Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Mod
Re: Arulco Revisited Mod v1.1[message #302564] Thu, 29 March 2012 22:52 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
yeah , I'm trying to take Drassen mine (again) and it sure ain't easy . Don't want to give you feedback yet ( too early ingame ), so will keep comments minimal .
Liking it though . Smile

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Captain

Re: Arulco Revisited Mod v1.1[message #302566] Thu, 29 March 2012 23:08 Go to previous messageGo to next message
cdudau
I am liking it too.

I am spoiled by AIMNAS inventory though.

I said it before and I will say it again, AIMNAS inventory system needs to be...should be...standard 1.13.

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Re: Arulco Revisited Mod v1.1[message #302569] Fri, 30 March 2012 00:35 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Different mods man . Keeps things fresh . Talking oof which , Cleveland Brown is about to come on , hehehe , my moustache tickles ... Very Happy

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Captain

Re: Arulco Revisited Mod v1.1[message #302572] Fri, 30 March 2012 02:36 Go to previous messageGo to next message
spookygirl is currently offline spookygirl

 
Messages:15
Registered:December 2011
JAsmine
SpookyGirl
I've noticed Pablo is not in Drassen... what about the priest? I can't find him too...

People, please read the instructions! :goodnews:

Arulco Revisited 1.1 Readme

Important note on gameplay

Bobby Ray (BR) won't be available after liberating Drassen. BR is still in the game and will be available later, when you progress deeper into Arulco. You'll have to live "off the land" for a longer time. [...]

BR isn't in Drassen, and Pablo (and Sal) won't be there, too. Those guys are at the new location of BR shipments.
However, the "get food for rebels" quest works in AR exactly the same way as you're used to it. The priest is in his usual random places (bar c13, church d13, bar d13).


Yeah JAsmine I know, I was just agreeing about Pablo missing. I should have written 'I too noticed' Smile
Lol this certainly isn't an easy mod. But it's very good so far! Wink

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Private
Re: Arulco Revisited Mod v1.1[message #302575] Fri, 30 March 2012 11:27 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
When you're having (financial) troubles in the game and are stuck somewhere in the northern-eastern area (somewhere around Omerta, Drassen, Aldea, Cambria and Alma),

it might be a good idea to take Aldea. Although the town seems rather unimportant at first sight, it does offer something... helpful - if you can find it. :spend:

[Updated on: Fri, 30 March 2012 11:27] by Moderator

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #302577] Fri, 30 March 2012 18:46 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Hah ! Heading there now ...... muwahh hah hah .... Very Happy

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Captain

Re: Arulco Revisited Mod v1.1[message #302582] Fri, 30 March 2012 19:50 Go to previous messageGo to next message
cdudau
lockie
Hah ! Heading there now ...... muwahh hah hah .... Very Happy


That's what I said!

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Re: Arulco Revisited Mod v1.1[message #302586] Fri, 30 March 2012 23:12 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Meet you there , I'll be wearing a raincoat with fedora .... Cool

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Captain

Re: Arulco Revisited Mod v1.1[message #302589] Sat, 31 March 2012 01:44 Go to previous messageGo to next message
cdudau
Hey Jasmine,

Sector F6 does not have any west entry points.

Edit:

Very Nice secret. Is that fat guy Enrico? He was just chillin' sipping on a cold one.

[Updated on: Sat, 31 March 2012 02:27]

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Re: Arulco Revisited Mod v1.1[message #302593] Sat, 31 March 2012 05:59 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
JAsmine
You shoul really read the instructions or even the beginning of the RIS report.


Ha, ha, you are right, I don't read, it is really my fault! Will read the instructions now, hi, hi... Thanks for the info you posted.

I noticed enemy drop is pretty good early on, this must be a 1.13 thing again. All I have is Drassen, all of it, and I have 6 battle scopes, 3 sniper scopes, 2 trigger groups, and more (good) ARs than I ever need. With this kind of item drop, I doubt I will feel motivated to go all the way to Meduna, just not much to look forward to, but that might be just me, others may still find it challenging.

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Sergeant Major

Re: Arulco Revisited Mod v1.1[message #302599] Sat, 31 March 2012 09:58 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
For goodness sakes , tell me you aren't playing 'drop-all' Dieter ?

The shame ..... :nono:

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Captain

Re: Arulco Revisited Mod v1.1[message #302601] Sat, 31 March 2012 10:48 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Nah, there are just A LOT of enemies, I get attacked every 2-3 hours, playing on Expert, not sure why they are out to get me, they really want me dead. Smile

By the way, I have a reproducible bug, probably 1.13 and not AR. I finished my turn with Haywire and all my squad guys are greyed out, like there is an enemy interrupt, except nothing happens. The game behaves just like on my regular turn, except I can't do anything.

Here is a save game from the Profiles\UserProfile_JA2AR\SavedGames folder. Maybe one of the coders wants to trace it.


Edit: Wonderful, after exiting the game all the way, to write this entry, and starting it up again, the problem is fixed, never mind...

[Updated on: Sat, 31 March 2012 10:51] by Moderator

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Sergeant Major

Re: Arulco Revisited Mod v1.1[message #302603] Sat, 31 March 2012 12:52 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Only picked up some decent weapons at demoville ! Shot up to hell though , where are the med kits ??

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Captain

Re: Arulco Revisited Mod v1.1[message #302609] Sat, 31 March 2012 16:47 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
tao
Sector F6 does not have any west entry points.

True - the sector is not supposed to be entered from the west: There's is a canyon in F5 that won't let you march east.

tao
Very Nice secret. Is that fat guy Enrico? He was just chillin' sipping on a cold one.

Heh. That fat guy is whoever you wish him to be! Smile Did you keep him alive?

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #302610] Sat, 31 March 2012 17:00 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Dieter
I noticed enemy drop is pretty good early on, this must be a 1.13 thing again. All I have is Drassen, all of it, and I have 6 battle scopes, 3 sniper scopes, 2 trigger groups, and more (good) ARs than I ever need.

Okay, this does not sound right.
On my current game, I have taken Omerta, San Mona, Chitzena and Chitzena SAM site. It's day 24, progress about 22, I'm still fighting with crappy assault rifles and don't have enough PSO-1 and ACOG 4x scopes to equip my 6-man squad properly.
You sure, you're playing without drop all and without a fast item progression?

Dieter
I doubt I will feel motivated to go all the way to Meduna, just not much to look forward to [...]

As I have outlined in different situations before, this mod is ca. 90% about new maps.
If there is anything in this mod to look forward to, then its the new maps you will see (and fight through).

You've only taken Drassen, he rest of the country is still waiting for you to discover it.

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #302611] Sat, 31 March 2012 17:03 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
lockie
Only picked up some decent weapons at demoville ! Shot up to hell though , where are the med kits ??

There are 1-5 (random) medkits in Aldea ground level.
The secret of this place lies within the cellar. Look closely. (remember the original version of the cellar map in the demo???)

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #302616] Sat, 31 March 2012 22:14 Go to previous messageGo to next message
cdudau
JAsmine
tao
Sector F6 does not have any west entry points.

True - the sector is not supposed to be entered from the west: There's is a canyon in F5 that won't let you march east.

tao
Very Nice secret. Is that fat guy Enrico? He was just chillin' sipping on a cold one.

Heh. That fat guy is whoever you wish him to be! Smile Did you keep him alive?


I entered the sector retreating.

Yes, I kept him alive, although; after I left, I wondered what that guy had on him....

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Re: Arulco Revisited Mod v1.1[message #302617] Sat, 31 March 2012 22:17 Go to previous messageGo to next message
cdudau
@Lockie

Think crepitus from demo.

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Re: Arulco Revisited Mod v1.1[message #302618] Sat, 31 March 2012 22:36 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
The fat hermit doesn't really have anything of interest on him.
I was just curious.
I guess, most people would kill him. :axe:

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #302620] Sat, 31 March 2012 22:49 Go to previous messageGo to next message
Sgt York is currently offline Sgt York

 
Messages:79
Registered:June 2000
Location: San Antonio TX
thanks JAsmine & Beka for a very good job on your mod. I'm finding that it's a (nice) challenge to get militia trained before counter attacks take place. The central SAM site (no roof !!) and Estoni have been particularly tough defending with 2 Mercs + 10 greenies against 15-18 opponents. Playing expert, I'm barely hanging on.

I have 100% loyalty in Estoni but can't find Pablo near the shipment crate. I've looked all over the sector too, both day and night. I sure don't want to order from BR if I can't get the shippments. Is Pablo necessary at the Estoni airport (but where is he ??), or is Estoni like Meduna, where no attendant is required?

Thanks.

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Corporal
Re: Arulco Revisited Mod v1.1[message #302621] Sat, 31 March 2012 22:58 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
Pablo is missing from Drassen Airport. That's true. But he is still in the game!


Read the read-me ... info to be found , this isn't JA2 , there are changes .

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Captain

Re: Arulco Revisited Mod v1.1[message #302623] Sat, 31 March 2012 23:18 Go to previous messageGo to next message
Sgt York is currently offline Sgt York

 
Messages:79
Registered:June 2000
Location: San Antonio TX
lockie
Quote:
Pablo is missing from Drassen Airport. That's true. But he is still in the game!


Read the read-me ... info to be found , this isn't JA2 , there are changes .



Duh ... Why is Pablo missing from ESTONI ???

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Corporal
Re: Arulco Revisited Mod v1.1[message #302624] Sat, 31 March 2012 23:32 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
regarding Pablo:

If in the ja2_options ini the following line:

READ_PROFILE_DATA_FROM_XML is set to true,

Pablo won't show up at Estoni airport. This is a bug andwill be fixed in the next version. Workaround: set the line to FALSE. Pabloe will then show up as intended. However, that *might* require a you to start a new game.

This bug was actually supposed to be fixed in version 1.1 of this mod. My fault.

-----

regarding difficulty of the mod:

Maybe a future version of the mod might reduce the difficulty level a bit. It seems like most players feel the mod is challenging. We haven't yet made up our mind if it's *too* challenging or if it's within acceptable parameters.

@ all: what's your opinion on the difficulty level? Keep it, make it easier?

[Updated on: Sat, 31 March 2012 23:41] by Moderator

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #302630] Sun, 01 April 2012 01:49 Go to previous messageGo to next message
Sgt York is currently offline Sgt York

 
Messages:79
Registered:June 2000
Location: San Antonio TX
The READ_PROFILE_ ... was indeed set to TRUE. I changed it to FALSE, went back to a savegame and reentered Estoni. Pablo was not there, so I guess a new start is needed. As Flo would say, "Ah well", guess we do without BR this time. I'm too far along to start over, and true, there's lots of stuff around.

As to difficulty, NO! NO! NO! NO! don't make it easier. Please take my comment concerning the "challenge" as positive. IMO, mods that are too easy cause one to get sloppy in combat and lose interest.

Oh yeah. I confirmed BR doesn't send goods to Estoni w/o Pablo.

Thanks for the answer, JAsmine.

[Updated on: Sun, 01 April 2012 01:52] by Moderator

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Corporal
Re: Arulco Revisited Mod v1.1[message #302642] Sun, 01 April 2012 13:51 Go to previous messageGo to next message
cdudau
@Jasmine

You should make a full fledged modification. You can still keep an alternate download for maps to keep it compatible with other mods.

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Re: Arulco Revisited Mod v1.1[message #302698] Mon, 02 April 2012 17:18 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
This mod sounds great! Can't wait to test this!

I'd like to play this with HAM5 thou with the explosive shrapnels, any experience if this really works with it?

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Staff Sergeant
Re: Arulco Revisited Mod v1.1[message #302707] Mon, 02 April 2012 20:26 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
I just installed 4870 (previously I played 2XXX) and this baby here...

OH

MY

GOD

!!!

I don't know who to give the credit to here, but this is absolutely fantastic! I've just started a game on Insane, with as many weapons as possible and fastest increasing coolness - and in contrast to my last experience playing 2XXX on Insane, this time 'round it's actually challenging! The AI is brilliant! Those bastards hide in the meanest possible nooks and crannies, I love it!

Thank you SO MUCH!

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #302726] Tue, 03 April 2012 05:14 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Yo JAsmine, I entered Cambria from G10 to G9, got Mike, killed everyone in the sector, got enemies from adjacent sectors, killed those too, then went from G9 to F9, killed everyone in the sector, no enemy reinforcements, now the sector still shows as hostile.

When I Alt+E there is a dying Mike lying at the corner of the south west house (Bull is standing in front of him), not sure how Mike got there. I checked a save at the beginning of the sector combat and Mike was already lying there dying. I can't target Mike to kill him and he won't die on his own.

Here is the Quick Save from the Profiles\UserProfile_JA2AR\SavedGames folder.


Edit: Not sure if this is 1.13 or AR, the INI doesn't allow Biff and Flo to train militia, too low LDR. Not sure if this is intentional, that you have to train Biff and Flo before you can train milita. Vanilla allows the two to train militia out from the start. I know they have the Teaching trait, but the 4870 code doesn't allow them to train from the start.

[Updated on: Tue, 03 April 2012 10:54] by Moderator

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Sergeant Major

Re: Arulco Revisited Mod v1.1[message #302734] Tue, 03 April 2012 14:49 Go to previous messageGo to next message
Biernath_J is currently offline Biernath_J

 
Messages:166
Registered:August 2003
Location: Poland
Default setting of 'minimum LDR to train militia' is set to 20 for some reason. It actually defeats the purpose of hiring MERC losers.

I ALWAYS change it to '10' for my games. I see no reason why '20' is so brilliant to be default.

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Staff Sergeant
Re: Arulco Revisited Mod v1.1[message #302735] Tue, 03 April 2012 15:54 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
The militia training settings are standard of "HAM4 in 1.13". It's adjustable in the ini along with militia upkeep, number of militia trained etc.

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Sergeant Major
Re: Arulco Revisited Mod v1.1[message #302767] Wed, 04 April 2012 11:13 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
I get your point Biernath_J and Sam_Hotte, however I "feel" that this might be a "bug", meaning that the Teaching trait was intended to "overwrite" the 20 LDR cap in the INI, the problem is it doesn't, hence the bug allegation.

Gameplay feedback: Possibly 1.13 related and not AR, why does hovering the mouse over the GM-94 Grenade Launcher make 9x18mm ammo highlight in the sector inventory? The M79 highlights the 40mm grenades correctly. Feels to me like an XML bug. Probably the only reason you can insert the ammo into the weapon system is that the GL tag is set.

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Sergeant Major

Re: Arulco Revisited Mod v1.1[message #302769] Wed, 04 April 2012 11:20 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Error in the 1.13 XMLs, has been fixed some time after the last release.

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Captain

Re: Arulco Revisited Mod v1.1[message #302771] Wed, 04 April 2012 11:57 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
@DB: Cool, thanks!

Gameplay feedback: At the Cambria SAM site I8, there is a 5.56x45mm Match belt with 65,480 rounds. Inserting the ammo into a gun adjusts the count to the correct value.

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Sergeant Major

Re: Arulco Revisited Mod v1.1[message #302781] Wed, 04 April 2012 15:50 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Dieter
I get your point Biernath_J and Sam_Hotte, however I "feel" that this might be a "bug", meaning that the Teaching trait was intended to "overwrite" the 20 LDR cap in the INI, the problem is it doesn't, hence the bug allegation.


ACK. I'm with Biernath on this and also decrease the training threshold to 10 in my games. Especially since the other values of Headrocks dynamic militia training thingies per default prevent any low LDR merc to contribute much to militia training anyway.

[Updated on: Wed, 04 April 2012 23:28] by Moderator

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Sergeant Major
Re: Arulco Revisited Mod v1.1[message #302795] Wed, 04 April 2012 22:14 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
Where is Skyrider? I just can't find him no more!

EDIT: Sorry, my bad. Just never had him WEST of Drassen before.

[Updated on: Thu, 05 April 2012 00:04] by Moderator

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #302799] Wed, 04 April 2012 23:50 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
hey JAsmine & Beka, tried you mod over a fresh latest 1.13 install and played a couple of hours.

and so far, i love it! really good maps, lots of fresh sectors and a new challenge.
just what i needed to rekindle my interest in this fine game! especially after JA:BIA has been such a disappointment.

allthough i

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First Sergeant
Re: Arulco Revisited Mod v1.1[message #302802] Thu, 05 April 2012 00:28 Go to previous messageGo to next message
spookygirl is currently offline spookygirl

 
Messages:15
Registered:December 2011
Sgt York
I'm finding that it's a (nice) challenge to get militia trained before counter attacks take place.


That is so right! Lol I just can't seem to leave Drassen! Mad

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Private
Re: Arulco Revisited Mod v1.1[message #302829] Thu, 05 April 2012 19:29 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Umm , I having a few ctd's , anyone else suffering ?

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Captain

Re: Arulco Revisited Mod v1.1[message #302854] Fri, 06 April 2012 03:31 Go to previous messageGo to next message
Damesh is currently offline Damesh

 
Messages:57
Registered:January 2001
Location: Florida
I started getting this error during battle in Chitzena the first day. Decided to go west and take Chitzena first. Took the mine and continued up to next sector and about half way through started seeing this message every minute or so:

Runtime Error
Assertion Failure[line 1171 in File.\Scheduling.cpp]. Attempting to debug save as SaveGame97.sav(this may fail).

I'm running the 4870 version and the AR mod was downloaded 17 Mar, but don't know if latest or not.

Can't really get through the combat as it crashes after about a minute and have to reload last save.

on edit. It isn't a CtD, but it locks up and have to press ESC to exit to desktop.

[Updated on: Fri, 06 April 2012 04:04] by Moderator

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Corporal
Re: Arulco Revisited Mod v1.1[message #302859] Fri, 06 April 2012 07:43 Go to previous messageGo to previous message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
lockie
Umm , I having a few ctd's , anyone else suffering ?


Not much really, the game is pretty stable, I am running XP. I have an issue with the sound driver (or something related), every 1-2 hours, when a merc starts talking, right at the beginning, I hear about half a second, then it goes fizz, CTD. It's probably just me running on an IBM T23.

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Sergeant Major

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