ready in September 2007 as a rough guesstimate.

After that I'm going to make a SoG 69 hybrid with the 1.13 I think... have to have a project coz I've got into this whole mod thing now... help me I'm a JAaddict!

:blackcat:

Re: Militia Factions Mod[message #147721] Mon, 02 July 2007 15:33 Go to previous messageGo to next message
Mauser

 
Messages:770
Registered:August 2006
Location: Bavaria - Germany
@ Will Gates: well thats some great news there!

how much have you changed the Maps? is there a possibility that you can compile a vanilla 1.13 compatble maps only package, maybe with the option to recruit the rebels earlyer?

or do we have to wait till September until we can enjoy your mod with full 1.13 features?

☆★GL★☆
Re: Militia Factions Mod[message #147749] Mon, 02 July 2007 19:31 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Hmm that's a tough one. It's the items and prof.dat related stuff that stops me doing a maps only 1.13 release... you'd end up with some weird things.

I'm drawing back from full South American weapons mod for 1.13 coz the guys have already put so many in there; this means I can concentrate on the fewer items I really must change plus all the strategic, garrison, map movement and militia xml data. It will take much shorter time, leave the full Weapons mod for an update maybe?

Regarding the maps. Depends where you are. 107 maps directly edited some more than others. 90% of flat roofs gone. Every town looks more like a town. Every base look more like a base. The buildings look more like something more real (imho of course). All maps have been affected by tileset changes so mountains look like mountains and bayoux look like bayoux whether I directly edited them or not. The ones I didn't directly edit don't always match their radarmaps colour for colour... just think of it as the snow fell since the sattelite took the shot.

Besides the maps it is the factionalisation and arming of NPC's which makes the story feel different. The uniforms affect the atmosphere and the gameplay. With the 1.07 there are enhanced gases so even smoke causes small loss of breath. Some pretty cool weapons and tweaked sounds. A couple more rpc's, and handful more bad npc's. A nasty surprise or three. 5 new bases. 4 map island mini quest type thing.

Put it this way I can't play the original anymore; but I still play UC... draw your own conclusions.

:blackcat:

Re: Militia Factions Mod[message #148507] Sat, 07 July 2007 20:23 Go to previous messageGo to next message
Khotar
Messages:3
Registered:July 2007
Location: Poland
Hello! My first post here, they say that the first impression is the most important, therefore I've got some good news for you out there, JA2 fans greedily waiting for new mods to play Smile.

So... Will took a weekend off, but before leaving asked us (jaggedalliance.pl, also known as Liberate Arulco, that is) to announce the release of his modification! You can find all the necessary information about it on the official website ( http://mfm.jaggedalliance.pl/ ). What information exactly? Well, it mainly focuses on the factions, but you can also find nicely-described most important features of the mod. Additionally, there's a small troubleshooting section covering some bugs, which Will has found during playtesting.

I guess that's encouraging enough to check out the website. However, if you're the impatient kind, I can only give you the download link ( http://files.filefront.com/JA2_MFM_1.07_Release.zip/;7977330;/fileinfo.html ) for Militia Factions Mod. Still, remember to check the website if you encounter any difficulties during the mod installation.

I hope you enjoy it!

[Updated on: Sat, 07 July 2007 20:24] by Moderator

Re: Militia Factions Mod[message #148511] Sat, 07 July 2007 20:48 Go to previous messageGo to next message
Marlboro Man

 
Messages:1203
Registered:October 2005
Location: USA
Good deal. Smile Just downloaded it. Now hopefully I can find some time in the near future to give it a spin. Smile


Re: Militia Factions Mod[message #148515] Sat, 07 July 2007 21:06 Go to previous messageGo to next message
Mauser

 
Messages:770
Registered:August 2006
Location: Bavaria - Germany
ah, excellent!

can the 1.07 version be at least partially used for a 1.13 game (maps) without breaking all quests and NPC/RPC?

[Updated on: Sun, 08 July 2007 04:26] by Moderator


☆★GL★☆
Re: Militia Factions Mod[message #148522] Sat, 07 July 2007 21:59 Go to previous messageGo to next message
lockie

 
Messages:3824
Registered:February 2006
Location: Scotland
at least give the first stage mod a go before looking for updates Very Happy


Re: Militia Factions Mod[message #148548] Sun, 08 July 2007 00:53 Go to previous messageGo to next message
Mauser

 
Messages:770
Registered:August 2006
Location: Bavaria - Germany
pah, me no likey 1.07 JA2 anymore, me being pampered by 1.13 features! Razz

☆★GL★☆
Re: Militia Factions Mod[message #148559] Sun, 08 July 2007 04:17 Go to previous messageGo to next message
Mauser

 
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Registered:August 2006
Location: Bavaria - Germany
ok, so i couldn

☆★GL★☆
Re: Militia Factions Mod[message #148596] Sun, 08 July 2007 14:23 Go to previous messageGo to next message
Scooly

 
Messages:56
Registered:June 2003
Location: Lublin - Poland

We have just added a new section to the website:

http://mfm.jaggedalliance.pl/en/gb.php - It is a simple guestbook - enjoy Smile


In the near future we will also:
- publish a special interview with Will,
- create a section about bugs,
- create a FAQ section,
- create a links section to JA community (all places where you can freely talk about MFM).

And maybe you have an idea what can be also done there? Smile


PS. Questions about MFM and v1.13 - sorry, you need to wait for Will (probably he will be back tomorrow).

Re: Militia Factions Mod[message #148599] Sun, 08 July 2007 14:44 Go to previous messageGo to next message
lockie

 
Messages:3824
Registered:February 2006
Location: Scotland
good old mauser , opinions to the fore as always Very Happy , im sure will will be happy with feedback tho . ill be playing soon also , just finishing unfinished business in the next day or so (bloomin short aint it ?) , and then mfm .


Re: Militia Factions Mod[message #148615] Sun, 08 July 2007 19:28 Go to previous messageGo to next message
Mauser

 
Messages:770
Registered:August 2006
Location: Bavaria - Germany
allright Willyboy, more critcism from me:

1. sometimes your radarmaps don

[Updated on: Sun, 08 July 2007 20:45] by Moderator


☆★GL★☆
Re: Militia Factions Mod[message #148616] Sun, 08 July 2007 19:45 Go to previous messageGo to next message
lockie

 
Messages:3824
Registered:February 2006
Location: Scotland
nice guest book scooly , glad your keepin the faith ! cheers !


Re: Militia Factions Mod[message #148658] Mon, 09 July 2007 02:33 Go to previous messageGo to next message
Olddog

 
Messages:21
Registered:May 2007
Location: Outback Australia
Thoughts on MFM so far.

I have so far taken Drassen, Chitzena, and Grumm and 2 sam sites. Love the new maps - it's much harder to get through without casualties - no one dead yet but everyone is recuperating in grumm atm with extensive wounds. Love the the Blight .50 and the sterling too Smile

Only real problem I have discovered is with faction at Grumm Mine - Got attacked at night there and the civilian faction attacked me - problem is the Mine Manager Calvin went hostile too and killing him shuts the mine down - is that supposed to happen?

Other than that I'm having a lot of fun with this so I will be playing it for a good while longer.
This is a well balanced mod with some nifty features - well done Will.
Re: Militia Factions Mod[message #148687] Mon, 09 July 2007 11:24 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Mauser. Your setup is totally wrong... almost none of the things you mention are meant to happen. Get in touch about proper install.

Olddog. Yes that is meant to happen...

Re: Militia Factions Mod[message #148688] Mon, 09 July 2007 11:33 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
Mauser... after a little thought it is clear your setup is not using my binary data or the exe I spent so long making! My test games have had almost no bugs at all other than the ones described in the read-me thingy. For my tilesets to work the game must read the JA2set in Binary data, that is how the snow will appear. The weapons ammo and descriptions must be read from Binary Data and the JA2MFM.EXE. You have a hybrid thing going which is not what you or I want at all.

Re: Militia Factions Mod[message #148689] Mon, 09 July 2007 11:35 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
http://files.filefront.com/JA2+MFM+107+Releasezip/;7977330;;/fileinfo.html

That's the link to download & big thanks for Scooly for posting earlier.

Re: Militia Factions Mod[message #148691] Mon, 09 July 2007 12:19 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
oops too big... I try again soon.

setup should follow the above pattern.

[Updated on: Mon, 09 July 2007 12:21] by Moderator


Re: Militia Factions Mod[message #148692] Mon, 09 July 2007 12:24 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
http://img473.imageshack.us/img473/7205/ja2mfmsetuprf8.jpg

The four data type folders may be double packed; once unzipped all the contents should be free within data and not inside the four seperate sub-folders I made only for zipping purposes. Sorry for the confusion this may have caused... too close to the work for my own good.

:blackcat:

[Updated on: Mon, 09 July 2007 12:38] by Moderator


Re: Militia Factions Mod[message #148695] Mon, 09 July 2007 13:45 Go to previous messageGo to next message
Mauser

 
Messages:770
Registered:August 2006
Location: Bavaria - Germany
@Will Gates: guess what? you were right.

i somehow missed to unpack and copy over the misc stuff folder.
now everything works allright. all the new weapons, new merc and faction colours, everything is as it should be. and it

☆★GL★☆
Re: Militia Factions Mod[message #148696] Mon, 09 July 2007 13:59 Go to previous messageGo to next message
Andris

 
Messages:81
Registered:October 2006
Location: Budapest, Hungary

Can I simply put this on a vanilla gold install? I dont recall having the patches...
Re: Militia Factions Mod[message #148699] Mon, 09 July 2007 14:28 Go to previous messageGo to next message
Mauser

 
Messages:770
Registered:August 2006
Location: Bavaria - Germany
@ Andris: yes, vanlla Gold should work. i have done it also and no problems so far.
JA2 Gold is version 1.12, but it should still work flawlessly.

☆★GL★☆
Re: Militia Factions Mod[message #148700] Mon, 09 July 2007 14:31 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Andris, just try it... I put the whole front end in the zip which has patches already applied so I'm hoping it will work. Please let me know that would be great.

Mauser. Glad that was sorted out your earlier posts gave me heart attack. Glad you decided to bite the bullet & rob Tony too... I enjoyed filling his warehouse for just such an occasion! Watch out for his colleagues here and there. For more fun item descriptions go shopping @ B-Rays. MP5 sorry a generic title... not all weapons are strictly "real life" equivolent. Some are downright fictional. Guessing you started again so the prof.dat would apply, man you work fast.

Re: Militia Factions Mod[message #148701] Mon, 09 July 2007 14:41 Go to previous messageGo to next message
Andris

 
Messages:81
Registered:October 2006
Location: Budapest, Hungary

:)Ok thanks I will try it today, maybe tomorrow, sheesh time is a luxury:)
Re: Militia Factions Mod[message #148702] Mon, 09 July 2007 14:51 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
From my work with the 1.13 version I know which bits work with ANY version of JA2. They are in no particular order Maps. Radarmaps. Prof.dat. JA2Set. JA2Pal. Tilesets. Anything with NPC in the title. Faces. Speech. Mercedt. Laptop; and maybe some others.

Mauser. If you don't like the green you can delete alot of the sti-files inside interface and just leave Mdguns, Mditems, small faces, militia maps etc. Up to you it's yours to do as you please now.

Other News.

MFM for 1.13 approx 75 % complete.

SoG'69 Hybrid for 1.13 approx 25 % complete.

Re: Militia Factions Mod[message #148703] Mon, 09 July 2007 14:56 Go to previous messageGo to next message
Mauser

 
Messages:770
Registered:August 2006
Location: Bavaria - Germany
Quote:
Mauser. Glad that was sorted out your earlier posts gave me heart attack.


well, sorry about that will. the last thing i wanna do is seeing you die on a heart failure, before you finished the 1.13 version of MFM! :naughty:

Quote:
Glad you decided to bite the bullet & rob Tony too... I enjoyed filling his warehouse for just such an occasion! Watch out for his colleagues here and there.


oh no, i didn

☆★GL★☆
Re: Militia Factions Mod[message #148707] Mon, 09 July 2007 15:09 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Great stuff... however as you didn't start new game the full faction character assignment will not apply so maybe for this game you won't have a problem with Tony's friends. Glad the sneaky thief option is still valid. I just blast my way in when the time comes... no finesse at all.

Re: Militia Factions Mod[message #148709] Mon, 09 July 2007 15:17 Go to previous messageGo to next message
Khor1255

 
Messages:1825
Registered:August 2003
Location: Pleasantville, NJ
Will, I'm sure you know that when you do a conversion to any mod with a different Tabledata you should also delete all or most items from every map then replace them with ones that fit with the new mod. Otherwise you will have Schmeissers that eject .223 or .38s loaded with 20 rounds and other more serious weirdness.

I just thought I'd remind you in case it would be something you missed. It really doesn't take that long per map and if they are your own maps you know where everything is so it takes even less time.

I'm really glad you are progressing well on the 1.13 version. Can't wait to sink my teeth into this one.
Re: Militia Factions Mod[message #148720] Mon, 09 July 2007 15:39 Go to previous messageGo to next message
Mauser

 
Messages:770
Registered:August 2006
Location: Bavaria - Germany
Will Gates
Great stuff... however as you didn't start new game the full faction character assignment will not apply so maybe for this game you won't have a problem with Tony's friends. Glad the sneaky thief option is still valid. I just blast my way in when the time comes... no finesse at all.


hmm, does that mean that normally tony

☆★GL★☆
Re: Militia Factions Mod[message #148722] Mon, 09 July 2007 15:50 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Don't want to write spoilers really however.

Tony will go hostile if you steal from him or his several friends... they have to see you do it of course. Other factions are different and have different "tolerances" some higher some lower.

Placed Militia. approx 4 maps they help you a bit. approx 4 maps you rescue them from being locked up. In San Mona for instance the enemy (you did have enemy troops in all of San Mona right?) will gas them upon being alarmed.

Start your war with Kingpin in the usual ways and they'll help but not much.

Re: Militia Factions Mod[message #148743] Mon, 09 July 2007 18:29 Go to previous messageGo to next message
Mauser

 
Messages:770
Registered:August 2006
Location: Bavaria - Germany
@Will gates: ah, understood. i can imagine, why they won

☆★GL★☆
Re: Militia Factions Mod[message #148746] Mon, 09 July 2007 18:59 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
1. Clip size bugs err.. bug me. Never got to bottom of it. Enjoy it when it's in your favour!
2. Editor refused to understand my new clip sizes. Gave up trying to solve in 1.07. Not a show stopper. May be ironed out in 1.13
3. Throw grenade at blue flag or don't place flag in first place.
4. They're only neutral right now...
5. They behave more realistic in 1.13 thank god. If 1.13 allows long term schedule I'll tweak that too so they don't show up til later on.
6. Thx; not noticed this before.
7. Lucky you! Not no intentional.

Re: Militia Factions Mod[message #148840] Tue, 10 July 2007 06:49 Go to previous messageGo to next message
Khor1255

 
Messages:1825
Registered:August 2003
Location: Pleasantville, NJ
Will, the 1.13 will sort the clip size (and incorrect type) bugs out neatly but you must delete all placed items on maps (especially guns because they are the most XML crosreferenced and thus the most screwed up by xml changes), even the items that are in the hands of enemies and such (RPCs, NPCs, and EPCs are all dependant on Proedit values so their inventories should never be changed in the map editor).

You then replace the items using your 1.13 Map editor (which draws from the correct XMLs for your project) and everything should be groovy.

If you need any help with this, these next two months are maybe the last time I'll really get to put out any serious effort. I would be more than happy to help but time is going by by for me in early September.
Re: Militia Factions Mod[message #148843] Tue, 10 July 2007 07:27 Go to previous messageGo to next message
Mauser

 
Messages:770
Registered:August 2006
Location: Bavaria - Germany
allright Will G. some more rambling from me

- throwing grenades at unremoveable blue flags works.

- you really love barbed wire and hate flat rooftops, dontcha?
sometimes you usage of barbed wire and impassable walls and hedges is quite excessive. the few flat rooftops that are there, you mostly cannot climb because they are completely surrounded by barbed wire. bad design choice. especially when there are enemys on a completely inaccessible roof.

- also, some maps are only accessible from certain sides through a small funnel, due to your excessive use of impassable hedges. don

☆★GL★☆
Re: Militia Factions Mod[message #148857] Tue, 10 July 2007 11:18 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Traps can also be disarmed... kept for later. [color:#FF0000]n.b. in 1.13 enemy & civs have equal chance of triggering these traps... but I am listening & will adjust the maps for 1.13 and a 1.07 update[/color]

Hedges can be "opened". There are also some gaps hidden from view.

Militia training in all towns only works on the 1.13 so far... if anybody knows how to make it happen on the 1.07 I'm all ears.

Clip bugs are map related yes. Buy the VS ammo from somewhere or someone and it arrives correctly.

Annoying neutrals have their place... besides you can always remove them... either in game with violence or in editor just delete... up to you. Likewise the traps, just open in editor and delete them if you don't like them.

Nobody has even noticed the slightly less annoying Ira...

[Updated on: Tue, 10 July 2007 12:53] by Moderator


Re: Militia Factions Mod[message #148878] Tue, 10 July 2007 14:04 Go to previous messageGo to previous message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

hi will-mfm for ja2 1.07 is complete? if is your ansver yes please give me link to dowload ..
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