Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Mod
Re: Arulco Revisited Mod[message #304977] Sat, 19 May 2012 17:49 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Dieter
Can 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.

WaBlackHat
Hmm, 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:

WaBlackHat
When 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.

Luchs14
I 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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Master Sergeant
Re: Arulco Revisited Mod[message #304978] Sat, 19 May 2012 17:54 Go to previous messageGo to next message
Luchs14 is currently offline Luchs14

 
Messages:14
Registered:July 2002
Location: Vienna
JAsmine
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.

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

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Private
Re: Arulco Revisited Mod[message #304979] Sat, 19 May 2012 18:47 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Luchs14
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

Okay, I understand your point.
AR mod tries to create a game/atmosphere where your gear progresses slowly. The idea is, that you have to fight without the perfect equipment for some time. That was a main reason why we decided to place Bobby Ray deeper inside Arulco and not to Drassen.
You can even increase this effect by turning the weapon progression to slow or very slow upon starting a new game.
We also dislike to have the best gear after short time.

However, it can always (rarely) happen that things go totally wrong and you encounter an enemy in Drassen on game-day 2 who drops a scoped G3 with 4 spare magazines. Not quite sure how that happens, though.

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Master Sergeant
Re: Arulco Revisited Mod[message #304980] Sat, 19 May 2012 18:51 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Well, you can adjust progression in game to increase very slowly in order to delay the appearance of the "to good" equipment.
You could adjust XMLs to either prevent scopes, binoculars etc. to be in game at all or to decrease/remove their vision range enhancements.

And last but not least you could restrain yourself from using those things that destroy balance in your book. Razz

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Sergeant Major
Re: Arulco Revisited Mod[message #304985] Sat, 19 May 2012 20:59 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
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. Very Happy

regards

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Master Sergeant
Re: Arulco Revisited Mod[message #304988] Sat, 19 May 2012 21:28 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Hazmat

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.

Hehe. I'm very content with reading this.
See, what you're describing here is exactly the way we tried to establish with the AR mod. :party:
It's good to hear that it works out for players.

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Master Sergeant
Re: Arulco Revisited Mod[message #304989] Sat, 19 May 2012 22:18 Go to previous messageGo to next message
Luchs14 is currently offline Luchs14

 
Messages:14
Registered:July 2002
Location: Vienna
hm, that sounds good, I did not know that one can slow down the item appearance in the game. Is it possible to turn that increased visual range factor off at all? So that it behaves exactly like in native 1.02 - if yes, where to find these global xml settings?

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Private
Re: Arulco Revisited Mod[message #304992] Sun, 20 May 2012 00:58 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
I doubt that there is a global switch for it. I'm afraid you'll have to edit the corresponding <*VisionRangeBonus> values of each optical gear in items.xml you want to change.
The XML-editor that comes with 1.13 should be helpful in identifying and editing. Smile

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Sergeant Major
Re: Arulco Revisited Mod[message #304993] Sun, 20 May 2012 01:03 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
On the plus side, AR uses the standard item set which means there are only a handful scopes and maybe a dozen guns with built in scopes.

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Captain

Re: Arulco Revisited Mod[message #304996] Sun, 20 May 2012 05:19 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
in my neverending need to fiddle with crap..i managed to get IoV crud working fine with AR..so my weapon,ammo,items range has increased massively..i of course am one of those not satisfied with standard 1.13 selections..i started with dbb-910 and worked my way thru to iov927..it worked fine up till iov 925..926 and 927 went all goofy and are somewhat unplayable and freaky..if anyone ele tries this..ya copy relevent iov data into the data-1.13 directory..of course back your shit up..dont overwrite any AR specific files or you'll lose the niftiness of AR

this is something only for those that dont mind the possibility of stupidity coming outta nowhere in your game..the joy of course is that givin that modern HD's have tons of space..you can install lotta JA2 instances and have fun being silly Very Happy

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First Sergeant

Re: Arulco Revisited Mod[message #304998] Sun, 20 May 2012 08:48 Go to previous messageGo to next message
WaBlackHat is currently offline WaBlackHat

 
Messages:43
Registered:April 2012
JAsmine
WaBlackHat
Hmm, 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:


Hmm no. I took a new Ja2 install, then installed 5224, then installed AR1.1.

AR 1.1 is the one that put the ShippingDestinations.xml file in the Data-AR\Tabledata\Map\ subfolder.

I was saying "hmm, everyone says it supposed to be in Data-AR\Tabledata\"
But that mine was in a Map subfolder inside Data-AR\Tabledata\

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Corporal
Re: Arulco Revisited Mod[message #305000] Sun, 20 May 2012 13:27 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
WaBlackHat
Hmm no. I took a new Ja2 install, then installed 5224, then installed AR1.1.

AR 1.1 is the one that put the ShippingDestinations.xml file in the Data-AR\Tabledata\Map\ subfolder.

I was saying "hmm, everyone says it supposed to be in Data-AR\Tabledata\"
But that mine was in a Map subfolder inside Data-AR\Tabledata\


That's perfectly okay.
To make it clear:

shippingdestinations.xml belongs into the data-ar\tabledata\map folder.


@Tbird94lx :

Nice to hear that you've managed to make those two mods work together. My guess is, that, apart from some strange seeming item placements within the maps you shouldn't run into any severe issues.
I'm interesting in hearing from you how it works out after some more in-game days.

[Updated on: Sun, 20 May 2012 13:30] by Moderator

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Master Sergeant
Re: Arulco Revisited Mod[message #305009] Sun, 20 May 2012 21:16 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
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?
Very Happy

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

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Master Sergeant
Re: Arulco Revisited Mod[message #305016] Sun, 20 May 2012 23:20 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Why not update to 5280 ?

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Captain

Re: Arulco Revisited Mod[message #305017] Sun, 20 May 2012 23:23 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
@Hazmat:
Thanks again for the report.
Dieter reported what seems to be the same issue, just in another sector:
see Dieter's post

I don't know what causes this.
My guess would be that it's maybe more of an v1.13-issue?!
Atm, I won't be able to do something against this issue. Luckily, it's doesn't seem to be game-breaking.

Quote:
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

Hehe. I guess, you forgot to turn off ALT+E. Wink
Because ALT+E also reveals hidden items and allows you to pick them up inside sector view without opening any container.


@lockie:
We're currently developing/testing Arulco Revisted with the latest official build which is 4870.
Of course we are interested in making AR compatible with newer releases of v1.13 and fancy new features.
But this process takes time which we unfortunally don't have atm. Sad

We can't afford to be at the edge of develompment when it comes to new releases of v1.13, so we are "behind" development.

[Updated on: Sun, 20 May 2012 23:32] by Moderator

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Master Sergeant
Re: Arulco Revisited Mod[message #305020] Sun, 20 May 2012 23:32 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Ah, i hadnt seen Dieters post about the issue.
Well its not critical, and now you can tell people whats up if they encounter it without our veteran knowledge.
:professor:

Quote:
Hehe. I guess, you forgot to turn off ALT+E.

Yup, sure did!
Very Happy

Quote:
Why not update to 5280 ?


I assume this was aimed at me, Lockie.
Well i figured going with the recommended stable release was the safer option.

regards

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Master Sergeant
Re: Arulco Revisited Mod[message #305021] Sun, 20 May 2012 23:53 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
@JAsmine
quite often..items found out and about of course dont match what is spossed to be plaved in crates whatnot..for instance..early on i've gotten a cheytac an m24a3 .338 lapua rifle etc when i know i should have recieved at best a smaller older carbine of some sort..other than that..no issues..just found items are mixed up now..gameplayotherwise is smooth and clear...i usually sell the cheytacs and lapua rifles..i have a rpeference for only playing with 7.62x51 max..uber calibers make game too easy even on insane

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First Sergeant

Re: Arulco Revisited Mod[message #305022] Mon, 21 May 2012 00:21 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Version 1.2 of Arulco Revisited is now available for download.
Check the first post of this thread for information, screenshots and links.

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Master Sergeant
Re: Arulco Revisited Mod[message #305041] Mon, 21 May 2012 14:59 Go to previous messageGo to next message
Accident is currently offline Accident
Messages:3
Registered:May 2012
Yay, time to start new campaing with it. Smile

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

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Civilian
Re: Arulco Revisited Mod[message #305043] Mon, 21 May 2012 15:52 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Accident
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?

Hi Accident.
In AR, enemy garrisons and patrolgroups are per se higher than in regular v1.13. And AR doesn't do this via ja2_option.ini but through XML's.
Double garrisons size via INI will probably lead to almost every city being overcrowded with enemies.
Personally, I would suggest starting with max. 125% garrison size and see how it works out.

I personally would increase the time ("subpoints") it takes to increase skills and lvls to at least 150%.
This is especially true if you're increasing no. of enemies. Unless you want to be at lvl 8 with you team while you're still defending Drassen. Wink

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Master Sergeant
Re: Arulco Revisited Mod[message #305066] Mon, 21 May 2012 20:50 Go to previous messageGo to next message
IoP is currently offline IoP

 
Messages:17
Registered:March 2012
Hello all,

I just tried AR1.2 with r4870 looks nice but:
Why Tony is wandering around San Mona and refuses to buy weapons from some of my mercs? Should I upgrade v1.13?

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Private
Re: Arulco Revisited Mod[message #305075] Mon, 21 May 2012 22:58 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
IoP
Hello all,

I just tried AR1.2 with r4870 looks nice but:
Why Tony is wandering around San Mona and refuses to buy weapons from some of my mercs? Should I upgrade v1.13?


Hello IoP.

No need to use a newer version of v1.13. AR is developed to work with rev. 4870 of v1.13.
The most important question to you: Are you sure you followed the installation instructions of AR?

If you want to get rid of this problem, you should try and reinstall v1.13 and AR.

If you also want to help with the development of AR:
Could you please look into your .\Data-1.13\TableData\NPCInventory\ directory and post a copy of TonyInventory.xml file?
And could you please pick v1.13 as you Mod and try, if this problem persists if you're not playing AR mod?

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Master Sergeant
Re: Arulco Revisited Mod[message #305090] Tue, 22 May 2012 15:47 Go to previous messageGo to next message
IoP is currently offline IoP

 
Messages:17
Registered:March 2012
JAsmine
IoP
Hello all,

I just tried AR1.2 with r4870 looks nice but:
Why Tony is wandering around San Mona and refuses to buy weapons from some of my mercs? Should I upgrade v1.13?


Hello IoP.

No need to use a newer version of v1.13. AR is developed to work with rev. 4870 of v1.13.
The most important question to you: Are you sure you followed the installation instructions of AR?

If you want to get rid of this problem, you should try and reinstall v1.13 and AR.

If you also want to help with the development of AR:
Could you please look into your .\Data-1.13\TableData\NPCInventory\ directory and post a copy of TonyInventory.xml file?
And could you please pick v1.13 as you Mod and try, if this problem persists if you're not playing AR mod?


Clean 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

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Private
Re: Arulco Revisited Mod[message #305103] Tue, 22 May 2012 21:51 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Thanks for putting out a new version. I will upgrade when im done with the last version.
Dont wanna throw away all the progress i made.

On another note, i 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.
regards

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Master Sergeant
Re: Arulco Revisited Mod[message #305109] Wed, 23 May 2012 01:18 Go to previous messageGo to next message
Inukshuk

 
Messages:85
Registered:September 2009
Location: Canada

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
7Quote:


I find the DG mercs to be a good fit. Their low wisdom (at least the ones I pick) mean they don't level up too fast with all the kills they get.

I 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?

BTW...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.

Kudos for the new version JAsmine. Looks even better. This time around I got lower end NVG's in Arulco. Maybe the first time (in AR 1.1) I just got lucky, or maybe you turned down the coolness a tad.

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Corporal 1st Class
Arulco Revisited Mod v1.2[message #305113] Wed, 23 May 2012 10:34 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
IoP
Clean 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.

Hazmat
i 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.


NJ
I 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).

NJ
BTW...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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Master Sergeant
Re: Arulco Revisited Mod v1.2[message #305114] Wed, 23 May 2012 11:19 Go to previous messageGo to next message
Inukshuk

 
Messages:85
Registered:September 2009
Location: Canada

Quote:
You should also edit Pablo's coordinates to:
6
8
If you don't, he won't be in the game.Quote:


Done...thanks JAsmine

Made it to Tony and he seems to work fine.

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Corporal 1st Class
Re: Arulco Revisited Mod v1.2[message #305117] Wed, 23 May 2012 15:23 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Quote:
Yep, you found the secret place.
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.


Well, you probably have a better picture of how many players found it. But i only found it because i read in the thread that the room exists and because im the kind of person who pokes at things that seem out of place.
Im sure there

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Master Sergeant
Re: Arulco Revisited Mod v1.2[message #305132] Thu, 24 May 2012 10:49 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
btw,

In v1.2 of AR, we have hidden another (much smaller) secret stash of gold.
It is in one of the new places introduced in v1.2.
If you're good at noticing things that are a tad "out of place", it should be quite easy to find. :animread:

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #305134] Thu, 24 May 2012 12:15 Go to previous messageGo to next message
sputnikk is currently offline sputnikk

 
Messages:14
Registered:August 2007
Location: Lule
NJ
Just some more feedback on the AR 1.1 with 5224 game on expert I'm playing.

... Even the seemingly low pricing on the DG mercs ...

Once again, Congrats JAsmine


I have a question about Screw, Boss and the others. I just upgraded to AR 1.2 (just to be sure i also updated 1.13 to 4870 before i did the AR install). When i started the game the old guys from yesteryear was available Smile But, here's the funny thing: They didn't have any names, and when i hired them they died as soon as they got off the helicopter.

Am i missing some files? Or some brains? Razz

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Private
Re: Arulco Revisited Mod v1.1[message #305135] Thu, 24 May 2012 13:23 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
sputnikk,

bad news:
regular v1.13 4870 does not have DG mercs. AR v1.2 is built to work on regular v1.13 4870, so AR does not support DG mercs.

good news:
you can install AR v1.2 over a newer release of v1.13 (newer releases have DG mercs included) and with some small modifications things will work out quite good & stable.

look some 2 posts above yours and read what NJ did with the mercprofiles.xml.

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #306227] Wed, 20 June 2012 22:39 Go to previous messageGo to next message
Inukshuk

 
Messages:85
Registered:September 2009
Location: Canada
@JAsmine

Looks like TAIS has returned (three cheers) and has moved to doing SCI's that include only AIMNAS. I like AIMNAS, but it's clearly very different than AR. Would installing AR over those new SCI's be no different than doing so over the old, non AIMNAS SCI's, since maps get replaced with your mod anyway? Or does AIMNAS make deeper (.exe?) changes that would persist through an AR installation and conflict with it? Also, would all the special weapons of AIMNAS also persist through such an installation, and therefore mess up the balance of AR?

I like the idea of some of those newer changes (which are in the vanilla 1.13, not just AIMNAS) and using trip wires and gun traps in AR would be fun.

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Corporal 1st Class
AR and AIMNAS[message #306248] Thu, 21 June 2012 12:21 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Making AR and AIMNAS run together should be possible. (run together = start the game without unavoidable crashes)

However, making AR and AIMNAS run together and have a issue-free, well-balanced "mod-combo" should be impossible (at least, without altering one or both of the mods).

Unfortunally, I don't have time atm to check this out any further or even make the changes to AR to make it compatible.

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Master Sergeant
Re: AR and AIMNAS[message #306265] Thu, 21 June 2012 22:52 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
i can confirm..my manic experimenting with IoV and AR resulted in crashfree play..BUT..the crate contents and enemy drops went way outta whack and uber'd me up WAY too soon..mismatched xml values and such..whereas in AR a dropped item may be say a beretta 9mm pistol..in IoV the same number value in the xml could be a tac50 .50bmg rifle..risk ya take

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First Sergeant

Re: AR and AIMNAS[message #306270] Fri, 22 June 2012 00:08 Go to previous messageGo to next message
Inukshuk

 
Messages:85
Registered:September 2009
Location: Canada
Thanks JAsmine and TBird, I suspected as much.

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Corporal 1st Class
Further development of AR[message #307886] Sun, 22 July 2012 13:03 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
The Arulco Revisited Mod is still being worked on. :nails: Just in case some people here might be wondering.

We have decided to focus our work on some certain aspects:

Allow AR to be even more compatible
We will alter AR so it can be used with other mods or versions of JA2 without the user having to "mess around" with the mod.

This was requested several times.


Do something about more weapons & items
AR in it's current state has "only" the stock v1.13 guns & items available and doesn't change anything concerning items. We will do "something" about that.

Again, this was requested several times.


Bugfixes, balancing and additional content
There aren't any major issues with the mod (at least, nothing was found or reported) but there are lots and lots of small details we want to take on since we think that those little details create the "big picture" in the end.

This is -as always- a major concern for us. We will probably keep new content to a minimum and focus on polishing and further balancing the maps.

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Master Sergeant
Re: Further development of AR[message #307990] Mon, 23 July 2012 18:27 Go to previous messageGo to next message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
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

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Sergeant
Re: Further development of AR[message #307993] Mon, 23 July 2012 19:15 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
The only thing wil keeps consistent is the vanilla range of the first ~350 items. Everything afterwards is totally different and gets resorted on a semi regular basis.

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Captain

Re: Further development of AR[message #308003] Mon, 23 July 2012 22:40 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Thank you for your kind words, goc_man. Good to hear that you enjoy the mod so far.
To further determine your feedback I'd like to have some more information from you:
- did you stick to the recommended game settings (difficulty, drop all & stuff)?

Concerning compatibility between AFS and AR: You basically figuered out why it's not working. DepressivesBrot is right, too.
The (relatively near) future might bring some improvements in this area, but for the time being you'll have to play AR without AFS.

And some words concerning B13:
There are some blatant differences between AR and Vanilla. B13 in AR is a modified version of B13 from Vanilla. The modifications were done with gameplay in mind.
I dare to say that B13 in AR plays quite different compared to B13 from Vanilla.
- There are more buildings, trees and other obstacles which can provide cover.
- There are more enemies and they are placed in different spots with different behavior and orders.
- The inner area of the airport has two entrances in AR which offer more possible locations for an assault but also for defenders to spread out into the outer area.
- As with nearly every sector in AR, the placed item (aka loot) is strinkingly different. AR has *much* more loot and also a *much* greater selection of loot.
- The modification with greates impact on gameplay on a longer scale is the fact, that B13 in AR is not a delivery location for Bobby Ray anymore. This modification is one of the main aspects of the whole mod.

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Master Sergeant
Re: Further development of AR[message #308257] Fri, 27 July 2012 22:09 Go to previous messageGo to previous message
TClaymore is currently offline TClaymore

 
Messages:34
Registered:July 2011
Wait, so quick question: before I install thing this, you mentioned that it's fully compatible with 1.13 4870 because they deal with completely different game files. Does this mean that I can fiddle with combat settings and so on in the 1.13 INI, run AR using its INI, and the stuff I changed around in the 1.13 INI will still apply? Also, are HAM facilities still working if I run AR?

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Private 1st Class
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