Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Mod
Re: Further development of AR[message #308296] Sat, 28 July 2012 11:16 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:307
Registered:May 2011
TClaymore
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?

To put this straight:
Arulco Revisited was developed as a mod for v1.13. That means, AR is meant to be 100% compatible with v1.13. You can expect all features of official v1.13 4870 to fully work with AR.
Furthermore, AR was built to support the v1.13's vfs - virtual file system. That means, that you can install AR into an existing installation of v1.13 without overwriting anything and you can switch between stock v1.13 and AR.
AR uses with it's own ja2_options.ini - which is in fact an unaltered version of v1.13's stock INI. You can of course alter this INI as you please (or replace it with an altered version *in this case, make sure, that the replacement is from 4870*).

You should definitely check out AR's readme (inside the 'docs' folder). It might prove helpful and clear things up for you. :playboy:

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Master Sergeant
Re: Further development of AR[message #308314] Sat, 28 July 2012 18:41 Go to previous messageGo to next message
TClaymore is currently offline TClaymore

 
Messages:35
Registered:July 2011
Thanks, and sorry for the trouble!

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Private 1st Class
Re: Further development of AR[message #308335] Sun, 29 July 2012 19:09 Go to previous messageGo to next message
leyon is currently offline leyon

 
Messages:93
Registered:February 2011
Alas! It doesn't work with SVN exes.

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Corporal 1st Class
Re: Further development of AR[message #308338] Sun, 29 July 2012 21:31 Go to previous messageGo to next message
tais

 
Messages:665
Registered:February 2008
Location: NL
Looks more like your install missing a pretty mandatory file for any JA2 install
Ambient.slf is in every standard JA2 install so either there's some stuff missing in AR that the exe needs or the VFS setup is messed up or you have a bad install :/

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First Sergeant

Re: Further development of AR[message #308342] Sun, 29 July 2012 22:43 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:307
Registered:May 2011
Tais
Looks more like your install missing a pretty mandatory file for any JA2 install
Ambient.slf is in every standard JA2 install so either there's some stuff missing in AR that the exe needs or the VFS setup is messed up or you have a bad install :/

I would tend towards the "bad install" variant.
Maybe you should reinstall and report if to works.

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Master Sergeant
Re: Further development of AR[message #308364] Mon, 30 July 2012 08:37 Go to previous messageGo to next message
leyon is currently offline leyon

 
Messages:93
Registered:February 2011
Yup, happily playing along right now ! Smile

There seemed to be an initial issue right off the bat for me, though. I'm using r5423 so I don't expect food to work, but the sandbags near the landing zone seem a bit... odd. When my guys were next to them, they didn't automatically factor in the ability to jump - i.e. my guy would have say 80 APs, I'm on one edge. I scroll over to the other edge (jumping from outside one edge to inside on the other edge). It costs 20ish AP. I click, and it says I don't have enough APs. I got over this by manually jumping ('j') over the sandbag. Oddly enough, after doing this I couldn't change my stance on the other side. Not sure what's going on here, but that seems to be the only problem so far. Smile

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Corporal 1st Class
Re: Further development of AR[message #308367] Mon, 30 July 2012 09:43 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:307
Registered:May 2011
Ari_Lazarus
Yup, happily playing along right now ! Smile

Good to hear :ok:
Ari_Lazarus
I'm using r5423...

I would like to hear from you how things work out. I would expect you to run into one or another (smaller?) issue.
You know, that AR is deveolped to work with official 4870. Newer revisions might be incompatible...

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Master Sergeant
Re: Further development of AR[message #308371] Mon, 30 July 2012 12:01 Go to previous messageGo to next message
leyon is currently offline leyon

 
Messages:93
Registered:February 2011
Aside from a bunch of warnings due to missing .ini settings, things seem to be okay - I haven't gotten very far yet but I'll let you know if I run into anything particularly gamebreaking >:3

Toggle Spoiler


Edit: The reason I forgot to mention food won't work is because the shortcut Ctrl + '.' (which is used to refill canteens) doesn't work. You can STILL play with food / water requirements on, but it will be a true challenge considering you cannot order MREs and need to keep moving so your guys don't die of thirst! Smile Also, I seem to be able to take on two minor traits even when having an expert - could be an artifact from older STOMP versions Smile

[Updated on: Mon, 30 July 2012 16:23] by Moderator

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Corporal 1st Class
Re: Further development of AR[message #308427] Mon, 30 July 2012 23:22 Go to previous messageGo to next message
Strohmann is currently offline Strohmann

 
Messages:287
Registered:August 2011
Location: Division Thought Crimes
is it possible to aquire a barebone version of the maps with no preplaced items in the sectors/in the hands of the enemies?

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Master Sergeant
Re: Further development of AR[message #308447] Tue, 31 July 2012 13:27 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:307
Registered:May 2011
It is "possible".
What would you like to do with such a version?

Atm, we're working on different versions of AR which will suit different needs (e.g. compatibility with certain mods/versions of JA2).

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Master Sergeant
Re: Further development of AR[message #308454] Tue, 31 July 2012 14:58 Go to previous messageGo to next message
leyon is currently offline leyon

 
Messages:93
Registered:February 2011
Nice - I think goc_man's SCI thread has a good overall description of the changes between 4870 and 5214, iirc. Fortifications also don't work, sadly Sad I can take down sandbags but I can't rebuild them. Can't take down concertina wire as well. Temperature seems to work, but it was a really bad idea when I had my SMGs overheating during the Drassen counterattack. I'll disable that too Razz

Yay restarts!

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Corporal 1st Class
Re: Further development of AR[message #308462] Tue, 31 July 2012 20:45 Go to previous messageGo to next message
Strohmann is currently offline Strohmann

 
Messages:287
Registered:August 2011
Location: Division Thought Crimes
it was tiresome to clean all the city sectors of the wildfire maps to suit the needs of my own modifications. but i could also wait till you finished your different versions. cheers.

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Master Sergeant
Re: Further development of AR[message #308464] Tue, 31 July 2012 22:34 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:307
Registered:May 2011
Strohmann
it was tiresome to clean all the city sectors of the wildfire maps to suit the needs of my own modifications.

If you want to quickly clean a sector of its items you can:
1)select one (any) item
2) delete it by pressing the 'del' key
3) press 'spacebar' to select the next item
4) press 'del' again
repeat 3+4...
basically, you just have to press 'del' and 'spacebar' one after another, again and again. This way, it takes just a few moments to clean a sector of all items. And you won't miss any items. Cool

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Master Sergeant
Re: Further development of AR[message #308492] Wed, 01 August 2012 14:11 Go to previous messageGo to next message
Strohmann is currently offline Strohmann

 
Messages:287
Registered:August 2011
Location: Division Thought Crimes
thanks, but i didn't meant to delete all items in the sectors, just a huge part. the wildfire maps just are excessively filled with gas, med kits, explosives etc. in my opinion.

in the very first landing sector most enemies are marked with priority existence and just equipped with preplaced shotguns. or in the first NE SAM many of them run around with preplaced ak-104, steyr scout, dragunov etc. in my intended progress you should get them at ~ 60% progress, not at the beginning. these are examples i wanted to get rid of.

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Master Sergeant
Re: Further development of AR[message #308494] Wed, 01 August 2012 14:29 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:307
Registered:May 2011
I see what you mean.

Example: There are 23 medkits in a map, placed in different locations in the map. You want to delete the medkits.

1) in the item placement menu you can see how many medkits are placed (yellow '23' beneath medkit)
2) right-click the medkit inside the menu
3) press 'del'
4) right-click on medkit again
...repeat 3+4 over and over.

With this method it takes only a short moment to clean a sector off a certain item


To get rid of the items from preplaced enemies you can simply disable 'detailed placement'. This will delete items in their inventory.

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Master Sergeant
Re: Further development of AR[message #308759] Tue, 07 August 2012 09:03 Go to previous messageGo to next message
Istrebitel is currently offline Istrebitel

 
Messages:213
Registered:December 2009
Location: Russia, Saint-Petersburg
This mod idea is SOOO great. It will make me play JA2 again Smile
JAsmine, i know official position is "use stable release", but based on what you know, would this mod work or not on lastest releases? I want to use HAM 5.5, or even better - this SCI with lastest features http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/308015.html#Post308015
I wont come crying if it suddenly doesnt, but generally speaking, is there something newer versions would break in your mod, or should it work just fine?

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Sergeant 1st Class
Re: Further development of AR[message #308777] Tue, 07 August 2012 18:21 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:307
Registered:May 2011
Ari_Lazarus
Aside from a bunch of warnings due to missing .ini settings, things seem to be okay - I haven't gotten very far yet but I'll let you know if I run into anything particularly gamebreaking >:3

It might be that some of the new features won't work correctly. It is possible to run AR mod with latest SCI but the game won't be as stable and polished as it should be!

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Master Sergeant
Re: Further development of AR[message #308779] Tue, 07 August 2012 19:24 Go to previous messageGo to next message
Istrebitel is currently offline Istrebitel

 
Messages:213
Registered:December 2009
Location: Russia, Saint-Petersburg
Oh well, i will use it and say if there are any problems and if i find how to fix them.

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Sergeant 1st Class
Re: Further development of AR[message #308829] Wed, 08 August 2012 16:30 Go to previous messageGo to next message
Istrebitel is currently offline Istrebitel

 
Messages:213
Registered:December 2009
Location: Russia, Saint-Petersburg
Quick question - any thoughts if using food system might fail with this mod? I understand it will have no preplaced food since the maps are made for older version where no food existed, but if i intend to buy food from shops, will it work? Vendors will still sell food if i use this mod on lastest game version, right?

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Sergeant 1st Class
Re: Further development of AR[message #308835] Wed, 08 August 2012 19:37 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3764
Registered:February 2006
Location: Scotland
I'm sure if you want to test things , that's fine . Just remember to have a copy of the original mod safe....
So add whatever you want and test away , just remember to post results please .
Ta .

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Captain

Re: Further development of AR[message #308847] Wed, 08 August 2012 21:53 Go to previous messageGo to next message
Istrebitel is currently offline Istrebitel

 
Messages:213
Registered:December 2009
Location: Russia, Saint-Petersburg
So far i decided to go w/o food because it seems too much micro-management to my taste. Cant get past omerta right now with two gamebreaking bugs (http://www.bears-pit.com/board/ubbthreads.php/topics/308846.html#Post308846)

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Sergeant 1st Class
Re: Further development of AR[message #308850] Wed, 08 August 2012 22:43 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3764
Registered:February 2006
Location: Scotland
It might be an idea to let us all know exactly which set-up you're using ( base- mod-mods? )

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Captain

Re: Further development of AR[message #308857] Thu, 09 August 2012 09:12 Go to previous messageGo to next message
Istrebitel is currently offline Istrebitel

 
Messages:213
Registered:December 2009
Location: Russia, Saint-Petersburg
I've explained everything in the bug thread (i think discussion belongs there)
I installed:
- original ja2
- 1.13 from goc-man installer http://www.bears-pit.com/board/ubbthreads.php/topics/308015/goc_man_SCIs.html#Post308015
- New exe ver 5450
- AR mod 1.2

PS: I reproduced this bug w/o AR so AR is definetly not the problem here.

[Updated on: Thu, 09 August 2012 10:03] by Moderator

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Sergeant 1st Class
Re: Further development of AR[message #308958] Sat, 11 August 2012 23:03 Go to previous messageGo to next message
Istrebitel is currently offline Istrebitel

 
Messages:213
Registered:December 2009
Location: Russia, Saint-Petersburg
After Flugente (big thanks to him) fixed severe bugs in latest exe (that werent AR related), i can now continue playing. So far looks like there is no problem in combining AR with lastest exe (except the absence of preplaced food - which isnt a big deal since you can buy some almost everywhere).

There is even a bonus - you get a guaranteed spade which is VERY useful with the ability to dismantle and plant sacks with sand (you dont seem to get a guaranteed one in base 1.13).

So far my only problem is that 10mm ammo is running out and since i'm not getting any supplies from bobby ray any time soon, i might be left with only guns that cannot reach even nighttime's sight range. I guess, a few preplaced 10mm ammo in omerta or san mona or in first checkpoint you encounter would be very useful (otherwise, those guns they give your IMP's just turn to useless crap).

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Sergeant 1st Class
Re: Further development of AR[message #308963] Sun, 12 August 2012 03:02 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1430
Registered:July 2006
Location: People riding polar bears...
There are some interesting sectors around Drassen. There's 10mm around, but in limited supply.
Be glad that there's any at all in Arulco! Pretty obscure ammo.

Living off of the land can be tough, hm? Wink

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Sergeant Major
Re: Further development of AR[message #308964] Sun, 12 August 2012 03:33 Go to previous messageGo to next message
Sam Hotte

 
Messages:1985
Registered:March 2009
Location: Middle of Germany
Istrebitel
So far my only problem is that 10mm ammo is running out and since i'm not getting any supplies from bobby ray any time soon, i might be left with only guns that cannot reach even nighttime's sight range. I guess, a few preplaced 10mm ammo in omerta or san mona or in first checkpoint you encounter would be very useful (otherwise, those guns they give your IMP's just turn to useless crap).

You must be an unlucky one: I've just started a new campaign (AR 1.2 on stable 4870 + bugfix release) and was able to steal a steyr scout and 4 ARs (with 100+ ammo each) from the 10 elites that greeted me upon arrival ... who the f... needs 10mm ammo then?! :devilaugh:

Seriuosly, i'd think that is intended to encourage the player to either steal better guns or use those that ammo is dropped for regularly in early game.

About IMPs: Either restrict yourself to 79 in MRK (to avoid the 10mm SMG) or change IMP item choice. (There's a thread going on about refinement of IMP equipment for New traits; you may want to contribute to: http://www.bears-pit.com/board/ubbthreads.php/topics/308453/IMP_Starting_Items.html#Post308453 )

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Sergeant Major
Re: Further development of AR[message #308976] Sun, 12 August 2012 10:31 Go to previous messageGo to next message
Istrebitel is currently offline Istrebitel

 
Messages:213
Registered:December 2009
Location: Russia, Saint-Petersburg
I'm playing Slow item progression (as suggested somewhere around that it might be interesting) so they have pistols in omerta. I play on Expert - upon arrival i dont have 10 enemies at all, and among those ~6 only 2 were elites i belive (do you play on Insane?)

Even on Insane + Normal item progression, honestly i dont remember having so much people with AR's in omerta (worst situation was when enemies came from other sector to join me, that was around 18 or so enemies to kill, but still, most had pistols or smg crap, best i found in omerta was single assault rifle or single FN P90. Maybe you have some INI tweaks? Or i was always unlucky.

Going to check that thread out, thanks!

EDIT: Another strange thing noticed - Devin has empty inventory (my progress is 7/9 and i'm in San Mona day 5).

[Updated on: Sun, 12 August 2012 13:00] by Moderator

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Sergeant 1st Class
Re: Further development of AR[message #308989] Sun, 12 August 2012 19:05 Go to previous messageGo to next message
Sam Hotte

 
Messages:1985
Registered:March 2009
Location: Middle of Germany
It's insane with normal progression. But i don't think progression determines the equipment of enemies in starting sector(?).
The only INI setting that i could imagine that might directly influence opponents eqipment would be ASSIGNED_SKILL_TRAITS_RARITY. (Like the higher probability that enemy has got the e.g. auto trait the more likely he gets an AR to use with the trait). I did up this from zero to 10, indeed.

Other changes i did are larger enemy groups and more opponents in tactical simultanously. But this should not affect their equipment.

About Devin: this was a known bug in 4552 or 4870 but IIRC it has been fixed. Maybe it was reintroduced by newer versions or AR?

I'm also going straight for San Mona, so if i find him there i can check on AR+4870+patch.

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Sergeant Major
Re: Further development of AR[message #309078] Tue, 14 August 2012 20:40 Go to previous messageGo to next message
Istrebitel is currently offline Istrebitel

 
Messages:213
Registered:December 2009
Location: Russia, Saint-Petersburg
Cambria (in sector just above the mine) has three screwed up containers. Rightmost house has unreachable wooden locker, and house with car parked next two it has unreachable kitchen table, top left house has unaccessable fridge.

EDIT: Also in sector with trader who gives Hicks quest, Deliver building has an unreachable box.

[Updated on: Wed, 15 August 2012 09:48] by Moderator

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Sergeant 1st Class
Re: Arulco Revisited Mod[message #309104] Wed, 15 August 2012 12:28 Go to previous messageGo to next message
tim110011 is currently offline tim110011

 
Messages:12
Registered:August 2012
I have added lines from svn5473 to AR1.2 in SectorNames.xml. I hope this make some help. Sorry for my english.
Here are the files.
SectorNames.xml 82KB
Download from my skydrive
Here is a small batch file generates the modified SectorNames.xml
addwatertype.cmd 2KB
Toggle Spoiler


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Private
Re: Further development of AR[message #309171] Thu, 16 August 2012 20:39 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:307
Registered:May 2011
Istrebitel
Cambria (in sector just above the mine) has three screwed up containers. Rightmost house has unreachable wooden locker, and house with car parked next two it has unreachable kitchen table, top left house has unaccessable fridge.

EDIT: Also in sector with trader who gives Hicks quest, Deliver building has an unreachable box.

Thank you for reporting these bugs. All of the are fixed for the next release of AR.

-----

Concerning 10mm ammo & other items:

Lots of item placements in AR ar random.
There are for example 2 random 10mm mags in Omerta A10.
Because of this random element, some games can turn out "unlucky". Wink

[Updated on: Thu, 16 August 2012 20:44] by Moderator

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #309244] Sat, 18 August 2012 05:00 Go to previous messageGo to next message
pnmartin is currently offline pnmartin

 
Messages:53
Registered:February 2010
No more access to BR after liberating Drassen Airport?

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Corporal
Re: Arulco Revisited Mod[message #309246] Sat, 18 August 2012 11:16 Go to previous messageGo to next message
Glitch is currently offline Glitch

 
Messages:64
Registered:April 2012
JAsmine
Be sure to read Arulco Revisited.pdf!

Arulco Revisited.pdf
Bobby Ray's shop (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.


As a sidenote, I never got to thank JAsmine and Beka for their mod. So thank you Smile I'm having a blast with it, running it on v1.13.5414 without any issues so far, conquered the northern part of the map.

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Corporal
Re: Arulco Revisited Mod[message #309255] Sat, 18 August 2012 14:59 Go to previous messageGo to next message
Sam Hotte

 
Messages:1985
Registered:March 2009
Location: Middle of Germany
Timespike
No more access to BR after liberating Drassen Airport?

Correct.

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Sergeant Major
Re: Arulco Revisited Mod[message #309351] Mon, 20 August 2012 22:50 Go to previous messageGo to next message
Istrebitel is currently offline Istrebitel

 
Messages:213
Registered:December 2009
Location: Russia, Saint-Petersburg
Btw, JAsmine, i stopped taking notes. I very much appreciate this mod, but still, when you have spare time, snip through every sector's every big container in order to see wether or not its openable or easy to open. I guess its easier to do with cheats in game. You will see which containers have problems.

For example, there are often contaiers like wooden locker or fridge that is located directly on top of a door (meaning, to the north). This means that it will be VERY hard to open it, because cursor usually snaps to doors (if you turn that off, its very hard to select doors with cursor) and so, will snap to door when you attempt to open the container. This happens a lot, and its not gamebreaking or doesnt actually prevent you from looting the container, but damn it is annoying! It is especially bad because you put so much work (very appreciated) into handplacing items that fit their locations (like, light sticks on airport, porn and rags near bed, steak knife in kitchen, silver/gold/platinum stuff in balime etc etc), and problems like that disturb the player and break immersion, so to say.

Also, there is a very strange problem in some sectors. One example is sector I5, other is K14. After discovering sector and entering and finding some items, sector inventory shows like 40 items that are not present of the map and are inaccessible (greyed out,cant take). They are usually Scopes/Talons/Laser pointers. Like, K14 in my game has ~18 talons, ~20 scope10x, ~1 laser pointer ~1 bipod.

PS:
Btw, is 800/400/200 price for BR delivery coming from your mod? I understand you want to make BR less of a source of items, but i think this is very wrong way to do it. Moving airport from Drassen is already a very good step, but making delivery costs high is actually only breaking balance. Making this huge delivery price means that you will be even less inclined to order heavier cheap goods, like red toolboxes, medkits, canteens or backpacks, but will still order top-notch guns (since those cost way much than their delivery anyway). Before, prices were reasonably balanced that you'd order stuff you want very fast or that doesnt weight much with fast delivery, and heavy stuff would have to come after time, now it just ridiculously pointless to buy heavier stuff (yeah, pay 100 for item 800 for delivery).

PPS:
Does Balime always get only ~8% loyal after you capture it, +2% loyal for delivering chalice, and gains ZERO loyalty over time, (only loses it if you suffer defeats or run away from combat), so the only way to get it to 20% is to kill a LOT of enemy soldiers?

[Updated on: Mon, 20 August 2012 22:51] by Moderator

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Sergeant 1st Class
Re: Arulco Revisited Mod[message #309381] Tue, 21 August 2012 19:15 Go to previous messageGo to next message
scuzzyfuzzy is currently offline scuzzyfuzzy

Messages:4
Registered:March 2012
Location: Zagreb, Croatia
just tried AR (day 2, Omerta) but i already like it a lot - surprisingly, it's not so hard as i expected - on expert, of course Wink
keep up the good work
Smile

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Civilian
Re: Arulco Revisited Mod[message #309382] Tue, 21 August 2012 19:21 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3764
Registered:February 2006
Location: Scotland
Wait till your money runs out ... :diabolical:

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Captain

Re: Arulco Revisited Mod[message #309389] Wed, 22 August 2012 01:00 Go to previous messageGo to next message
Larynx

 
Messages:183
Registered:April 2003
Istrebitel
Also, there is a very strange problem in some sectors. One example is sector I5, other is K14. After discovering sector and entering and finding some items, sector inventory shows like 40 items that are not present of the map and are inaccessible (greyed out,cant take). They are usually Scopes/Talons/Laser pointers. Like, K14 in my game has ~18 talons, ~20 scope10x, ~1 laser pointer ~1 bipod.

I've seen that a few times (don't recall which sectors). In some cases, SHIFT-F makes them accessible.

Quote:
Does Balime always get only ~8% loyal after you capture it, +2% loyal for delivering chalice, and gains ZERO loyalty over time, (only loses it if you suffer defeats or run away from combat), so the only way to get it to 20% is to kill a LOT of enemy soldiers?

Although loyalty has always been difficult in Balime, I noticed that it's much worse in AR. I've given up hope of training any militia there. I think you would have to camp there for quite awhile and intercept all passing patrols to have any hope of getting to 20% loyalty.

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Staff Sergeant
Re: Arulco Revisited Mod[message #309390] Wed, 22 August 2012 01:40 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:307
Registered:May 2011
scuzzyfuzzy
just tried AR (day 2, Omerta) but i already like it a lot - surprisingly, it's not so hard as i expected - on expert, of course Wink
keep up the good work
Smile

Glad to hear that you enjoy the mod.
AR is more difficult than stock v1.13, but of course only to a certain degree. How much more difficult it is depends heavily on the way you play the game and how you set it up (ini settings).


-----------------

Concerning loyality in balime: for the next release of ar, loyality in all towns will be reworked. Thanks for the feedbaxk.

[Updated on: Wed, 22 August 2012 01:42] by Moderator

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Master Sergeant
Re: Arulco Revisited Mod[message #309445] Thu, 23 August 2012 16:18 Go to previous messageGo to previous message
zivi7 is currently offline zivi7

 
Messages:9
Registered:August 2012
Location: Germany
Thanks for this awesome mod that made me dig up JA2 again, very well done!

JAsmine
Concerning loyality in balime: for the next release of ar, loyality in all towns will be reworked. Thanks for the feedbaxk.


Reading this, I thought I'd register and share what I experienced in Alma in case this helps for the update.

I went there after I had liberated Chitzena, Drassen and Cambria. After liberating the first sector of Alma, the loyalty wasn't high enough to train militia. Only after liberating the second sector the loyalty was just right to start the training. When I had trained the first half of green militia, the enemy took back the first sector that I had left to take the second one - which resulted in a too low loyalty to keep training militia again.

Edit: Forgot to make this clear: After this beginning I eventually liberated the whole city, but still had trouble to get enough loyalty. So basically all the sectors went back and forth between me and the enemy, causing the loyalty to constantly stay low.

Neither killing the bloodcat lair nor bringing Dynamo there from Tixa helped to raise the loyalty above the needed 20 percent. Only later, after liberating the new town in the southeast, the loyalty went up high enough to finally fill Alma with militia.

[Updated on: Thu, 23 August 2012 17:24] by Moderator

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