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Re: Arulco Revisited Mod[message #315010]
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Thu, 31 January 2013 20:13
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Pariah |
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Messages:77
Registered:June 2004 Location: Suckit City, OH |
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JAsmine,
Thank you for your hard work on a wonderful mod.
Someone previously mentioned that they found it nice that so many of the "boxes" laying around Arulco had been populated with items. My question is did the person mean crates or the actual boxes with flaps and not a lid. On some versions you don't get the "hand" icon like you do with crates that indicate the item is manipulative and those items are considered 'secret'.
The reason why I ask (and granted I am not that far into the game, just Omerta to San Mona to Chitzena) is that so far none of the "boxes" have the "hand" icon nor have I found any secret stash in any of the boxes.
Like my Search-Fu, puzzles are not my forte and so far I have only found 1 secret area (2nd tunnel in Omerta A10). Again, granted I blew through San Mona (hit Tony before moving on to Chitzena; but that is more akin to my own style of play, I deal with San Mona after I have a foothead in Arulco).
I am playing it on Expert and have been enjoying the challenge, but it does make me question how the level of play is affected by the Paramedic skill from STOMP. I always seem to have one or two bullet magnets when I play and this time around is no different, Vinnie and an IMP can't seem to dodge any of the bullets. So after clearing Omerta, (and finding no secret areas, but didn't go into the mines, normally don't unless playing Sci-Fi for "Aliens"), I had three "Doctors" (all with Paramedic skill [why do so few "Doctors" in the game not have the Doctor skill?]) and they had six Medkits. Told all three of the to do surgery on the two heavily wounded and the one walking wounded with Agililty decrease. Next thing I know all six Medkits are gone, none of the stat negatives were healed and Vinnie and the IMP were both still only around 50% health.
Read previously that there was only 23 Medkits "placed" in Arulco; since BR's was nerfed was that a design function to inflate the importance of Cambria and the Hospital? Again, with my game play, in all the years and games I have played JA2 and its various mods, I have used the hospital only once.
Thank you again for all of your efforts.
Albert - Eastwoodaen - Pariahsolo
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Corporal
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Re: Arulco Revisited Mod[message #315011]
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Thu, 31 January 2013 20:39
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Sam Hotte |
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Messages:1965
Registered:March 2009 Location: Middle of Germany |
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Surgery eats up medkits. That's an intended "feature". You can still heal and rebuild stats with normal doctor/patient assignment. The paramedic trait adds boni to this and medkits last longer this way.
However, you could also adjust the amount of medkit that is consumed by surgery in the skill settings.ini.
Ah, and in addition to the hospital there is a facility called "field hospital" or similar (located in Drassen in plain 1.13; not sure about AR tho) that also help to improve recovery by doctor/patient.
[Updated on: Thu, 31 January 2013 20:40] by Moderator Report message to a moderator
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Sergeant Major
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Re: Arulco Revisited Mod[message #315156]
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Mon, 04 February 2013 11:47
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Andris |
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Messages:80
Registered:October 2006 Location: Budapest, Hungary |
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I had a crash at Drassen Mines sector in tactical mode after battle. It crashed every time when the clock hit 21:45 minutes (Day 2). I was able to skip the crash by zooming out to strategic view then moving time forward to 21:46.
Not sure about the crash message but it was some kind of "Schedualing.cpp" error. I tried to search for this file but I didnt find it. Lucky I accidently found the workaround.
Does this have anything to do with me sending flowers to the Bi*ch? :DDDD ?
[Updated on: Mon, 04 February 2013 11:49] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: Arulco Revisited Mod[message #315188]
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Tue, 05 February 2013 14:38
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Andris |
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Messages:80
Registered:October 2006 Location: Budapest, Hungary |
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Ok It took me the day, but I read all the posts so I dont ask something that has already been answered 4 time before. Planning to start a new game so I would ask:
I didnt find anybody reporting this:
-Not sure if its a bug or "feature", but once I give father Walker a bottle of wine and he gets drunk, he stops reacting to my IMP mercs. He does react to Ira and Bull, but only with "I have a sermon to prepare". So no way to trigger the food for Drassen quest.
I went to him at about midnight. Should I try talking to him later?
Is there any way I can check the mercs skills/traits/perks before hiring them ingame? I have not found a way. Would be nice to create my IMP's in a way that they blend well with the available Aim mercs.
Where can I download a new unstable SCI?Found it. What version should I look for that works fine for you guys? Do I need to edit any XML file posted earlier, or has that been already corrected in 1.4 version?
[Updated on: Tue, 05 February 2013 14:47] by Moderator Report message to a moderator
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Corporal 1st Class
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