Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2UB Vietnam SOG'69 » This mod isnt right
This mod isnt right[message #78097] Wed, 28 December 2005 05:36 Go to next message
Skirmisher

 
Messages:10
Registered:December 2005
Location: New England
I downloaded this mod,installed it after installing UB and the patch.

Well the guy (helecopter pilot)is still taking you to tracona and though the overall view map is new when I start the game your starting in the same map as UB,which looks nothing like the sector in the big map. yay
I uninstalled it as fast as I downloaded it.

This is the best mod for UB? disappointing to say the least.
Re: This mod isnt right[message #78098] Wed, 28 December 2005 06:57 Go to previous messageGo to next message
Shrike

 
Messages:61
Registered:December 2002
Location: Belgium
You should really have read the readme stuff that comes with the mod. Sad, because you're indeed missing out on one of the best mods ever made because you're too lazy for RTFM.
Re: This mod isnt right[message #78099] Wed, 28 December 2005 07:11 Go to previous messageGo to next message
Skirmisher

 
Messages:10
Registered:December 2005
Location: New England
Well maybe I'm to lazy,I was just directly comparing it to "Shady Job",besides the fact that its in russian,it installs and runs like a charm,no tinkering needed.

The readme does say they didnt change the opening
or the emails and that the starting sector is the same.I didnt expect the same map with snow on the ground and ocean to the west.The main map shows no ocean in that sector.
Re: This mod isnt right[message #78100] Thu, 29 December 2005 05:35 Go to previous messageGo to next message
Shrike

 
Messages:61
Registered:December 2002
Location: Belgium
Well, it's the *only* map where this happens ... This mod was made years ago, long before any source code was released. Damn good job and still fun to play.
Re: This mod isnt right[message #78101] Fri, 30 December 2005 05:46 Go to previous messageGo to next message
Skirmisher

 
Messages:10
Registered:December 2005
Location: New England
somebody on the design team should go back and polish the mod up,now that it(source code) is availible.
Re: This mod isnt right[message #78102] Fri, 13 January 2006 09:57 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
it`s actually real hard to get rid of that UB starting map. I guess when sog 69 was made, the technique for doing so was not yet available. So that isn`t because of the modmakers lazyness, it`s because of how UB was made.

off course there has been quite a lot of development between sog 69 and shady job
Re: This mod isnt right[message #78103] Fri, 24 February 2006 15:09 Go to previous messageGo to next message
Mental7

 
Messages:29
Registered:October 2004
I downloaded this a couple of years ago and did find it interesting but incomplete. I got no background info or docs that told me what I was supposed to do, the new "IMP starting gun" came with the wrong kind of ammo, many other guns had the same problem (empty a looted gun and get ammo impossible to load back in, etc), and the other items were also strange: pith helmets as leg armor, cigarettes as helmets, and so on... I still made it to the main army base, but then things got so weird that I uninstalled the campaign.

However, since I've never seen anyone else complain of something similar, I'm guessing my download and/or installation got snafu'd somewhere along the line.
Re: This mod isnt right[message #78104] Sat, 04 March 2006 15:06 Go to previous messageGo to next message
LegacyOfApathy

 
Messages:101
Registered:September 2004

You did remember to patch Unfinished Business to 1.01 before running the install program, right?

You might also want that SOG patch thing, although I can happy say I haven't used it, and haven't found any errors thus far.

Even though I tried really hard to enjoy Unfinished Business, it seemed kinda hard to me to enjoy...

I'll always wonder why I didn't try this mod sooner. It feels almost like a totally diffrent Jagged Alliance game.

Sure, the first sector (and only the first sector) looks the same, and you get the same e-mails, but everything else is diffrent.


If you can get though Tay Ninh City and the military bases (I10, I11, and G11). And not think that this is a well done mod. Then you must be very difficult to impress.

One could not imagine my excitement when my mercs walked into Tay Ninh, and smack into the middle of an urban war zone. People of all sorts of diffrent uniforms were shooting at each other and blowing things up. My mercs were armed with shotguns and pistols and barely survied, but it was fun.

And the militay bases. Oh man. You ever wish you could be outfited like a real military team? They have an insane amount of equipment that you really have to see in order to belive. If you can make it to one, you won't have to worry about ammo for awhile...

Fighting in the jungles in of itself is exciting. While others may love night ops, I'm nearly always doing day ops.. Since my vision sucks and I like sunshine. With all the trees and rocks and stuff, It'll be quite tricky to shoot people and hit... Well, at least you'll have lots of cover.

While I usually never use sniper rifles all that much. I <3<3<3 the M1 Garand. I had to fly in another IMP character, named Farsight in order for her to use it. The jungle battles suddenly became a lot easier Razz

The new recruitable NPCs are quite fun too. And profoundly useful.. I must admit, I got into the bad habit of using "free recruits" to hold all my stuff. They have very good voice-acting too, I didn't hate them on sight (rare for me).

My absolute favorite, currently, is Alberto Ruiz. The M60 autoweapons expert. Even though when I first tried a friendly conversation with him, he tried to kill me :\

(hit recruit instead)

One last note: I don't know if its because of some voodoo. But the game never tells me my chances to hit. I find it a lot more exhilirating when I don't know my chances to actually hit someone.

Then again, we are using "primitive" weapons. And not them fancy high tech looking guns that pratically aim themselves Razz
Re: This mod isnt right[message #78105] Fri, 10 March 2006 14:18 Go to previous messageGo to next message
Ma Rung

 
Messages:18
Registered:March 2006
Location: Australia mate, on top no...
Quote:
Originally posted by Skirmisher:
I downloaded this mod,installed it after installing UB and the patch.

Well the guy (helecopter pilot)is still taking you to tracona and though the overall view map is new when I start the game your starting in the same map as UB,which looks nothing like the sector in the big map. yay
I uninstalled it as fast as I downloaded it.

This is the best mod for UB? disappointing to say the least.
I've never actually played this mod. The one thing I really hate is someone that gives a comment like the one above. Someone or a collective of people go to a hell of a lot of effort to produce something different, give it away freely for everyone to enjoy, make patches etc and some rookie with no coding skill spits out this immaturity.

Grow up dude. :nono:
Re: This mod isnt right[message #78106] Fri, 25 August 2006 03:22 Go to previous messageGo to next message
Snicker

 
Messages:71
Registered:November 2002
Location: Canada
Oh, jeez, yeah, that's nice. The guy literally plays for five seconds and decides to hate the mod based on what, the opening map? Because the opening map didn't look like Vietnam, he flips out and deletes the game?

Not to be rude, but what a moron. I'm surprised he didn't quit as soon as he saw the anachronistic laptop interface.
Re: This mod isnt right[message #78107] Fri, 25 August 2006 07:43 Go to previous messageGo to next message
AZAZEL

 
Messages:754
Registered:February 2004
Keep in mind the time when it appeared.
It was a marvel of the time, and they didn't benefit from hacks and code released, or today's modding tools...
Comparing it to Shady Job is an enourmous injustice done to this mod.It was an attempt to change the game world too,and uses period weapons(not done by SJ).
I understand Russian about as well as English, but the voices and chars of this mod still have more appeal to me. Smile

Re: This mod isnt right[message #78108] Fri, 25 August 2006 07:55 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
My favourite mod by far. I enjoyed every minute of that thing, except for the ending which was kinda strange. When I first realized there was no Bobby Rays, I said "OMFG this is going to be so much fun", and it was! Hunting for those nice US rifles, trekking around looking for ammo, disarming the junk that was lying around sectors... And it had so many features that were missing from other mods, like the ability to rig any kind of explosive to blow open doors, and other such stuff... Man I miss it. I hope some day they remake this mod with the 1.13 (rather, a future version of 1.13. It's not capable enough yet Wink ). Would love to see some rain out there in the jungles Wink


Re: This mod isnt right[message #78109] Fri, 25 August 2006 11:42 Go to previous messageGo to next message
Bob_Marley

 
Messages:28
Registered:May 2006
Location: Essex, UK
one day man, one day.

Till then me an my team will be trudgeing round the jungles of Vietnam and Cambodia, AKs in hand!

And I'm yet to find an LMG in any JA2 mod that has served me better or been more fun than the AA-52 in SOG. Sure, it disintergrates in two belts, but what two belts they were! Theres nothing more fun that giving your AW expert IMP an AA-52 and a pair of Vz.63s and seeing if she can wipe out a sector before her guns fall apart!
Re: This mod isnt right[message #78110] Thu, 07 September 2006 08:21 Go to previous messageGo to next message
Warp_2567
Messages:6
Registered:September 2006
Location: Texas
Quote:
Originally posted by Mental7:
I downloaded this a couple of years ago and did find it interesting but incomplete. I got no background info or docs that told me what I was supposed to do, the new "IMP starting gun" came with the wrong kind of ammo, many other guns had the same problem (empty a looted gun and get ammo impossible to load back in, etc), and the other items were also strange: pith helmets as leg armor, cigarettes as helmets, and so on... I still made it to the main army base, but then things got so weird that I uninstalled the campaign.

However, since I've never seen anyone else complain of something similar, I'm guessing my download and/or installation got snafu'd somewhere along the line.
I have had that exact same problem with Urban Chaos. So weird
Re: This mod isnt right[message #78111] Thu, 07 September 2006 22:47 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Couldn't agree less with the original thread. Apart from the opening map (reasons already explained) and the CIA deer gun it's the best UB mod going. Can't think why I've never tried it before. Long way still to go as have only just unlocked the access to An Loc.

Re: This mod isnt right[message #78112] Tue, 19 September 2006 06:35 Go to previous messageGo to next message
Shifty Powers
Messages:5
Registered:August 2003
Location: North of the 49th Paralle...
I haven't played this mod in a while, but after reading this thread, I'm going to run it very soon!

Love the "Tour of Duty" guys in it! Never mind Ruiz... it's all about Zeke.

Oh and the Garand is a sweet rifle, not to mention the M2 Carbine with auto switch on. I remember giving that to one of my AWX mercs and watching her rip into those gooks!
Re: This mod isnt right[message #227525] Fri, 17 July 2009 01:37 Go to previous messageGo to next message
China Blue
Messages:4
Registered:July 2009
I am enjoying the dog mode on my system but find it impossible to get to Firebase George.
I know it is built in a linear fashion to build up as one goes along.
I tried it again on the novice setting but Ruiz, Taylor etc are killed when I enter Tay Ninh Base.
I do not see the three helos either, and can not use the one that is left by Col Innis Offices.
I have the prc 77 radio & it is need to see it work. It is funny to see a team member use a
mortar to make the explosion. Funny.

But I do not know how to continue the game after getting the buddah back to Hannigan.

Can anyone tell me what I should do to move on? I am out of ideas.

I used the member enter locator to click on all sectors in every letter.

That way I could see all sectos choice names to try to figure out what to do.

I located FB George by doing that in M-11 but can never go there in any way.

Do I need to kill ALL enemy where ? appears in all sectors near tay ninh base first ?

I am going to do that tonight. I need a little support here my friends. China Blue
Re: This mod isnt right[message #227582] Fri, 17 July 2009 14:08 Go to previous message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
I'm not convinced you've got the mod set-up right. The radio calls in airstrikes for which you need an airstrike chit. There are no mortars. Completing quests unlocks key travel maps but that is just a code to unlock map outside of game. If you can't see the three helis you are (a) in the wrong map or (b) not using the right SOG69 tilesets... again pointing to a hybrid setup somehow.

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