Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Mod
Re: Arulco Revisited Mod[message #304977]
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Sat, 19 May 2012 17:49 
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JAsmine |
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Messages:306
Registered:May 2011 |
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DieterCan I use my previous save after installing 1.2?
1.2 will include bugfixes, new features and improved balancing. The changes compared to 1.1 are too drastically to work without you starting a new game. So the answer is: no.
Hazmat
After killing Kingpin+goons, the goons respawn when re-entering the sector.
Thanks for reporting this.
You're right, this is an old problem. I'm not quite sure if this is more a thing of v1.13 or of AR. Unfortunally, I don't have enough time to check it out atm, but I'll put it on my list of things to-do.
WaBlackHatHmm, mine was the map subfolder: JA2\Data-AR\Tabledata\Map\
I assume thats ok?
You mean you're copying AR's \tabledata\map subfolder over a running game? I'm sorry, but that will lead to some problems. E.g., the new SAM site will not work 100%.
My guess is, that you can still play & finish the game without running into game-breaking issues.
However, you have been warned. :vader:
WaBlackHatWhen 1.2 comes out I may bump up my version up to the latest JA2 and test it out.
Due to lack of time, AR 1.2 will be developed to work with latest STABLE rev 4870.
We don't have time to test AR with unstable versions of v1.13.
If needed, we might create hotfixes to make AR 1.2 work with unstable versions of v1.13.
Luchs14I hope the mod is well balanced. Haven't played it yet, but I am willing to install Ja2 again just for this mod.
I think it is important that the balance is done well, it should not be too easy - one should not have all the nice weapons too soon, or too much ammo all the time, or too many items at all. This makes the game easy, hence there is no thrill playing it through.
Well, what can I say? Just give AR a try and you'll see if you like it or not.
So far, the feedback we've received implies, that AR is more difficult to play than regular v1.13, especially, because you will encounter more enemies than normal.
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Re: Arulco Revisited Mod[message #304978]
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Sat, 19 May 2012 17:54 
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Luchs14 |
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Messages:14
Registered:July 2002 Location: Vienna |
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JAsmineWell, what can I say? Just give AR a try and you'll see if you like it or not.
So far, the feedback we've received implies, that AR is more difficult to play than regular v1.13, especially, because you will encounter more enemies than normal.
That may not be the issue. What I mean is that I usually have too strong weapons much too soon. After some (ingame) days I usually have the very best long-range and heavy-damage guns, which makes it easy to take out all enemies - even when playing AE-only, using sniper scopes and stuff which increases the range of sight it is possible even without ever being seen by enemies. This part of balance was ruined since 1.13 at all, this is why I am often playing the plain old 1.02, since - to my knowledge - it is not possible to turn off that long visual range "improvements", I would appreciate that very very much.
ciao
[Updated on: Sat, 19 May 2012 17:55] by Moderator Report message to a moderator
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Private
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Re: Arulco Revisited Mod[message #304985]
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Sat, 19 May 2012 20:59 
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Toneone |
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Messages:376
Registered:October 2008 Location: Germany |
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Quote:
Thanks for reporting this.
You're right, this is an old problem. I'm not quite sure if this is more a thing of v1.13 or of AR.
Im pretty sure this was squashed quite some revisions ago. I could not imagine that the stable 4870 would be released with it.
If you tampered with the compostion of actors in that sector it could be the culprit.
I dimly remember that there were normal civis around in Kingpins sector.
Honestly though i could be talking nonsense here, but as i remember it the game has a problem with sectors beeing cleared of their main population if they count as civis.
This gets into all that factions stuff.
In the "early" days, the modder of UC-1.13 had a simliar issue with a sector populated with gunrunners.(a civic faction that could turn hostile after certain actions by the player)
He ended up using the cow trick i mentioned earlier, though there should be a more elegant solution.
Glad to hear a new version is comming.
I had quite a bit of fun so far with the upped challenge.
At first i thought, moving access to BR would turn me off. But my old stealing instincts kicked back in, and not really in dire need of gear so far. Though, beeing carefull with certain ammo types, i.e not wasting them, is a new and fun thing.
And on a funny note, i stumbled upon Mike at the Cambria weapons depo.
Never had that happen before. 
regards
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Master Sergeant
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Re: Arulco Revisited Mod[message #305009]
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Sun, 20 May 2012 21:16 
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Toneone |
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Messages:376
Registered:October 2008 Location: Germany |
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I have to report another bug, and its a strange one.
Here is the link to the save so you can check it out yourself, 1.13 is rev 4870.
Savegame
So, after practically clearing the Cambria SAM site i could not find the last enemy.
Ive been all around the sector and in every nook and cranny, no dice.
I used GABBI to see where the jerk is and, wait for it,...it was a "dying" Mike. :party:
That ties in with my suprise of finding Mike at the Cambria weapons depot and already killing him there.
Use GABBI and see for yourself.
He is directly next to my merc Ranger but can not be seen or targeted, and is not really dying, i.e actually loosing health.
After killing him with ALT+e, he also drops all of his gear.
What the heck?
Edit:also a minor mapping error. A lot of the items are not placed inside containers. They just lay on top of closed containers.
I still have to pick em up by hand though, as they dont show up in the sector inventory.
Disregard that, im dumb!
regards
[Updated on: Sun, 20 May 2012 23:29] by Moderator Report message to a moderator
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Master Sergeant
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Re: Arulco Revisited Mod[message #305041]
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Mon, 21 May 2012 14:59 
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Accident |
Messages:3
Registered:May 2012 |
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Yay, time to start new campaing with it. 
Are there any specific ini settings you guys recommend for playing with this mod? Enemy item speed is set to slow or very slow, BR minimal, no enemy weapon drops, thats pretty basic. Anything else? Is double garrison size and "MAX_NUMBER_ENEMIES_IN_TACTICAL "60" a bit too much?
[Updated on: Mon, 21 May 2012 15:14] by Moderator Report message to a moderator
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Civilian
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Arulco Revisited Mod v1.2[message #305113]
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Wed, 23 May 2012 10:34 
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JAsmine |
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Messages:306
Registered:May 2011 |
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IoPClean install + unrar official v1.13 + unrar AR1.2. Tony not buying my staff was user error.
Now I'm trying to reproduce why tone start moving around but run second problem:
I can find pantsuit loretta once per game. After picking up it + load it disappears from crate but reappear after I reboot my game
Glad to hear that Tony is working now.
If you're looking for the porn VHS, it is (in AR) in two possible places: Either the small house in the north-eastern corner of D4 (vanilla JA2 location) or in the lobby of "Shady Lady" brothel.
Hazmati think ive found the secret room. There was something in the level that cought my eye, so i investigated.
:bomb:
Not to spoil anything, but you might want to halve the amount of gold in further releases.
That would still be plenty imho.
Yep, you found the secret place. :ok:
Apart from maybe halving the money, I might as well put the secret entrance somewhere else - seems like a lot of people already found it.
NJ
I've been using the 5280 build with AR 1.2 and it seems to work well. I use an edited mercprofiles from 5224 (deleting the ar-data one)with the following edit:
Quote:set maddog's coordinates to:
Code:
11
7
You should also edit Pablo's coordinates to:
6
8
If you don't, he won't be in the game.
NJI really enjoy the whole philosophy of this mod, not just the cool new maps. It might be a question of whether you are one of those (like me) who love the 'sneak around, punching enemies out thieving' way of life, but if you hate to reload then that's not going to appeal. Has anyone tried slow weapon progression yet?
Well, I like both styles: sneaking/punching/stealing or just blowin' up the whole place with heavy firepower. But this mod is indeed intended to support the sneaky way of life (because it will benefit you with better combat gear).
NJBTW...one bug I noticed was Jimmy (maybe important that he's a DG merc) sometimes (with AR 1.1 so far) needs to repeat an action (the first time I get a clock cursor for 30 seconds) to make it happen. When it's tossing a grenade, the first grenade disappears, but the second throws fine. Never seen that before.
This bug is most ertainly an issue not related to the AR mod. Maybe you should post it in the bug or DG merc-development thread?
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Re: Further development of AR[message #307990]
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Mon, 23 July 2012 18:27 
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goc_man |
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Messages:113
Registered:November 2007 Location: Croatia |
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Thumbs up to you JAsmine & Beka. Great mod! A new set of maps was really needed (as there is no fresh alternative besides the AIMNAS mod, or the old wildfire maps).
Some feedback: playing with 4870 release
- like the difficulty, specially in the beginning
- like the maps (will give more feedback as I continue my campaign)
- would like to see a new B13 map (as the vanilla one is quite boring)
And one more thing. I believe you posted here somewhere that the mod is compatible with the AFS mod.
I tried the combo, I think it's not compatible:
I installed AFS mod normally, tested it and all worked good. Then I copied the AR data files to the Data-AFS folder (as instructed by you). The mods seemed to work together, but soon I started getting NADA items all around. And I also found the already mentioned uber-sniper rifles in the lockers of the rebel hideout.
Maybe I f***ed up in my install, but I can't see where.
Another example - in the building to the west right after landing in Omerta, in your map there is supposed to be a bloody heavy knife. With my AR/AFS install I get a Dual Mode Sight.
Since you used only regular 1.13 items in your map, I don't understand how this happened.
I expected to find 1.13 items within your maps, and AFS stuff from enemies and shop keepers...
EDIT: I just checked and the XMLs and the 597 is normally a Bloody heavy knife. In the AFS mod, the item with that index is a Dual mode sight.
I guess the item indexes in AFS come from way back Urban Chaos, so they don't match the 1.13 ones (wil473, please correct me if i'm wrong), so a lot of map placed items won't be the ones that are supposed to be there.
So basically the 2 mods can't work together:(
[Updated on: Mon, 23 July 2012 18:47] by Moderator Report message to a moderator
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Sergeant
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