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Re: Arulco Revisited Mod v1.3[message #310667]
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Wed, 26 September 2012 15:38
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MisterX |
Messages:1
Registered:September 2012 |
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Hi JAsmine.
I installed the 1.3 mod yesterday. It works fine with one exception. All weapons seem to have the same sound, no matter if you use shotgun, colt or rifle. I'm unable to find a fault within the installation.
The only difference within the weapon sounds is the silencer.
As mentioned, every other sound, every map and all the rest works perfect. I really don't understand why this problem occurs.
At first I thought I could ignore that but after a few hours of playing I must say : the weapon sound is one core of the game. So I hope you have an idea how to help me.
[Updated on: Wed, 26 September 2012 15:44] by Moderator Report message to a moderator
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Civilian
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Arulco Revisited Mod v1.3[message #310805]
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Mon, 01 October 2012 08:52
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sabresandy |
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Messages:65
Registered:February 2012 |
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I've downloaded and installed the mod, and I've been playing for a short time (currently in San Mona showing Kingpin who's boss).
This might just be me getting used to not playing with Enemies Drop All, but I've found that some, er, unusual tactics are functioning quite well. To wit, shooting someone/beating them up until they're dying, bandaging them up so that they're critical, and then stripping them of all their loot, and then putting them out of their misery (thereby giving Meltdown a chance to practice STR), is yielding me some good hauls. Even if the tactic does smack of Unusually Ruthless Reubens.
(Well, that, and Spider said, and I quote: "Finally, something worth getting excited about!", when she took the kevlar pants off the unconscious gangster. Bwuuuh?)
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Corporal
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Re: Arulco Revisited Mod v1.3[message #310818]
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Mon, 01 October 2012 16:42
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JAsmine |
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Messages:306
Registered:May 2011 |
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SabreThis might just be me getting used to not playing with Enemies Drop All, but I've found that some, er, unusual tactics are functioning quite well. To wit, shooting someone/beating them up until they're dying, bandaging them up so that they're critical, and then stripping them of all their loot, and then putting them out of their misery (thereby giving Meltdown a chance to practice STR), is yielding me some good hauls. Even if the tactic does smack of Unusually Ruthless Reubens.
Calm down, soldier, there is nothing 'unusual' about your behaviour. The maneuver you're describing is commonly called 'stealing' and has been a common tactic since the days of good ol' Vanilla JA2.
The correct execution of 'stealing' would be like lockie wrote and should usually not involve bandaging.
Advanced methods of stealing involve
- shooting the target to the legs to make him collapse, then charging for him to beat him up
- sneaking up on the target, then beating him up
- if the target is armored, JHP, Glaser or Buckshot are perfect for scoring breath-damage
WIth the AR mod, stealing is a vey important thing for the player to do. The extra stuff you're scoring this way might just be enough to get your ass through the early campaign. :snake:
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Re: Arulco Revisited Mod v1.3[message #310831]
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Mon, 01 October 2012 22:39
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sabresandy |
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Messages:65
Registered:February 2012 |
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JAsmineSabreThis might just be me getting used to not playing with Enemies Drop All, but I've found that some, er, unusual tactics are functioning quite well. To wit, shooting someone/beating them up until they're dying, bandaging them up so that they're critical, and then stripping them of all their loot, and then putting them out of their misery (thereby giving Meltdown a chance to practice STR), is yielding me some good hauls. Even if the tactic does smack of Unusually Ruthless Reubens.
Calm down, soldier, there is nothing 'unusual' about your behaviour. The maneuver you're describing is commonly called 'stealing' and has been a common tactic since the days of good ol' Vanilla JA2.
The correct execution of 'stealing' would be like lockie wrote and should usually not involve bandaging.
Advanced methods of stealing involve
- shooting the target to the legs to make him collapse, then charging for him to beat him up
- sneaking up on the target, then beating him up
- if the target is armored, JHP, Glaser or Buckshot are perfect for scoring breath-damage
WIth the AR mod, stealing is a vey important thing for the player to do. The extra stuff you're scoring this way might just be enough to get your ass through the early campaign. :snake:
I would do that if I had the resources. At the time I had only five mercs (IMP sniper, Igor, Spider, Ira, and Meltdown) with mostly pistol and hollowpoint ammo, fighting Kingpin's heavily-armored goons. Annoyingly you can't steal stuff from someone if they're reduced to 'dying', and I had trouble getting Meltdown or Igor in close enough to inflict breath damage reliably--hence the bandaging. Now that I have enough weapons to equip the GIGN (a KAC PDW!), a reliable arms dealer to sell them to, and all the money I stole from Kingpin, I can start thinking about hiring martial-arts mercs.
(By the way, I've encountered a few bugs in that fight. There's the belt of 5.56 tracer ammo that shows thousands of rounds of ammunition, but drops to 170 when I loaded rounds into a rifle, and a crate of 5.56T with 0 rounds.)
EDIT: oh, and I've got a bug to report. I've been repeating that trick using Ira to bandage dying enemies and then patching them up to keep them alive for long enough to plunder their goodies. However, Ira seems to be permanently bugged now; she responds just fine outside of combat, but in combat she can't move or shoot. When I try the game freezes up, goes into calculations, and in the end does nothing.
[Updated on: Tue, 02 October 2012 02:54] by Moderator Report message to a moderator
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Corporal
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Re: Arulco Revisited Mod v1.3[message #310988]
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Sun, 07 October 2012 04:39
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winehouse |
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Messages:84
Registered:October 2012 |
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I have questions about the Arulco Revisited Mod. I have not downloaded it yet. Will it be updated? What do you have planned for it? Is it better than the aimnas? Does it have the inventory system like aimnas? Can I help in any way?
[Updated on: Sun, 07 October 2012 04:54] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: Arulco Revisited Mod v1.3[message #311008]
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Mon, 08 October 2012 03:05
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winehouse |
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Messages:84
Registered:October 2012 |
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Basically all I want from aimnas is the pocket sizes and silhouettes. I actually would like reduced l.b.e. If I just ported over the pocketsize and silhouette xmls, would it work? Actually, let me try it and I will report back.
[Updated on: Mon, 08 October 2012 03:16] by Moderator Report message to a moderator
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Corporal 1st Class
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