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Re: AIMNAS WF2012 Part 10[message #303214]
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Wed, 11 April 2012 05:29
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veedotja2 |
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Messages:86
Registered:April 2012 Location: New York |
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Big Maps are sweet, thanks for that. I was hoping you wouldn't get discouraged making them. Including NCTH is a nice touch and I know it was a lot of work. Having NCTH means that I can leverage my 1.13 and UC-1.13 knowledge in better in combat so I'm happy. I was happy before but you know what I mean.
Unfortunately I had a crash to desktop early in the game, but was able to work around it. My setup:
Made copy of my original JA2 Gold 1.12 install, the one I have been using for every mod for over a year,
then I unzipped SCI_AIMNASvER_r5171_20120409.7z over it,
then I unzipped AIMNAS Easter Release.7z over it,
I made *no* changes to any files, .ini or .xml,
I launched AIMNAS from the .ini editor and picked vfs_config.JA2113AIMNAS.ini and 1024x768 fullscreen resolution.
One of the starting options I picked included 10 man squads (I think this is important to note). I created an initial squad of 7 mercs, 3 IMP and 4 AIM.
Everything from merc creation to hiring went smoothly, the first battle in Omerta (A9) went well.
After I won, when I give the letter to Fatima, the game teleports my squad to the rebel hideout (A10-1). I know this because the game shows the wallpaper. Usually you get a red progress bar in a loading screen and then the next sector loads. In this case, I get a full red bar, then a black screen for a few seconds, then a crash to desktop with no error message on screen.
I restarted and reassigned two of my mercs to squad 2. Now, with squad 1, which now has only five members, I gave the letter to Fatima and then the five mercs teleport to the hideout (A10-1) where the Ira, Dimitri, Carlos, Fatima and Miguel scene plays no trouble.
I speculate the fact that becaue I had a squad of more than 6 mercs (I had 7) when giving the letter caused the crash so when I reduced the size to 5 mercs everything worked. Can't put too many mercs in the hideout map?
I have a savegame from just before I give the letter.
I also have a file /Profiles/UserProfile_JA2113AIM/Crash Report_10_04_2012___21_48.txt, should I post it?
Actually there are plenty of files in UserProfile_JA2 timestamped to the minute of the crash, should I post any of them? Maybe you have enough information.
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Corporal 1st Class
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Re: AIMNAS WF2012 Part 10[message #303378]
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Fri, 13 April 2012 18:59
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medicinman |
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Messages:38
Registered:July 2004 Location: FL |
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Nice addition as usual with Easter edition AIMNAS. Using 5171 Tais SCI AIMNAS_ER
Couple of issues I had in past and posted but am not sure if known and/or working on.
I have only had this in the Big Maps versions.
- trouble stealing from certain enemies even when no problem standing in tile and have plenty of AP's yet message is something like "not enough ap's for selected action"
Are some enemies chosen not to steal from when unconscious?
- can't see under rooftops even after explored in maps. Goes back to blacked out.
Is this on purpose and is it adjustable. I like not seeing enemies but prefer to see buildings once explored as it can be hard to see and know locations in tactical.
- Basic question for AIMNAS ER. What options are supported and should or should not be selected.
For example: Overheating, NCTH, larger teams, IIS, Inventory manipulation AP's.
I notice you have some defaults but didn't know if in stone.
Thanks again for great mod and PS thanks for food quest fix. (edit)
Pat
[Updated on: Fri, 13 April 2012 19:00] by Moderator Report message to a moderator
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Private 1st Class
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Re: AIMNAS WF2012 Part 10[message #303462]
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Sun, 15 April 2012 16:57
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Akilae |
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Messages:16
Registered:July 2011 Location: France |
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smeagolManually revert all tilesets which are used atm for small map in the ja2set file used for bigmaps... have fun with that.
It's quite intriguing that folk have been asking for a way to mod regular (small) AIMNAS v21 maps. I actually tried to do it myself, to no avail. My reason was that I wanted to do a playthrough with new features and with a consistent map base with working quests (either on small maps or bigmaps, didn't matter) and not for quality reasons (obviously).
Do you guys try to back-port small maps for the same reasons?
The problem, i reckon, is that the Easter Release wasn't clearly identified as a Work in Progress and people got worked up when, actually, 1.13 and AIMNAS are in transitional stages at this time:
HAM5 brought many features which have yet to be exploited (think fragmentation for instance) by editing new items.
Flugente (among others) submits new features exciting features all the time. (tripwires/overheating/slings/scope modes/underslung weapon systems etc...) And those features require new items
Big Maps! those will take a while as well.
And as with every new AIMNAS release, loads of new toys we all want to try out.
As a result, I think people are eager to play with the new stuff but got used to the polish in the previous stable releases. Would it be worth it to release a back port of small maps while all the features catch up? Hard to tell, according to Smeagol, that's time consuming.
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Private
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