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Re: Arulco Revisited Mod v1.3[message #310644] Tue, 25 September 2012 23:47 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
this does indeed sound like a bug. however, I'm quite sure it isn't AR specific. I'm afraid, I can't offer a solution for this issue...

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Master Sergeant
Re: Arulco Revisited Mod v1.3[message #310667] Wed, 26 September 2012 15:38 Go to previous messageGo to next message
MisterX is currently offline MisterX
Messages:1
Registered:September 2012
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

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Civilian
Re: Arulco Revisited Mod v1.3[message #310690] Thu, 27 September 2012 03:24 Go to previous messageGo to next message
fleabittendog is currently offline fleabittendog

 
Messages:22
Registered:October 2010
Location: Canada
Great mod. I had been planning to try it for some time now and finally got around to it today. Maps are well done and the few secret areas I found are fun. Arulco seems fresh again and I am looking forward to exploring it. My only question is that I have found an oil can which in Aimnas is a component of the merge for a Molotov. However, it cannot be merged in AR. Is it used for something else or just put in there in case someone wants to try to use AR with Aimnas. Sorry if this has already been answered. I skimmed the posts but I may have missed it. Thanks.

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Private 1st Class
Re: Arulco Revisited Mod v1.3[message #310707] Thu, 27 September 2012 18:05 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Yes, it has been said here before: Oil can is of no particular use in AR. Sell, delete or ignore it.
Smile

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Sergeant Major
Re: Arulco Revisited Mod v1.3[message #310762] Sat, 29 September 2012 09:27 Go to previous messageGo to next message
Thor972 is currently offline Thor972

 
Messages:7
Registered:November 2006
Location: France, 91210 draveil
I can't acces to bobby ray, need to meet palbo before ?

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Private
Re: Arulco Revisited Mod v1.3[message #310765] Sat, 29 September 2012 14:05 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
BR not available till a little later in the game , it's a part of the mod to make you think about your tactics ...

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Captain

Re: Arulco Revisited Mod v1.3[message #310769] Sun, 30 September 2012 00:01 Go to previous messageGo to next message
Thor972 is currently offline Thor972

 
Messages:7
Registered:November 2006
Location: France, 91210 draveil
lockie
BR not available till a little later in the game , it's a part of the mod to make you think about your tactics ...



Okay thanks.

About the reinforcement bug, you have the soluce ?
In drassen fight, milicia and enemy reinforcement arrive only in squad.

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Private
Re: Arulco Revisited Mod v1.3[message #310782] Sun, 30 September 2012 15:25 Go to previous messageGo to next message
Voteslave is currently offline Voteslave

 
Messages:28
Registered:July 2005
Possible bug

when going into the underground level below the single square city where maddog is the underground map shows it as being in the very bottom left hand corner

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Private 1st Class
Re: Arulco Revisited Mod v1.3[message #310790] Sun, 30 September 2012 21:18 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Voteslave
when going into the underground level below the single square city where maddog is the underground map shows it as being in the very bottom left hand corner

Yes, this is a known issue. However, the sublevel of Aldea being in P1 doesn't affect gameplay.

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Master Sergeant
Arulco Revisited Mod v1.3[message #310805] Mon, 01 October 2012 08:52 Go to previous messageGo to next message
sabresandy is currently offline sabresandy

 
Messages:65
Registered:February 2012
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
Re: Arulco Revisited Mod v1.3[message #310811] Mon, 01 October 2012 11:47 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
o 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,


Why waste resources bandaging them , hit them till they're weak and have no energy to fight back , but not enough to kill them , then steal all their gear ...

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Captain

Re: Arulco Revisited Mod v1.3[message #310814] Mon, 01 October 2012 15:03 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
In AR and without drop all, its very useful to have a night ops martial artist punching down enemies and steal all their stuff ... Very Happy

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Sergeant Major
Re: Arulco Revisited Mod v1.3[message #310818] Mon, 01 October 2012 16:42 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Sabre
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.

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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Master Sergeant
Re: Arulco Revisited Mod v1.3[message #310822] Mon, 01 October 2012 19:27 Go to previous messageGo to next message
flagneau is currently offline flagneau

 
Messages:69
Registered:December 2011
Hi,

Cannot download your mod from links on the 1st page. Widows 7. Do you have some tricks?

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Corporal
Re: Arulco Revisited Mod v1.3[message #310824] Mon, 01 October 2012 19:36 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
I have W7 and it's no problem to d/load .

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Captain

Re: Arulco Revisited Mod v1.3[message #310827] Mon, 01 October 2012 20:48 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
flagneau, maybe you haven't pressed the right download button yet (there are usually lots of ads having download buttons as well on file-upload.net.
Its the small one right in the center of the page: having a white-on-green arrow pointing down right at its left and "download" written in small letters in the button.

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Sergeant Major
Re: Arulco Revisited Mod v1.3[message #310828] Mon, 01 October 2012 21:02 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Note to the creators:
Mediafire, Windows Live Skydrive or Dropbox are better choices for modhosting than the more, uhm, shady freehosters out there. They aren't trying to sell your players premium accounts by drowning them in ads.

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Captain

Re: Arulco Revisited Mod v1.3[message #310829] Mon, 01 October 2012 21:04 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
flagneau
Hi,

Cannot download your mod from links on the 1st page. Widows 7. Do you have some tricks?

Yes. I'm gonna upload the mod at some additional hoster... I'm gonna do it now while I'm having dinner. :coffee:

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Master Sergeant
Re: Arulco Revisited Mod v1.3[message #310830] Mon, 01 October 2012 22:17 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
I've been playing and enjoying the mod, thank you JAsmine and other contributors. I can't find the ice cream truck in the normal spots, and this game is far too difficult to head to Balime to buy the hummwv early on. Did the locations move, or am I just unlucky?

I managed to get around the slow weapons progression by mugging kingpin's guys in San Mona, so now my squad rules, but having no car sucks.

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Sergeant
Re: Arulco Revisited Mod v1.3[message #310831] Mon, 01 October 2012 22:39 Go to previous messageGo to next message
sabresandy is currently offline sabresandy

 
Messages:65
Registered:February 2012
JAsmine
Sabre
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.

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

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Corporal
Re: Arulco Revisited Mod v1.3[message #310861] Tue, 02 October 2012 23:44 Go to previous messageGo to next message
flagneau is currently offline flagneau

 
Messages:69
Registered:December 2011
Sam_Hotte
flagneau, maybe you haven't pressed the right download button yet (there are usually lots of ads having download buttons as well on file-upload.net.
Its the small one right in the center of the page: having a white-on-green arrow pointing down right at its left and "download" written in small letters in the button.


FDM needed to be update. So thats's ok now.

Thanks mate

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Corporal
Re: Arulco Revisited Mod v1.3[message #310862] Wed, 03 October 2012 01:26 Go to previous messageGo to next message
zivi7 is currently offline zivi7

 
Messages:9
Registered:August 2012
Location: Germany
This will probably make you laugh - but I never knew you could steal items from unconscious enemies. I don't see how to do it though, I tried the usual "pick up"-cursor but obviously that's not it. Would anybody explain how to do it?

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Private
Re: Arulco Revisited Mod v1.3[message #310864] Wed, 03 October 2012 02:13 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
For stealing the item in enemy hand:
1. Stand next to the enemy
2. Click on enemy while pressing CTRL

For stealing anything
1. Deplete enemy stamina (use stun grenades or punch him hard) until he faints
2. Click on enemy while pressing CTRL

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First Sergeant
Re: Arulco Revisited Mod v1.3[message #310874] Wed, 03 October 2012 11:47 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
It's also vital, that the "target" is in "weak" or "critical" state. If it isn't, stealing won't work!

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Master Sergeant
Re: Arulco Revisited Mod v1.3[message #310886] Wed, 03 October 2012 23:53 Go to previous messageGo to next message
zivi7 is currently offline zivi7

 
Messages:9
Registered:August 2012
Location: Germany
JAsmine
It's also vital, that the "target" is in "weak" or "critical" state. If it isn't, stealing won't work!


Ah, that must have been the problem - I was trying it on enemies who were "dying" already. Thanks!

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Private
Re: Arulco Revisited Mod v1.3[message #310887] Thu, 04 October 2012 00:08 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
As had been said here before: If your victims are already "dying" you need to bandage them back to at least "critical" to be able to rob them. Wink

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Sergeant Major
Re: Arulco Revisited Mod v1.3[message #310967] Sat, 06 October 2012 14:28 Go to previous messageGo to next message
PeTeTe809 is currently offline PeTeTe809

 
Messages:15
Registered:June 2010
Location: The Netherlands, Tilburg ...
I would like to use the tactical and strategic maps of AR, including the additional Sam Sites and the relocation of Bobby Ray to Estoni.

Would it be easier to import said features to the latest SVN release or rather add all features of the latest SVN to AR?

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Private
Re: Arulco Revisited Mod v1.3[message #310968] Sat, 06 October 2012 14:39 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
or rather add all features of the latest SVN to AR?


At your own risk ..

Quote:
Would it be easier to import said features to the latest SVN release



Quote:
What is your beef with AR mod as it stands ?

All mods are a snap in time of their creators vision when they are released , willy-nilly additions from other mods should be discouraged , simply because unless specifically they have been made with another (joint) mod in mind , things will likely be broken . Try it out , it may work , it may not . Let us all know how the experiment goes , if you can be bothered . :armsfolded:

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Captain

Re: Arulco Revisited Mod v1.3[message #310975] Sat, 06 October 2012 18:46 Go to previous messageGo to next message
PeTeTe809 is currently offline PeTeTe809

 
Messages:15
Registered:June 2010
Location: The Netherlands, Tilburg ...
So far adding the AR maps seem to work fine.

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Private
Re: Arulco Revisited Mod v1.3[message #310985] Sun, 07 October 2012 00:37 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Concerning AR and different versions of v1.13:

AR was and is being developed to be used with the latest stable release of v1.13 (atm: 4870 + bugfixes).
Why?
-> Because for us it is most important to deliver a stable, balanced and fully compatible modification. Newer, unstable revisions of v1.13 "pop up" via SVN or SCIs much more often than new versions of AR. That is the main reason why we simply can't keep up with the development of unstable revisions.
We don't have enough ressources to release a new version of AR every few weeks.

You're absolutely free to try and combine AR with other mods and with unstable revisions of v1.13 as much as you want. I'm also happy if you report how things work out or not.

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Master Sergeant
Re: Arulco Revisited Mod v1.3[message #310988] Sun, 07 October 2012 04:39 Go to previous messageGo to next message
winehouse

 
Messages:84
Registered:October 2012
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

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Corporal 1st Class
Re: Arulco Revisited Mod v1.3[message #310997] Sun, 07 October 2012 15:40 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
winehouse
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?

1) The AR mod is being updated as soon as enough content has been collected.
2) Further plans for the AR mod include better compatibilty with other versions of ja2 (v1.13) and also with certain item-mods.
3) AIMNAS and AR are different projects with different content. It really depends on individual taste if you prefer one or the other.
4) If you can help the project in any way by working on it depends on what you can/like to do. It also depends on how much one can depend on you, which is impossible to tell by 1 posting.
What you can easily do however, is to install the mod, enjoy it and report some feedback. Cool

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Master Sergeant
Re: Arulco Revisited Mod v1.3[message #311008] Mon, 08 October 2012 03:05 Go to previous messageGo to next message
winehouse

 
Messages:84
Registered:October 2012
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

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Corporal 1st Class
Re: Arulco Revisited Mod v1.3[message #311015] Mon, 08 October 2012 11:05 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Yes. What you'rr describing should be doable pretty easily.
Trying to use all features from aimnas and ar at the same time, especially the aimnas items would require some more work.

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Master Sergeant
Re: Arulco Revisited Mod v1.3[message #311019] Mon, 08 October 2012 15:25 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Note that slapping AR maps over a recent SVN install (Data-1.13 folder) is easy peasy and works like a charm, new features and all. You just have to know what not to overwrite. Wink
Very much an oldschool Frankenstein method but if it works, it works. All this vfs malarkey gives me a headache. :crazy:

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Sergeant Major
Re: Arulco Revisited Mod v1.3[message #311021] Mon, 08 October 2012 15:54 Go to previous messageGo to next message
winehouse

 
Messages:84
Registered:October 2012
JAsmine
Yes. What you'rr describing should be doable pretty easily.
Trying to use all features from aimnas and ar at the same time, especially the aimnas items would require some more work.


Thank you for your support!

Slax
Note that slapping AR maps over a recent SVN install (Data-1.13 folder) is easy peasy and works like a charm, new features and all. You just have to know what not to overwrite. Wink
Very much an oldschool Frankenstein method but if it works, it works. All this vfs malarkey gives me a headache. :crazy:


How can I make pocket sizes, item sizes, and silhouettes show up in game through xml work, without manually doing EVERYTHING.

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Corporal 1st Class
Re: Arulco Revisited Mod v1.3[message #311022] Mon, 08 October 2012 15:57 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Just a general statement. No idea what you guys are discussing.

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Sergeant Major
Re: Arulco Revisited Mod v1.3[message #311023] Mon, 08 October 2012 16:02 Go to previous messageGo to next message
winehouse

 
Messages:84
Registered:October 2012
Surprised

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Corporal 1st Class
Re: Arulco Revisited Mod v1.3[message #311024] Mon, 08 October 2012 16:57 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Don't really see what the problem is though. Just check for any ini oddities (Ja2_Options) and modify the file accordingly manually instead of overwriting everything. Other than that, AR is just maps. Doesn't touch item xmls.

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Sergeant Major
Re: Arulco Revisited Mod v1.3[message #311139] Fri, 12 October 2012 23:53 Go to previous messageGo to previous message
Inukshuk

 
Messages:85
Registered:September 2009
Location: Canada
More Stealing Tactics:




One other thing to remember. Tear Gas and smoke grenades are suddenly much more useful (and gas masks for you) when you use them to help with stealing. Smoke to cover your guys as they pillage the downed enemies, and tear gas to get them down and keep them there. It can be devastatingly productive.

BTW, they don't have to be in a critical or seriously wounded state....just lying down and not 'Dying'. Shooting legs or stun grenades (or the tear gas) can leave very healthy enemies unconscious and lootable.

If you bandage a 'Dying' enemy to critical then loot him, be aware that he will pop up the next turn and try to kill you. Usually you need another guy nearby to help out with the looting, which you have only one turn (or less) to do.

And then there's the Athletics+Hand to Hand combo of traits. Run up, knock them down and they stay down much longer than if you don't have HTH. Plus..if I recall aright, it's cheaper to steal items in AP terms. Almost too easy.



Have fun. Stealing opens up a whole new vista of tactics and fun. I spent a year doing almost only that in JA2 when I learned it could be done

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Corporal 1st Class
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