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Re: Militia Factions Mod[message #187628] Thu, 05 June 2008 18:24 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
good stuff. calvin and mickey are both hicks so you can only do business with them during daylight. hiring slay and then meeting carmen has some very nasty consequences. It is possible to end up at war with every single faction in the end but I don't recommend it.

tip/spoiler: pablo and doreen are both employed by kingpin... it might be worth doing the san mona quests before even entering drassen!

Re: Militia Factions Mod[message #188002] Mon, 09 June 2008 16:52 Go to previous messageGo to next message
Sgt York

 
Messages:80
Registered:June 2000
Location: San Antonio TX
Will Gates
You mean I should make a fixed whole release? It's a thought but I'm still coming across the odd thing that needs attention (mostly details others might not even notice). Once a full year has passed since original release I might do a full re-release.


Will, same question for you as for Scorpion: what are your thoughts/recommendations about installing MFM over the new version of 1.13 ?? Thanks
Re: Militia Factions Mod[message #188011] Mon, 09 June 2008 17:38 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Sorry I've not kept up to date with the highs & lows of 1.13. I stuck at 687. Since then I've taken it off because I needed the memory for something else (must get a new PC!). I intend to reinstall once my real life has calmed down a bit.

Any answer I give will therefore be a guess. All the folders in Data should be fine as I never got the items to work in 1.13 anyway. It does mean items placed in maps might be a little odd sometimes but not too bad I hope. I see no reason why my garrison / composition / strategic xmls shouldn't work either. Try it and see. Not much help I'm afraid. I got fed up with the moving target and not being able to edit the items with the JA2IE / WeEdit combo I was used to*. Lost the will and ran out of time.

*somebody kindly sent me link to cheap or free xml editor but was not workable with Windows ME!

Right now I'm still doing my UB campaign "MFM Tracona" & tweaking MFM 1.07 for it's (hopefully) anniversary fully patched even nastier exe & map binned version**. Autumn I work on 1.13 again provided I can sort out the items with relative ease.

** incidentally I've also done this to UC 1.07 recently just for a laugh and to see how much it will take before it breaks!

Re: Militia Factions Mod[message #188449] Thu, 12 June 2008 17:22 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
11 months on:
830 downloads of mod;
less of patches & 1.13 conversion kit but all totalling a nice round 2000.

Small anniversary patch to come 07.07.08. Extra Nasty map.bins x 3. Some missing battlesnds (not many just being a stickler). One new map and associated radarmap.

Re: Militia Factions Mod[message #188925] Tue, 17 June 2008 14:49 Go to previous messageGo to next message
Burzmali

 
Messages:240
Registered:March 2007
Location: Estonia
Frodo was cute :bunny: having maybe a bit too high rank, but worth every penny.

Manuel was OK as a backup. could not get very friendly with pvt Ryan, think he was somewhat irritated by mustard gas the bad guys managed to treat him with. and could not communicate much with that grumpy thug on southern island.

landing onto island was really thrilling - only one guy from that platoon of locals survived. (this really reminded that Vietnam mod!)

also those strongholds-warehouses were fun to deal with. and teleporters were a nice touch!

in the beginning the battles were quite tiresome and every time i thouht that this now must be the last of bad guys there were still three or five more. closer to the end, with good guns and armor, it does not really matter if there is a dozen more or less of those weakies without decent guns or armor. and as i was playing with "old" version, not 1.13, there was a decent final fight in the palace despite me coming in from the underground.

so, thanks for some nice battles. waiting for something Extra Nasty :wave:
Re: Militia Factions Mod[message #188929] Tue, 17 June 2008 15:20 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
My pleasure. Hope you were playing with the "fixed" maps etc. The thug I assume you mean is Colonel Kurtz; and he should be hostile... well he always is to me anyway! What does your version of the prof.dat have him listed as in terms of faction? If it's the wrong one then I may have to include new prof.dat with anniversary patch (which would also mean including all of Rearranged Rons female faces as well... something I've added since for my own enjoyment). Ryan is not RPC or EPC but recent conversations with Scorpion have showed me that he could have been with a little work... dammit another time maybe.

The UB addon for this Mod is now only 3 maps away from serious testing which I'm personally really looking forward to; just to be able to play again for a while. After everything is done and dusted I'm going to spend a looong time playing other peoples mods and having a blast.

Re: Militia Factions Mod[message #189049] Wed, 18 June 2008 18:30 Go to previous messageGo to next message
Burzmali

 
Messages:240
Registered:March 2007
Location: Estonia
Kurtz seems to belong to queens faction, like Elliot. come to think about it - when the battle started in palace, Elliot was neutral and queen D herself also, both turned hostile only after the queen got hurt. Kurtz seemed ill-tempered, but his message - your road ends here! - was somewhat logical, as we were on an island. so we parted... not exactly as friends, but as strangers in the night :waving:
Re: Militia Factions Mod[message #193596] Tue, 12 August 2008 13:24 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Filefront downloads just hit 1000. I'm impressed. I also feel guilty that with so many people having a look and or playing it, I should have spent more time on spit & polish. It can always be better but there is a point at which you must stop tinkering and release the damn thing. The next chapter (in JA2UB) is almost at that stage itself now. One or two last tests to run. Then grit teeth and release.

Re: Militia Factions Mod[message #194594] Fri, 22 August 2008 00:45 Go to previous messageGo to next message
rizzla

 
Messages:41
Registered:February 2008
I feel guilty for not praising your work earlier. Smile

After a break I returned to JA2 and your fine mod and today I took Tropico. Great fun that landing sector, even though I brought a mortar along none of the "volunteers" survived. Kurtz wasn't hostile btw. All in all an outstanding mod, having great fun with it. Thanks a lot, Will!
Re: Militia Factions Mod[message #195541] Mon, 01 September 2008 11:24 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Tinker with Kurtz in pro-edit. Him & T-2000 aren't as hostile as they were meant to be. Give him Kingpin tag or similar if you want him to join battle.

Re: Militia Factions Mod[message #206170] Mon, 12 January 2009 15:05 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Apologies to the gun-nuts. I bought a new monitor and can now see that some of my big gun sti's are way clunky. Sorry folks they all looked fine in my old dark monitor. Oops my bad.

Been dicking around with the exe's and various other tinkerage mostly to do with spawing, patrolling and counter-attack balance. Cambria under siege by 300 enemies anyone? Screenshot tomorrow *. Skin of teeth job this, the f*ckers take back whole cities if you're not careful.

* srcatch that, screenie doesn't do it justice. Seriously hard slog but worth the effort.

[Updated on: Tue, 13 January 2009 14:58] by Moderator


Re: Militia Factions Mod[message #207955] Tue, 03 February 2009 21:25 Go to previous messageGo to next message
Off_Topic

 
Messages:1046
Registered:January 2009
Hey Will,

I wanted to put up an entry for the 1.13 version of MFM but i have a few questions...

1.If set up properly, should MFM 1.13 have N.I.V.?

2.Sorry, but your instructions aren't very clear when it comes to the conversion, when i follow them exactly,

JA2 Gold - All MFM 1.07 files - Different install of JA2 1.13 - Copy the files you have listed (including alarm) from original MFM 1.07 & conversion files into new JA2 1.13 Data Folder.

I get a weird hybrid that will load with N.I.V. but has a lot of items replaced by Mortar graphics and then crashes...

But, if i have it installed up to 1.07 and then install 1.13 2085 into it & only copy the conversion kit files into 1.13 data it seems to run but with no MFM Main screen & No N.I.V.

What is the best install procedure?

3.Is it the MFM Exe or JA2 Exe that should be used to launch the game if everything is done correctly with 1.13 conversion?

Thanks,

Offtopic


Re: Militia Factions Mod[message #207961] Tue, 03 February 2009 22:28 Go to previous messageGo to next message
lockie

 
Messages:3943
Registered:February 2006
Location: Scotland
Thank goodness , thought it was only me ...... Smile


Re: Militia Factions Mod[message #207994] Wed, 04 February 2009 11:42 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
No NIV or other features made since 687; though DDB works apparently. Hit 1.13 exe to begin (the MFM 1.07 exe isn't one of the things you should have copied across). All from memory as is a long time since I made a conversion myself. I'll look at it if I ever get some spare time. Sorry that's a rubbish response but there you go.

[Updated on: Fri, 06 February 2009 14:21] by Moderator


Re: Militia Factions Mod[message #208201] Fri, 06 February 2009 14:27 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Revisited about 60 of the 123 maps. I need to playtest the changes. Once done I may well revisit the remainder. What have I done? Fixed coolness errors in exe. Fixed 40mm HE. Re-equiped many faction maps (wrong ammo in gun type thing). Added more roof top snipers. Added a quirky version of the P1 demo map. Other stuff. All in all I can't remember everything I've tweaked so I'm going to do a full and final re-release at some point this year.

Re: Militia Factions Mod[message #208211] Fri, 06 February 2009 15:32 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Two other fixes I forgot to mention are the missing snow radar-maps and and more interest to the whole community a fix to tileset 45 Queen's Tropical (original game had the wrong p-roof1 & p-roof2 in the (T) folder so going to view of whole map was rendered all wrong... ok so it makes no real difference but it does get you wondering what other mistakes there are) Smile

Re: Militia Factions Mod[message #208521] Tue, 10 February 2009 19:08 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Great work on fixing that radarmap tileset.

There are obviously several map related doodlebops. I think Kriplo may have fixed the weirdo cliff rendering problem but my lack of trust in the newer versions of the 1.13 keep my testing here at a minimum.

If only we had a pre 2085 version with his map editor fixes...
Re: Militia Factions Mod[message #208587] Wed, 11 February 2009 12:01 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
I think I have also solved the riddle of why the crepitus only ever seem to activate at Drassen. The fix is very simple but I'm going to hold fire on what it is until I've tested it. Just think having to fight through caves you've never been in, in a whole decade of playing the damn game!

Re: Militia Factions Mod[message #208626] Wed, 11 February 2009 17:38 Go to previous messageGo to next message
Kaerar

 
Messages:2079
Registered:January 2003
Location: Australia :D
Awww mate spill it, I gotta know what caused that rather large bug!


Re: Militia Factions Mod[message #208630] Wed, 11 February 2009 18:21 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Patience my precious, patience. We lead them to Her. We let Her do it.

Re: Militia Factions Mod[message #208633] Wed, 11 February 2009 18:32 Go to previous messageGo to next message
orko_oskar

 
Messages:77
Registered:April 2007
Location: Sweden
I think I fought them in Grumm once when vanilla was brand new.
I might be mistaken but I think not.
Re: Militia Factions Mod[message #208634] Wed, 11 February 2009 18:36 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
yup I have vague memories of it working in other places pre the 1.07 patch but back then I was a really bad player and avoided sci-fi coz I found it too tough even on novice!

Re: Militia Factions Mod[message #208639] Wed, 11 February 2009 20:09 Go to previous messageGo to next message
lockie

 
Messages:3943
Registered:February 2006
Location: Scotland
Quote:
Poster: Will Gates
Subject: Re: Militia Factions Mod

Patience my precious, patience. We lead them to Her. We let Her do it.



:naughty:


Re: Militia Factions Mod[message #208684] Thu, 12 February 2009 11:41 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Up, up, up the stairs we goes; & after the stairs.... the Tunnel.

Shitbag the fix will take even more cunning than I first thought but I'm on it now like badger trying to dig up some tasty bunnies. I can smell the little morsels but I can't quite reach.

Re: Militia Factions Mod[message #208688] Thu, 12 February 2009 12:45 Go to previous messageGo to next message
Kaerar

 
Messages:2079
Registered:January 2003
Location: Australia :D
Use a shotgun, much easier than a badger. Plus less smelly and flea infested Wink


Re: Militia Factions Mod[message #208689] Thu, 12 February 2009 12:54 Go to previous messageGo to next message
lockie

 
Messages:3943
Registered:February 2006
Location: Scotland
Badgers are wise and noble creatures , at least in Wind and the Willows . Very Happy

I've never had Kentucky fried badger .............. :wrysmiley:


Re: Militia Factions Mod[message #208694] Thu, 12 February 2009 13:38 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
I like their tenacity. Besides pound for pound they are one of the toughest creatures on earth (even bears avoid digging badgers up).

Whilst mucking around with fixes I have also written my best palette I reckon. It restores the JA world to more colours than original mfm but they are more to my liking and used differently. Elite still Black, Regular & Admin Grey. Militia cycle through three subtle types of Greenish. An autumn Yellow and an autumn Red now in. Blue much better. Dark Green much better.

Re: Militia Factions Mod[message #208696] Thu, 12 February 2009 14:29 Go to previous messageGo to next message
lockie

 
Messages:3943
Registered:February 2006
Location: Scotland
Are you doing this at work , tut , tut ...... :placard:


Re: Militia Factions Mod[message #208697] Thu, 12 February 2009 14:35 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
wish I was! No I'm bogged down in microstation and codebook doing hospital c-sheets.

Re: Militia Factions Mod[message #208903] Mon, 16 February 2009 12:28 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
http://img26.imageshack.us/img26/1742/scifihalffixeduo6.jpg

Sci-fi quest half fixed (or is that one third fixed?) Cambria & Alma yet to activate... I keep going until all four work then make patch for MFM & patch for Vanilla.

Even if I never manage to activate Cambria & Alma I will release what I've done so far coz the variation of the two mines is better than just Drassen time after time after time.

[Updated on: Mon, 16 February 2009 17:26] by Moderator


Re: Militia Factions Mod[message #208910] Mon, 16 February 2009 13:00 Go to previous messageGo to next message
lockie

 
Messages:3943
Registered:February 2006
Location: Scotland
Dont see Ripley anywhere ...... , whole new set of mercs to make !! Smile


Re: Militia Factions Mod[message #208913] Mon, 16 February 2009 13:49 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Definitely worth doing someday, Hicks, Vasquez, the drop ship pilot intead of Skyrider, Newt instead of Pacos etc but only if Kaerar did some nice Aliens weaponry & associated sound files! For now I just want to get Cambria & Alma working as possible activate locations, that'll do for me.

Re: Militia Factions Mod[message #208983] Tue, 17 February 2009 13:00 Go to previous messageGo to next message
Kaerar

 
Messages:2079
Registered:January 2003
Location: Australia :D
Can do the weaponry, not sure about the sounds but will see what I can find Wink


Re: Militia Factions Mod[message #208985] Tue, 17 February 2009 14:05 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
http://en.wikipedia.org/wiki/File:Aliens-The_M41A_Pulse_Rifle.png

I like the auto-sentries too even though they do run out of ammo in seconds flat. The smart thing Vasquez & Drake have would be really hard to implement: part Flamer, part LMG, part RPGL!

Sounds would have to be ripped from the film and put through the 8bit mangle (that's actually the easy bit).

Re: Militia Factions Mod[message #208987] Tue, 17 February 2009 14:22 Go to previous messageGo to next message
lockie

 
Messages:3943
Registered:February 2006
Location: Scotland
Could the mine tunnels be as claustrophobic as the Nostromo ? Anyway , that game already made as Amiga game , Alien Breed by Team 17 ( great game ,tense as a hi-tension wire could be ! Very Happy)


Re: Militia Factions Mod[message #213962] Thu, 23 April 2009 17:18 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Distracted & confused & generally annoyed by the crepitus. Meanwhile I've added Mary, Joey & Oswald to Scorpions PCM (with the help of the good arachnid himself). Check out Off Topic's User Made Mods Thread & scroll down to the PCM "page".

Re: Militia Factions Mod[message #213965] Thu, 23 April 2009 17:23 Go to previous messageGo to next message
Off_Topic

 
Messages:1046
Registered:January 2009
Or just click on the link in the first post Wink


Re: Militia Factions Mod[message #215719] Thu, 07 May 2009 11:02 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
I have sent Off Topic a refined version of PCM Plus 3 which doesn't cause any crashes. I am an idiot sometimes but glad I got to the bottom of what was going wrong. If you can't be bothered to download again this is what you must do. Go into SPEECH and delete any WAV file that looks like a battlesnd (things that end with mostly letters rather than numbers e.g. ATTN or LMOK1) but leave the associated GAP files as they really are meant to be there. Millions of apologies to anybody who has had a crashtastic time because of this. Forgive me Father for I am a worm, lash lash etc.

[Updated on: Thu, 07 May 2009 11:03] by Moderator


Re: Militia Factions Mod[message #215740] Thu, 07 May 2009 13:38 Go to previous messageGo to next message
lockie

 
Messages:3943
Registered:February 2006
Location: Scotland
Thankee young sir , it'll be appreciated by millions Very Happy
Head over to Miss Whiplash' place for further chastisement :taskmaster:


Re: Militia Factions Mod[message #215743] Thu, 07 May 2009 14:21 Go to previous messageGo to previous message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
How long do I have to keep the punishment gimp suit on for? Only it looks like it's warming up here.

http://img245.imageshack.us/img245/2494/mfmpcmcheattest1.jpg

weird recruits now a real possibility...

[Updated on: Thu, 07 May 2009 15:26] by Moderator


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