Re: Arulco Revisited Mod[message #309472]
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Fri, 24 August 2012 02:07 
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Larynx |
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Messages:183
Registered:April 2003 |
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I've done Alma, and I didn't notice any loyalty difference from stock 1.13 (or vanilla JA2 for that matter).
What I have noticed in 1.13 (including AR) is that the enemy doesn't always observe the grace period in the .ini settings. If you take two town sectors in quick succession and start training militia in the second one, the enemy may re-take the first one in just a few hours even though the grace period may be set for 2 or 4 days (I play with reinforcements turned off, so it shouldn't be that). That will knock the loyalty down and make things difficult in some towns.
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Staff Sergeant
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Re: Arulco Revisited Mod[message #309772]
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Mon, 03 September 2012 01:48 
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Larynx |
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Messages:183
Registered:April 2003 |
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JAsmineConcerning loyality in balime: for the next release of ar, loyality in all towns will be reworked. Thanks for the feedbaxk.
After taking all 6 sectors of Meduna, defending the SAM site (lucky I was there waiting for rain to stop or I probably would have lost all loyalty), and returning the chalice in Chitzena, I still did not have enough loyalty to train militia in Meduna.
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Staff Sergeant
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Re: Arulco Revisited Mod[message #309789]
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Tue, 04 September 2012 00:28 
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Larynx |
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Messages:183
Registered:April 2003 |
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JAsminebtw, how was it in Vanilla JA2? Was there enough loyality in Meduna after conquering it?
Am not quite sure right now.
In vanilla JA2 (including 1.13, I think), taking three of the six Meduna sectors and returning the chalice (5% boost in vanilla versus 2% in AR) would get you enough loyalty to train militia.
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Staff Sergeant
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Re: Arulco Revisited Mod v1.3[message #310139]
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Fri, 14 September 2012 11:49 
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clbg |
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Messages:35
Registered:February 2007 Location: Moscow, Russia |
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I ran into trouble twice, while attempt to fight in the ring at San-Mona. At first day, after third fight Kingpin invited me to his house and was attempting to leave the building, but Spike was staying in the doors after he came back, so Kingpin was unable to make kis route to exit - endless clocks. I pass over this by adding a temporal "boss door" in map editor, so when he left the building thru that door and game returned control to me, i left the building too (Spike was still in the doors), saved and removed the portal.
Next day, when i come for another $15k, i ran into problem immediately after chat with Spike. He said that i may come in, opened the door, step one tile in and stopped, again right in the same tile as day before. So now even i was unable to pass him. Of course, the "door trick" .. but there was no fun anymore.
Is it possible, that such a bug caused by modified maps? In vanilla Spike was stepping one tile aside, not in.
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Private 1st Class
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Re: Arulco Revisited Mod v1.3[message #310277]
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Mon, 17 September 2012 17:53 
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Sam Hotte |
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Messages:1983
Registered:March 2009 Location: Middle of Germany |
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What SCI version are you talking about?
Edit: latest 1.13 SCI is AFAIK goc_man's SCI (but don't ask me, which version of 1.13 this is).
[Updated on: Mon, 17 September 2012 17:56] by Moderator Report message to a moderator
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Sergeant Major
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