Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2UB Vietnam SOG'69 » Vietnam SOG 69 Patch
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| Re: Vietnam SOG 69 Patch[message #76495]
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Sat, 16 November 2002 10:57 
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| adamsun |
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Messages:175
Registered:January 2002 Location: MA, USA |
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I finished Vietnam mod last weekend, sort of.
Because I could not find a way to the POW camp
so I started a new game, faked a entry to A1 at I7
and put some decent equipment there,
then finished that OA with low experience mercs.
Today, I find out that there is a terrific read-me on this mod,
it is too late for me but I suggest that anyone who has problem
to find out how to move from one AO to another, read the read-me first.
It would be nice to combine this read-me with the mod itself.
I really do not mind the extra 420KB, it is too important to miss.
In this mod, there are many sectors in which cooperation between mercs and militias
is important. For example, in L12, FB Judy, the first time I played, I used mercs to
form a second front at south of the sector, it failed, at the end, only 5 militias
(besides Lt. Stone) survived.
When I saw that militias formed very tight group and be bombed by RPG-7, I felt very bad.
***Following may be spoiler ***
Then I found out the purpose of the four switches, and though I should use them.
For my second run, I let all mercs to run into the base and use the four switches ASAP.
Between the two lighted areas, there is a gap, I used one break-light to seal it.
With some luck, this time only four militias died. The major reason for this low casualty is that the lighted area keeps enemy far away and they can not use RPG-7.
After this sector, I pay more attention to use break-light to expose enemy and let militias to kill them.
Becoming X, Thanks for this great mod!!!
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Staff Sergeant
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| Re: Vietnam SOG 69 Patch[message #76497]
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Thu, 19 December 2002 03:28 
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Becoming X |
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Messages:102
Registered:July 2001 Location: Canada |
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Hi everyone,
I'm back and have access to my laptop again so I've got my patch ready to go. It fixes:
- problems in H11, N11_b1, I13, B13, I11, N12, N9, H15, and N13 fixed.
- Missing speech files for Sarge, Bullock, Spooky, and Hannigan have been fixed.
- Minor changes to the following weapons: Python, Skorpion, M16A1, AA52 and the M2 Carbine.
- Added Starlight Scope Goggles.
- Teleport back to Tay Nihn base has been added to An Loc Base sector.
Any other problems that have come up that I can fix before I release this?
Let me know I've got a couple of days before I lose access to my laptop again for three weeks. The extended sector patch will have to wait.
anyway let me know.
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Sergeant
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| Re: Vietnam SOG 69 Patch[message #76503]
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Sun, 22 December 2002 01:40 
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ace |
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Messages:36
Registered:December 2002 |
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Quote:
- problems in H11, N11_b1, I13, B13, I11, N12,
N9, H15, and N13 fixed.
- Missing speech files for Sarge, Bullock, Spooky, and Hannigan have been fixed.
- Minor changes to the following weapons: Python, Skorpion, M16A1, AA52 and the M2 Carbine.
- Added Starlight Scope Goggles.
- Teleport back to Tay Nihn base has been added to An Loc Base sector.
In my current campaign, I visited N11 and I11 mentioned as sectors with problems. Applied Dr.Quack's prepatch after visiting these sectors.
My question is, what were the problems about these two sectors ? Should I wait for the patch and start a new campaign after applying it or I can fool around without visiting any other problem sector then apply the patch and continue ?
Restarting campaign doesn't sound good but will do if necessary.
By the way, Trang and Chief don't join me, don't buy/sell anything,don't give information,don't give quests. So why they are there If it's a game problem please tell me. If not, let me figure it out myself. Thanks
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Private 1st Class
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| Re: Vietnam SOG 69 Patch[message #76504]
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Sun, 22 December 2002 13:10
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Vurt |
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Messages:254
Registered:October 2002 Location: Calgary, Canada |
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I just saw the other thread where the patch has been released, which is to say my timing sucks, because I just got somewhere I think a patch would be a good idea...
I have problems entering M3_b1 if I just send my entire team through the previous exit. Invariably, two of my squad end up stuck in a wall, and I get some sort of DEBUG error telling me someone couldn't get to the entry grid, so it would substitute a nearby position. Unfortunately, this is inside a wall I can't get them extracted from. I finally managed to get my team in there by sending them over one by one, after several borked attempts to mess with the editor to try and fix the problem myself.
Pretty please?
Cheers,
Vurt
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Master Sergeant
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