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Re: JA2 1.13 Wildfire 6.06[message #210376] Mon, 16 March 2009 21:09 Go to previous messageGo to previous message
lockie

 
Messages:3899
Registered:February 2006
Location: Scotland

Read this , as for doors , perhaps Barry has lost some skills Very Happy
Senior Modder
WF6.06-Mod


Registered:
Posts: 45
Loc: Germany
(85.180.72.41) Here is the Readme:

Quote:
Readme for the Mod:

WF6.06-Mod_beta_german_for_JA2_1.13NIV2112
WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
WF6.06-Mod_beta_international_for_JA2_1.13NIV2112

by Jax(Jelinobas) and Smeagol

Hi everyone,

First of all, watch out for getting the right version of JA2 1.13 for this mod.

==> This mod was made using Ja2 1.13 v2085/v2112. <==


Later releases might cause problems.
This mod won't work with updates from tortoise, because of the updates to the items file,
thus a tortoise update would lead to severe complications playing the game. If you want to play without trouble,
you'd better deactivate the updates.


The German an English version contains all changes this mod provides, especially the following features:
WF mercenaries added, new maps, WF story line, changes to items and NIV items.

The international version only includes the new maps (but nevertheless worth a look).


installation:

- download the appropriate mod
- in your Ja2 1.13 root folder copy your ../Data-1.13 folder and rename the copy into ../Data-WildFire6.06
- unzip the mod into your Ja2 1.13 root folder and allow overwriting existing files
- that's it.
- have fun. Smile



In addition to the new maps and new mercs several changes were done to the NIV (from JA2 1.13 2085/2112)
and several new LBE added.


The mod was made with the goal to not only provide new maps, new mercenaries and new items, but also to raise
the difficulty of the original Wildfire. The options.ini and the XML data was accordingly changed.

Basically everything is a bit more difficult. "insane" can quick become "hell".
There's a backup options.ini for those who don't want to struggle every second.

It might be a good idea to start at an easier level. The first few maps and encounters might look easy at first glance,
but this will likely change faster than you would like. Wink

In the options.ini mobile militia was disabled, however, you can train veteran militia in cities.


Known Issues:

The E-mail addresses ingame couldn't be changed, as they are currently hardcoded to the JA2 1.13 .exe

Enrico = Robert
Robert is your employer in Wildfire working for a not further known secret service.

The same is true for the added and replaced mercs. Their e-mail names couldn't be changed, as well.


More information and//or possible spoilers in the FAQ section:


FAQ


Q: What's this all about?

A: This is a mod for Jagged Alliance 2 1.13. It is based on the Maps from Jagged Alliance 2 Wildfire.




Q: So you took the maps from Wildfire and managed to make them playable with JA2 1.13?

A: Well... sort of. Lots of maps, however, had to be drawn from sketch, in these cases the Wildfire maps where used as an
orientation. However, you'll find a lot of maps differ from the original Wildfire maps. Some of the wilderness maps
had crates with goodies added. And you'll also find some new features.
In that course several maps underwent some major changes.



Q: New features? Sounds good. What exactly changed?

A: - There are some new special LBE items included and an entirely new weapon class is available through Bobby Ray..
- Several mercs from Wildfire replace less popular mercs from the classic version.
- In some maps you might find sandbag barriers on roof tops, serving as cover for enemy soldiers (or for you, of course).
- Balime extended to 4 sectors.
- Estoni extended to include the junkyard.
- Meduna was made big. yeah, really big. so big in fact, that there are 3 seperate blocks to train militia in.
- Added the city of Palmas, which includes 3 sectors.



Q: You said something about hidden goodies?

A: Yeah, but there aren't yet any goodies you'll have to blow up whole sectors for in order to find them.
At the moment these are rather easy to find (just look accordingly, but you might find it worthwhile to explore
the wilderness sectors).
The really hard to find stuff might be added in a later release.



Q: Which mercs left?

A: Uhm... several actually... let's see...

Gone for good:
- Highball
- Gumpy
- Bubba
- Bull
- Malice
- Numb
- Biggins
- Buns

Added:
- Henning
- Rudolf
- Laura
- Monk
- Lennart
- Brain
- Lucky
- Grace



Q: Hey I'm missing Stephen, Hitman, Blood and Scope. Where are they?

A: You'll find them employed by M.E.R.C.. Some one had to draw the tough lot.
And as in Wildfire these 4 got it.


Q: What happened to the Prof.dat? Any changes?

A: yeah, actually quite a lot of changes. You'll discover them, once you start playing...


Q: I hired Shadow (or Monk or Tex). And they don't have camouflage skills anymore. Huh?

A: Yeah, that got changed, as this skill becomes useless to quick. Instead these 3 got some additional
camo items in their starting gear. But of course, these mercenaries got other skills in exchange.


Q: What's the best setting to start a new game?

A: It is recommended that you:

- set Bobby Ray to "normal"
- enable "Tons of Guns"
- "New Inventory"
- choose "realistic" or Sci-Fi game play (crepitus are disabled via the options.ini,
you'll have to change this for yourself, just play Sci-Fi mode, if you want to use goofy guns)
- disable Enemy drop all (pre-configured, but can be changed of course via options)
- choose the difficulty of your liking



Q: Bobby Ray set to normal? Will I still be able to get all those cool guns then?

A: There are lots of weapon caches to be found, including a lot of the guns available to 1.13 at
the time this mod was made. However, as 1.13 is a continous project, undergoing continous changes
there might be newer guns you won't find in the maps.


Q: I'm looking for gun XYZ. But I can't find it anywhere in Arulco.

A: I tried to add a wide variety of guns to the maps, but as you might guess, some guns simply
had to be left out. Maybe Bobby Ray has what you're looking for in stock.



Q: Boooh.... I want to kill these crepitus. Really no Sci-Fi available?

A: Sure it is available, but there were just no changes made to the maps according to any Sci-Fi stuff
(including sci-fi guns and crepitus showing up). They are still there, but not enabled by default.
If you want to kill the bugs, you'll have to enable them in the Options.ini.



Q: Ugh... I don't want to play with Tons of Guns. The sheer number of these different firearms is quite mindboggling.
Can I play the mod without it?

A: Hmmm... you certainly can give it a try. However, be warned that the maps were created using the full array of
available guns and accordingly tested. Thus I would recommend you'd use Tons of Guns as well, because some items
migth lead to the crashing if found and not playing with tons of guns activated.



Q: What about the New Inventory system? Is it supported?

A: Sure it is, but as several people don't like to use it, the mod was made so that you can play without it.
The LBE items can be bought from Bobby Ray or dropped from enemies. However, you won't find any hidden LBEs in
the maps, as these will cause crashes, when playing without New Inventory.



Q: I noticed that some civilians wear uniform like clothing. What's up with this?

A: The clothing of civilians is usually random. However, there are 2 special civilian factions, you should have an eye for:

- green clad dudes are militia and or paramilitary troops, serving Deidranna. They might not be hostile at first,
however they almost always guard certain items or are reinforcements for the regular troops. These can be attacked
without loosing loyality in cities.

- guys with red shirt and blue pants and most often private security. They guard items as well, however attacking
them will drop loyality and morale. Therefore attack at own risk.



Q: Will San Mona still turn hostile, when I attack Meduna?

A: No, the King Pin affiliated civilians there have been removed.



Q: I've entered an underground level, but there seems to be only one room there. What am I doing wrong?

A: Most underground sectors have had roofs added, thus you can't see the whole map when you enter. You'll have to explore
these in order to reveal rooms.



Q: Hey, where are the underground maps in Alma, Cambria and Meduna I loved playing in WF?

A: Sorry. As 1.13 doesn't support non JA2 Classic underground maps at the moment, unfortunately these had to be left out.



Q: I have found a remote control. What's this thing used for?

A: There are two different kinds of remote control you can find. Remote Bomb Triggers are used to obviously trigger remote
bombs. The other remote control has a special use. It must be used in the same sector where you found it, and it only
works in a certain area there. Maybe a careful search of the surroundings might offer a clue.



Q: I found a new vehicle I'd like to claim, however the game tells me, that I only can have two vehicles at a time.

A: Yeah, a known issue. However, there is a "many mercenary mod" by SpaceViking in the testing phase. You might want to check in the
Bear's Pit forum for the latest info on that. Once this gets included to 1.13 be certain, that we will update as well.




Q: Where should I report any bugs I find in the maps or post field reports? Do you even want feedback?

A: Do we want feedback??? yeah, of course we want feedback. We're not doing all this work for hard money,
but for fame and glory. We appreciate any kind of feedback.

If you don't like something, tell us. We might change it.
If you think something is brilliant, tell us. We like to be flattered.


Feel free to discus the mod in one of the following forums we regularly check:

http://jagged.gamigo.de/ja_forum/showthread.php?p=510477#post510477
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=192159&page=0#Post192159

We are glad to hear about any strange findings and like to hear your feedback.

Okay, that's it... We hope you all enjoy our mod. Happy Hunting. Smile

Greetings
Jax(Jelinobas) and Smeagol


 
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