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Re: Arulco Revisited Mod v1.1[message #302566]
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Thu, 29 March 2012 23:08
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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 #302589]
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Sat, 31 March 2012 01:44
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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] Report message to a moderator
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Re: Arulco Revisited Mod v1.1[message #302593]
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Sat, 31 March 2012 05:59
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usrbid |
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Messages:1506
Registered:December 2008 |
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JAsmineYou 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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Re: Arulco Revisited Mod v1.1[message #302601]
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Sat, 31 March 2012 10:48
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usrbid |
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Messages:1506
Registered:December 2008 |
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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.
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 Report message to a moderator
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Re: Arulco Revisited Mod v1.1[message #302610]
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Sat, 31 March 2012 17:00
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JAsmine |
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Messages:306
Registered:May 2011 |
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DieterI 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?
DieterI 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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Re: Arulco Revisited Mod v1.1[message #302630]
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Sun, 01 April 2012 01:49
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Sgt York |
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Messages:79
Registered:June 2000 Location: San Antonio TX |
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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 Report message to a moderator
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Corporal
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Re: Arulco Revisited Mod v1.1[message #302642]
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Sun, 01 April 2012 13:51
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@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 #302726]
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Tue, 03 April 2012 05:14
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usrbid |
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Messages:1506
Registered:December 2008 |
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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 Report message to a moderator
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Re: Arulco Revisited Mod v1.1[message #302781]
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Wed, 04 April 2012 15:50
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Sam Hotte |
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Messages:1966
Registered:March 2009 Location: Middle of Germany |
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DieterI 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 Report message to a moderator
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Sergeant Major
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Re: Arulco Revisited Mod v1.1[message #302795]
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Wed, 04 April 2012 22:14
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Vincent J. Claymore |
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Messages:285
Registered:February 2011 |
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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 Report message to a moderator
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Master Sergeant
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Re: Arulco Revisited Mod v1.1[message #302854]
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Fri, 06 April 2012 03:31
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Damesh |
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Messages:57
Registered:January 2001 Location: Florida |
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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 Report message to a moderator
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Corporal
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Re: Arulco Revisited Mod v1.1[message #302859]
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Fri, 06 April 2012 07:43
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usrbid |
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Messages:1506
Registered:December 2008 |
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lockieUmm , 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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