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Re: Arulco Revisited Mod v1.3[message #310314]
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Tue, 18 September 2012 11:13
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JAsmine |
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Messages:306
Registered:May 2011 |
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Arulco Revisited plays harder than regular v1.13 - and it's intended to be that way. The harder gameplay will usually result in a longer campaign and the additional challenge is meant to lead to a more satisfying experience.
I pick one IMP character. I'm used to one IMP and I dislike having too many of them, because they lack "interaction" with other mercs (likes and dislikes), which makes them kinda boring for me.
However, I enable MERC to be available from day one, so I can set up my favorite team, which consists of:
IMP (sniper), Steroid, Hitman, Razor, Haywire and Ira.
What makes AR harder than regular v1.13 is of course the "living off the land" style, but there are also much more enemies in Arulco. It's quite hard to conquer a town and "dig in", because Deidranna's forces will attack the town soon and often.
BUT, the "living off the land" period alone doesn't reduce your income. Rather, it increases your money, since you have less opportunities to spend it in the beginning of the game.
You might run short on money because you probably won't be able to take more than one mine quickly (because after taking one mine you probably will have to defend it quite a bit).
If the game seems to hard for you, you can try to play on experienced difficulty (assuming you took expert difficulty). You could of course also create more IMPs, which will also make the game easier.
I have prepeared a small "beginner's survival guide", which will be included in v1.3 of AR.
@Tais: nice pic! :et5:
@bluefox: Just pick the official 4870 release. This spares you the trouble of going through a complex installation process. It will also ensure that you play AR the most stable way.
[Updated on: Tue, 18 September 2012 11:15] by Moderator Report message to a moderator
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Re: Arulco Revisited Mod v1.3[message #310318]
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Tue, 18 September 2012 12:34
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JAsmine |
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Messages:306
Registered:May 2011 |
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Are you playing iron man? Because I guess, most people would just reload...
Good to hear that you enjoy the mod and that you combined it with AIMNAS. It is indeed possible to make AR run together with other mods, but id does require some modifications. In the end, it depends on how "polished" the user wants his "mod-combo" to be. For most users, playing singly AR or AIMNAS is probably the more satisfying solution.
Maybe you would like to share your "hacking" by posting a small tutorial?
I'm sure, one or two people might be interested in it.
Concerning release date of v1.3:
JAsmineVoteslavehi JAsmine
any eta for 1.3, really looking forward to this
thanks
Well, I recently added one minor fix to the package. Apart from that, it has been ready for release since 3-4 days. Atm, it is being tested to make sure everything works out fine. If we don't find any issues, we will release . It will probably be within this week.
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Re: Arulco Revisited Mod v1.3[message #310320]
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Tue, 18 September 2012 12:51
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Voteslave |
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Messages:28
Registered:July 2005 |
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JAsmineArulco Revisited plays harder than regular v1.13 - and it's intended to be that way. The harder gameplay will usually result in a longer campaign and the additional challenge is meant to lead to a more satisfying experience.
I pick one IMP character. I'm used to one IMP and I dislike having too many of them, because they lack "interaction" with other mercs (likes and dislikes), which makes them kinda boring for me.
However, I enable MERC to be available from day one, so I can set up my favorite team, which consists of:
IMP (sniper), Steroid, Hitman, Razor, Haywire and Ira.
What makes AR harder than regular v1.13 is of course the "living off the land" style, but there are also much more enemies in Arulco. It's quite hard to conquer a town and "dig in", because Deidranna's forces will attack the town soon and often.
BUT, the "living off the land" period alone doesn't reduce your income. Rather, it increases your money, since you have less opportunities to spend it in the beginning of the game.
You might run short on money because you probably won't be able to take more than one mine quickly (because after taking one mine you probably will have to defend it quite a bit).
If the game seems to hard for you, you can try to play on experienced difficulty (assuming you took expert difficulty). You could of course also create more IMPs, which will also make the game easier.
thanks for the info, its always intersting to see how others play (you have some of my favorite Mercs there but i usually have MD and Grunty instead of Hitman)
JAsmine
I have prepeared a small "beginner's survival guide", which will be included in v1.3 of AR.
thanks again - i've a feeling i'm going to need it
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Private 1st Class
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Re: Arulco Revisited Mod v1.3[message #310325]
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Tue, 18 September 2012 14:25
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Big1 |
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Messages:6
Registered:September 2010 |
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JAsmineAre you playing iron man? Because I guess, most people would just reload...
Good to hear that you enjoy the mod and that you combined it with AIMNAS. It is indeed possible to make AR run together with other mods, but id does require some modifications. In the end, it depends on how "polished" the user wants his "mod-combo" to be. For most users, playing singly AR or AIMNAS is probably the more satisfying solution.
Maybe you would like to share your "hacking" by posting a small tutorial?
I'm sure, one or two people might be interested in it.
Semi-Iron Man. I try to restrict myself to not abuse save-reloads. If I mess up I mess up. Might as well play with cheats enabled if I just reload every time I get hit. Most of my campaigns end with lots of casualties, albeit spread out over the campaign, not all in Cambria
AR and AIMNAS works ok together, I've had a few CTDs but nothing major. I'll see if I can retrace my steps:
1. Fresh install of JA2 Gold
2. Install TAI's AIMNAS single-click installer easter release (guess v20 would work too, but I wanted all the bells and whistles of ER)
3. Remove the following lines from vfs_config.JA2113AIMNAS.ini in your JA2 root folder:
[LOC_datamaps_dir]
TYPE = DIRECTORY
PATH = Data-Bigmaps
MOUNT_POINT =
4. Forum user tazpn found a solution for the "clotheslines everywhere" problem with new maps: Download the following file and place it in your DATA-AIM directory. http://www.mediafire.com/?6w1q2w7pom39r6o
5. Download and unzip latest version of AR to a separate folder, copy all the files and folder from within that folder into your DATA-AIM folder and overwrite everything except the .ini files in the Data-AIM folder as well as \TableData\MercProfiles.xml
This was all from memory so I can't guarantee that it'll work.
[Updated on: Tue, 18 September 2012 14:27] by Moderator Report message to a moderator
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Private
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Re: Arulco Revisited Mod v1.3[message #310515]
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Sat, 22 September 2012 17:55
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PVTMOBIUS |
Messages:1
Registered:August 2012 Location: BRAZIL |
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Fine, Thank JASMINE, I'll start again, and I'm crazy paw see what's new, and a good game at all!
PS: Live at the Ace combat series.
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Civilian
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Re: Arulco Revisited Mod v1.3[message #310635]
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Tue, 25 September 2012 18:06
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JAsmine |
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Messages:306
Registered:May 2011 |
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AR's got different kinds of secrets:
- There are secret levels/maps, which are only accessible if you find the entrance, which is usually hidden.
- There are secrets within some maps, usually consisting of some items or money, which are placed not too obvious.
- Depending on what you want to call "a secret", there are fortifications and military bases, which don't appear on the world map. However, they will always appear on the small radarmap for each sector.
I would recommend to explore every sector anyway, since this will be a great help when you're faithful to the "live off the land" style.
[Updated on: Tue, 25 September 2012 18:10] by Moderator Report message to a moderator
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