Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 and higher
WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 and higher[message #192159]
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Mon, 28 July 2008 23:32
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Jelinobas |
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Messages:34
Registered:March 2007 Location: Germany |
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Moin,
release comes in some days. This thread is placeholder for download and further support.
Please don't post here before its released. Links will added in some days.
Greetings Jax(Jelinobas)
[Updated on: Thu, 05 February 2009 05:27] by Moderator Report message to a moderator
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Private 1st Class
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readme[message #192331]
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Wed, 30 July 2008 13:23
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Jelinobas |
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Messages:34
Registered:March 2007 Location: Germany |
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Here is the Readme:
Quote:Readme for the Mod:
WF6.06-Mod_beta_german_for_JA2_1.13NIV2112
WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
WF6.06-Mod_beta_international_for_JA2_1.13NIV2112
by Jax(Jelinobas) and Smeagol
Hi everyone,
First of all, watch out for getting the right version of JA2 1.13 for this mod.
==> This mod was made using Ja2 1.13 v2085/v2112. <==
Later releases might cause problems.
This mod won't work with updates from tortoise, because of the updates to the items file,
thus a tortoise update would lead to severe complications playing the game. If you want to play without trouble,
you'd better deactivate the updates.
The German an English version contains all changes this mod provides, especially the following features:
WF mercenaries added, new maps, WF story line, changes to items and NIV items.
The international version only includes the new maps (but nevertheless worth a look).
installation:
- download the appropriate mod
- in your Ja2 1.13 root folder copy your ../Data-1.13 folder and rename the copy into ../Data-WildFire6.06
- unzip the mod into your Ja2 1.13 root folder and allow overwriting existing files
- that's it.
- have fun.
In addition to the new maps and new mercs several changes were done to the NIV (from JA2 1.13 2085/2112)
and several new LBE added.
The mod was made with the goal to not only provide new maps, new mercenaries and new items, but also to raise
the difficulty of the original Wildfire. The options.ini and the XML data was accordingly changed.
Basically everything is a bit more difficult. "insane" can quick become "hell".
There's a backup options.ini for those who don't want to struggle every second.
It might be a good idea to start at an easier level. The first few maps and encounters might look easy at first glance,
but this will likely change faster than you would like.
In the options.ini mobile militia was disabled, however, you can train veteran militia in cities.
Known Issues:
The E-mail addresses ingame couldn't be changed, as they are currently hardcoded to the JA2 1.13 .exe
Enrico = Robert
Robert is your employer in Wildfire working for a not further known secret service.
The same is true for the added and replaced mercs. Their e-mail names couldn't be changed, as well.
More information and//or possible spoilers in the FAQ section:
FAQ
Q: What's this all about?
A: This is a mod for Jagged Alliance 2 1.13. It is based on the Maps from Jagged Alliance 2 Wildfire.
Q: So you took the maps from Wildfire and managed to make them playable with JA2 1.13?
A: Well... sort of. Lots of maps, however, had to be drawn from sketch, in these cases the Wildfire maps where used as an
orientation. However, you'll find a lot of maps differ from the original Wildfire maps. Some of the wilderness maps
had crates with goodies added. And you'll also find some new features.
In that course several maps underwent some major changes.
Q: New features? Sounds good. What exactly changed?
A: - There are some new special LBE items included and an entirely new weapon class is available through Bobby Ray..
- Several mercs from Wildfire replace less popular mercs from the classic version.
- In some maps you might find sandbag barriers on roof tops, serving as cover for enemy soldiers (or for you, of course).
- Balime extended to 4 sectors.
- Estoni extended to include the junkyard.
- Meduna was made big. yeah, really big. so big in fact, that there are 3 seperate blocks to train militia in.
- Added the city of Palmas, which includes 3 sectors.
Q: You said something about hidden goodies?
A: Yeah, but there aren't yet any goodies you'll have to blow up whole sectors for in order to find them.
At the moment these are rather easy to find (just look accordingly, but you might find it worthwhile to explore
the wilderness sectors).
The really hard to find stuff might be added in a later release.
Q: Which mercs left?
A: Uhm... several actually... let's see...
Gone for good:
- Highball
- Gumpy
- Bubba
- Bull
- Malice
- Numb
- Biggins
- Buns
Added:
- Henning
- Rudolf
- Laura
- Monk
- Lennart
- Brain
- Lucky
- Grace
Q: Hey I'm missing Stephen, Hitman, Blood and Scope. Where are they?
A: You'll find them employed by M.E.R.C.. Some one had to draw the tough lot.
And as in Wildfire these 4 got it.
Q: What happened to the Prof.dat? Any changes?
A: yeah, actually quite a lot of changes. You'll discover them, once you start playing...
Q: I hired Shadow (or Monk or Tex). And they don't have camouflage skills anymore. Huh?
A: Yeah, that got changed, as this skill becomes useless to quick. Instead these 3 got some additional
camo items in their starting gear. But of course, these mercenaries got other skills in exchange.
Q: What's the best setting to start a new game?
A: It is recommended that you:
- set Bobby Ray to "normal"
- enable "Tons of Guns"
- "New Inventory"
- choose "realistic" or Sci-Fi game play (crepitus are disabled via the options.ini,
you'll have to change this for yourself, just play Sci-Fi mode, if you want to use goofy guns)
- disable Enemy drop all (pre-configured, but can be changed of course via options)
- choose the difficulty of your liking
Q: Bobby Ray set to normal? Will I still be able to get all those cool guns then?
A: There are lots of weapon caches to be found, including a lot of the guns available to 1.13 at
the time this mod was made. However, as 1.13 is a continous project, undergoing continous changes
there might be newer guns you won't find in the maps.
Q: I'm looking for gun XYZ. But I can't find it anywhere in Arulco.
A: I tried to add a wide variety of guns to the maps, but as you might guess, some guns simply
had to be left out. Maybe Bobby Ray has what you're looking for in stock.
Q: Boooh.... I want to kill these crepitus. Really no Sci-Fi available?
A: Sure it is available, but there were just no changes made to the maps according to any Sci-Fi stuff
(including sci-fi guns and crepitus showing up). They are still there, but not enabled by default.
If you want to kill the bugs, you'll have to enable them in the Options.ini.
Q: Ugh... I don't want to play with Tons of Guns. The sheer number of these different firearms is quite mindboggling.
Can I play the mod without it?
A: Hmmm... you certainly can give it a try. However, be warned that the maps were created using the full array of
available guns and accordingly tested. Thus I would recommend you'd use Tons of Guns as well, because some items
migth lead to the crashing if found and not playing with tons of guns activated.
Q: What about the New Inventory system? Is it supported?
A: Sure it is, but as several people don't like to use it, the mod was made so that you can play without it.
The LBE items can be bought from Bobby Ray or dropped from enemies. However, you won't find any hidden LBEs in
the maps, as these will cause crashes, when playing without New Inventory.
Q: I noticed that some civilians wear uniform like clothing. What's up with this?
A: The clothing of civilians is usually random. However, there are 2 special civilian factions, you should have an eye for:
- green clad dudes are militia and or paramilitary troops, serving Deidranna. They might not be hostile at first,
however they almost always guard certain items or are reinforcements for the regular troops. These can be attacked
without loosing loyality in cities.
- guys with red shirt and blue pants and most often private security. They guard items as well, however attacking
them will drop loyality and morale. Therefore attack at own risk.
Q: Will San Mona still turn hostile, when I attack Meduna?
A: No, the King Pin affiliated civilians there have been removed.
Q: I've entered an underground level, but there seems to be only one room there. What am I doing wrong?
A: Most underground sectors have had roofs added, thus you can't see the whole map when you enter. You'll have to explore
these in order to reveal rooms.
Q: Hey, where are the underground maps in Alma, Cambria and Meduna I loved playing in WF?
A: Sorry. As 1.13 doesn't support non JA2 Classic underground maps at the moment, unfortunately these had to be left out.
Q: I have found a remote control. What's this thing used for?
A: There are two different kinds of remote control you can find. Remote Bomb Triggers are used to obviously trigger remote
bombs. The other remote control has a special use. It must be used in the same sector where you found it, and it only
works in a certain area there. Maybe a careful search of the surroundings might offer a clue.
Q: I found a new vehicle I'd like to claim, however the game tells me, that I only can have two vehicles at a time.
A: Yeah, a known issue. However, there is a "many mercenary mod" by SpaceViking in the testing phase. You might want to check in the
Bear's Pit forum for the latest info on that. Once this gets included to 1.13 be certain, that we will update as well.
Q: Where should I report any bugs I find in the maps or post field reports? Do you even want feedback?
A: Do we want feedback??? yeah, of course we want feedback. We're not doing all this work for hard money,
but for fame and glory. We appreciate any kind of feedback.
If you don't like something, tell us. We might change it.
If you think something is brilliant, tell us. We like to be flattered.
Feel free to discus the mod in one of the following forums we regularly check:
http://jagged.gamigo.de/ja_forum/showthread.php?p=510477#post510477
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=192159&page=0#Post192159
We are glad to hear about any strange findings and like to hear your feedback.
Okay, that's it... We hope you all enjoy our mod. Happy Hunting.
Greetings
Jax(Jelinobas) and Smeagol
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Private 1st Class
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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #192541]
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Fri, 01 August 2008 11:53
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Xazzaxas |
Messages:1
Registered:August 2008 |
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Feedback: AI still needs working on. Enemies should try and flank the player while he is on a rooftop (two soldiers from opposite directions behind the rooftop sniper would be a v. good tactic; Or throwing a smoke nade in two places on the rooftop and then using such cover to get the player). Also, it's a slaughter if you position your mercs properly near a building's wall - they just walk around the corners and get shot with burst fire... they should use smoke nades they obviously carry)
Otherwise: praise Jelinobas and Smeagol! This truly is GREAT.
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Civilian
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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #192644]
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Sat, 02 August 2008 14:54
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Jelinobas |
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Messages:34
Registered:March 2007 Location: Germany |
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The Wildfire Vanilla Story was not complete built in by the WF6 Autors. Habours has no Funktion in the Game. Bobby Ray needs Drassen Airport to work.
Hmmm... i have do no changes in Ammos for this Mod, should be work like 1.13.
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Private 1st Class
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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #192790]
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Mon, 04 August 2008 13:20
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cougar |
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Messages:254
Registered:March 2000 |
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Some feedback:
1. The biographies of the new mercs needs to be cleaned up, right now it is full of grammatical errors and some pretty strange wording, for example: "This full Pro", "Her arrangement against unjust dictators she has from her parents".
Another minor thing is that their bios states their skills and mercs they dislike too clearly, unlike the original bios so to keep with their style maybe they should be rewritten.
2. Assasine, shotgunner and demolitoner vest. Needs new names as they don't make sense.
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Master Sergeant
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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #192910]
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Tue, 05 August 2008 16:39
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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I'll have a look into the merc bios, as soon as Jax sends them to me. I only have a German version and haven't seen the English texts yet, thus I can't tell, what's wrong with them or where they are from. I guess most possibly these are taken from the original WF and haven't been changed.
Those vest names are clearly odd, I made the descriptions for them, but didn't change the names, as I'm kind of uncrrative when thinking of names... if anyone got a better fitting name, I'd be more than happy to change them.
Best regards...
Ah btw:
I'm currently playing a campaign on Expert level.
Some observation:
- In my opinion that 10 Bonus AP for enemies is quite rough. I've tuned that down to 5 AP and it works fair now. I'd advise to change that in the ini settings.
- Also, you might find, that "enemy weapon progress" on "fast" (or realistic, or whatever it is called in the ini) spoils a lot of the early game fun. By now, I've conquered 2 Cambria sectors and 3 Drassen sectors and already own an M21 Tactical, an M14, several AKs, several Sniper Rifles and even an AS Val. All taken from enemies...
Might be pretty unbalancing, as well.
Otherwise all works fine. Go grab those Molotow Cocktails and have fun. ^^
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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #192997]
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Wed, 06 August 2008 17:54
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llvi |
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Messages:65
Registered:January 2008 Location: Lacey, WA, USA |
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A couple of comments. Wow, its fun having new maps, and I love having new gadgets to play with (esp the First Aid Pouch leg rig).
I was a little unsure about the Mod having never played WF original, and kind of thought the WF storyline was the one to follow, but I'm catching on that it is layered over standard 1.13 so Bobby Ray's is in Drassen, etc.
First anamoly: I stole Kingpin's Eldorado, with as far as I can tell, no hostile consequences from KingPin and his boys. Its great to have a vehicle early in the campaign for hauling all the stuff that I keep. I loved the short road to Chitzena, so I promptly drove there with my 6 man team (2 IMPs, 2 Aim merc (new guys to try their personalities) and Ira and Dimitri). Took the mine sector, despite large reinforcement from the nearby sectors, then played clean up for about an hour as small teams continued to investigate the sector. Spent time training militia and healing as it was now daybreak. Then took out the rest of town easilly at night fall because of the depleted garrisons. Now here is the weird part. I loaded some of the team up to escort John and Mary, but when I tried to unload them, my mercs unloaded to the Roof of the eldorado... I had to use the "j" key to have them jump down. But even weirder was that MONK got stuck on the top and couldn't jump down. I drove him around through town and tried to unload him sector by sector, until he finally unloaded correctly. Very Strange. :confused:
Second Anomaly. I saw a large counter attack and moved my mercs and militia to defend the sector above the mine. Repulsed a 21 man counterattack, but as soon as the combat ends, all save games corrupt. I can load the last autosave ok, but after the last enemy dies, whenever I save, I can't reload again?
I'm afraid I may need to start over.... any ideas? (I also think that this may be my first encounter with the dread corruption of save that may wipe out my progress thus far).
Stats; Build 2085, Experienced; BR: Great, Tons of Guns.
Oh yeah, one other question: Monk came with field OPs gear on his Kevlar Vest and Pants. I thought that these items were incompatible with New Inventory.. How does this work? :dontknow2:
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Corporal
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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #193019]
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Wed, 06 August 2008 19:34
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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That vehicle thing can happen, if you use the car from the overview map and load a merc into the car, that is standing on a roof top in the sector. Somehow the game thinks, that this merc should still be standing on a roof, when you unload the mercs in a sector.
A workaround is to simply take the merc out of the car in the overviewmap and send him without car travelling into an adjacent sector and back. Works just fine.
I have no clue about your save game, have experienced this once myself, but as my job was editing the maps, I probably can't help there... sorry. Had to start a new campaign as well. It's always a good idea to save often and in different slots. That's probably the only work around here.
Yeah, the Field Ops (and the other upgrade kits, as well) work even with NIV. Don't know why, but it works... what doesn't work are the grenade panels and other leg rigs from the old inventory. They cause crashes, when you pick them up in a sector. Therefore we had to get rid of all of these manually in the sectors (especially, because in the Wildfire maps the grenade panels replaced LAW rockets from the original Wildfire and these could be found plenty in the original game...). Hope we got all of these, when anyone stumbles across one of these, it would be kind to report them. Though I doublechecked all the maps, it might be possible, that I forgot one or two...
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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #193023]
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Wed, 06 August 2008 19:41
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baroni |
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Messages:16
Registered:February 2008 |
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I play 29 in-game days. I captured Chitzena and Drassen. Now I try to defeat Alma. Some ideas of my observation of game:
a) too large amounts of enemies at the first part of game - my 6 man team consists 1 IMP, 3 cheap AIM and Dimitri & Ira - at first everyone was equpped with pistol + flak jackets. It was very hard to defeat first sector with enemies (16 enemies). Additionally enemy sends a lot of reinforcements from neighbouring city sectors when I try to attack first city sector. For example, at this moment I am attacking H14 Alma (first sector of Alma). After killing about 20 enemies I noticed new (about 15 men)group of them aproaching from south and almost simultaneously the same group from west. It is about 50 enemies together in one sector and I had to use load/save method all the time to allow my team to be live. Of course with more enemies the game is more interesting because lucky to me my team is well equipped with weapon at this moment but particularly at first parft of plot there is no possibillity to survive without load/save.
b) Enemy weapon progres is really too fast. After capturing 2 cities it is no problem to see enemy equipped with such weapon like: C7A2 Diemaco or HK MG36 RAS with full attachements like Acog 4x combo, Lam 200, bipod. In vanilla 1.13 I have possibillity to find these weapons after capturing min. 4-5 cities
c) additionally I almost killed every enemy in H14 Alma, but suddenly all buildings (buildings with sign of red hand on the wall) blows up and I don`t know why?
d) Idea with new LBE gear is very good. Now I can equip my team men according with their best profession
My settings: 1.13.2112, experienced, tons of guns, sci-fi, NIV
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Private
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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #193051]
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Wed, 06 August 2008 21:20
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llvi |
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Messages:65
Registered:January 2008 Location: Lacey, WA, USA |
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Thanks Smeagol for your reply
smeagol
I have no clue about your save game, have experienced this once myself, but as my job was editing the maps, I probably can't help there... sorry. Had to start a new campaign as well. It's always a good idea to save often and in different slots. That's probably the only work around here.
Yeah, the Field Ops (and the other upgrade kits, as well) work even with NIV. Don't know why, but it works... what doesn't work are the grenade panels and other leg rigs from the old inventory. They cause crashes, when you pick them up in a sector. Therefore we had to get rid of all of these manually in the sectors (especially, because in the Wildfire maps the grenade panels replaced LAW rockets from the original Wildfire and these could be found plenty in the original game...). Hope we got all of these, when anyone stumbles across one of these, it would be kind to report them. Though I doublechecked all the maps, it might be possible, that I forgot one or two...
I did go back to before the combat and resolved the counterattack in the mine sector. Everything went fine when I did. Saves are reloading.
I tried some testing on the Mafia in Chitzena.... I'm assuming that they are KingPin's men because of their dialogue remarks. I stole a few items to make them go hostile and then wiped them out with the militia's help. After I did this, the saves crashed. I wonder if the save game bug is related to the factions on the map in sector A2 (where I had the trouble before).?
I'll keep my eye open for any of those old rigs and let you know if I find one.
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Corporal
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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #193054]
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Wed, 06 August 2008 21:29
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Cocojumbo |
Messages:4
Registered:April 2008 |
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i installed the maps only mod and after that i installed the new interface (woodland)
so far so good but the problem is that the map was changed to the old one but i want the new map (the one from wildfire)
can someone tell me wich .sti file/s got overwritten by the interface installer so i can exchange them with the wildfire .sti/s?
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Civilian
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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #193106]
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Thu, 07 August 2008 12:01
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Jelinobas |
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Messages:34
Registered:March 2007 Location: Germany |
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Spacemonkeyi installed the maps only mod and after that i installed the new interface (woodland)
so far so good but the problem is that the map was changed to the old one but i want the new map (the one from wildfire)
can someone tell me wich .sti file/s got overwritten by the interface installer so i can exchange them with the wildfire .sti/s?
'b_Map.pcx'
but i don't now which other files can was overwritten by the interface...
Better install first the interface and then overwrite it with the mod.
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Private 1st Class
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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #193420]
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Mon, 11 August 2008 00:13
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Badbru |
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Messages:63
Registered:January 2008 Location: Perth Australia |
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I can't get this to work.
I've downloaded the mod from both sites.
Had much difficulty figuring out how to get it to extract and overwrite the appropriate files. (still must not have it right)
Now I get a run time error at game opening page, or, an ordinary 1.13 game.
I have the config set to use Data-Wildfire6.06
7zip extracted it to my D:Downloads folder into a WildFire6.06 file which I copied to my fresh installed on C:drive JA2 with a 2085 1.13NIV build applied.
Any suggestions?
Disregard. I finally got it work EXACTLY following the instructions.
I really am not good with computers.
[Updated on: Mon, 11 August 2008 00:34] by Moderator Report message to a moderator
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Corporal
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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #193509]
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Mon, 11 August 2008 20:07
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Blue_Fox |
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Messages:539
Registered:September 2006 Location: Netherlands |
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> Did you install the mod as stated in the readme? It is really important to do the "copy and rename folder" part.
Yes i did.
> Are you sure, you got the right version of Ja2 1.13?
I use this version JA2_v1.13_Release_(EN)_[1.0.0.2085].exe
> Are you sure, you got the right version of the Wildfire Mod?
Well, i've downloaded several and all have same problem.
WF606-Mod_beta_english_for_JA2_113NIV2112.7z.001
WF606-Mod_beta_english_for_JA2_113NIV2112.7z.002 Can't open this one, so downloaded the WF6.06-Mod_beta_english_for_JA2_1.13NIV2112.7z version.
WF6.06-Mod_beta_english_for_JA2_1.13NIV2112.exe
> What exactly happened during this "leave sector bug"?
Wenn leave sector, mapscreen pops up, not in combat mode and use the Time Accelerator, Time Compression, the map where i came from keeps popping up. Cant go to the other map. PC thinks i still have mercs in that sector.
Btw: using Wildfire 6.02 with 6.04 patch.
installation:
- download the appropriate mod
- in your Ja2 1.13 root folder copy your ../Data-1.13 folder and rename the copy into ../Data-WildFire6.06
- unzip the mod into your Ja2 1.13 root folder and allow overwriting existing files
- that's it.
- have fun.
Why this works for everybody except me?
[Updated on: Mon, 11 August 2008 21:21] by Moderator Report message to a moderator
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First Sergeant
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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #193543]
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Mon, 11 August 2008 23:45
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cougar |
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Messages:254
Registered:March 2000 |
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Blue_fox:
Are you saying that you have the Wildfire game as a base?
That will screw up everything up so bad it's not even funny.
So is your installation order like this:
Wildfire 6.02 > Wildfire 6.04 patch > 1.13 > WF606-Mod_beta_english_for_JA2_113NIV2112.
If so that is plain wrong and will lead to all kinds of screwups. It should be:
JA2 plain (1.03, 1.06, 1.07) or JA2 Gold > 1.13 > WF606-Mod_beta_english_for_JA2_113NIV2112.
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Master Sergeant
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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #193549]
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Tue, 12 August 2008 00:16
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cougar |
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Messages:254
Registered:March 2000 |
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Glad I could help out.
The installation notes for 1.13 explicitly mentions that Wildfire is not to be used with 1.13. And this installation implies that it should be installed over a NORMAL 1.13 installation.
Even so it might be a good idea to point that out. If one person misunderstands it the odds are pretty high that ten or hundred more will. Especially as a lot of members here doesn't have English as a first language.
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Master Sergeant
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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #193554]
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Tue, 12 August 2008 01:44
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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*sigh*
i should really start designing mods that are that simple as well. I remember couple of weeks after wildfire came out, we explained the wildfire players how to use WF maps in 1.13 like on a weekly base.
Great to see you guys do this service for them
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Sergeant Major
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