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Re: Arulco Revisited Mod v1.3[message #310286] Mon, 17 September 2012 19:47 Go to previous messageGo to next message
Blue_Fox is currently offline Blue_Fox

 
Messages:539
Registered:September 2006
Location: Netherlands
Yes i found that link in the signature of DB Smile
Not sure what to do with those files.
I assume they will patch the 4452

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First Sergeant
Re: Arulco Revisited Mod v1.3[message #310303] Tue, 18 September 2012 01:53 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
http://i0.kym-cdn.com/photos/images/original/000/001/582/picard-facepalm.jpg

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First Sergeant

Re: Arulco Revisited Mod v1.3[message #310313] Tue, 18 September 2012 10:00 Go to previous messageGo to next message
Voteslave is currently offline Voteslave

 
Messages:28
Registered:July 2005
Hi all

Only played 1.2 for a couple of hours, definitely seemed harder than standard.

Would be interested with how many IMPs do you guys play with, or whether you just stick with one plus hiring AIM/Merc.

What seems to make this mod a bit different is the much longer "living off the land" period - with the usual 3 or 4 AIM guys aren't you going to run out of money very quickly?

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Private 1st Class
Re: Arulco Revisited Mod v1.3[message #310314] Tue, 18 September 2012 11:13 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Arulco Revisited plays harder than regular v1.13 - and it's intended to be that way. The harder gameplay will usually result in a longer campaign and the additional challenge is meant to lead to a more satisfying experience.

I pick one IMP character. I'm used to one IMP and I dislike having too many of them, because they lack "interaction" with other mercs (likes and dislikes), which makes them kinda boring for me.
However, I enable MERC to be available from day one, so I can set up my favorite team, which consists of:
IMP (sniper), Steroid, Hitman, Razor, Haywire and Ira.

What makes AR harder than regular v1.13 is of course the "living off the land" style, but there are also much more enemies in Arulco. It's quite hard to conquer a town and "dig in", because Deidranna's forces will attack the town soon and often.

BUT, the "living off the land" period alone doesn't reduce your income. Rather, it increases your money, since you have less opportunities to spend it in the beginning of the game.
You might run short on money because you probably won't be able to take more than one mine quickly (because after taking one mine you probably will have to defend it quite a bit).

If the game seems to hard for you, you can try to play on experienced difficulty (assuming you took expert difficulty). You could of course also create more IMPs, which will also make the game easier.

I have prepeared a small "beginner's survival guide", which will be included in v1.3 of AR.


@Tais: nice pic! :et5:

@bluefox: Just pick the official 4870 release. This spares you the trouble of going through a complex installation process. It will also ensure that you play AR the most stable way. Wink

[Updated on: Tue, 18 September 2012 11:15] by Moderator

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Master Sergeant
Re: Arulco Revisited Mod v1.3[message #310315] Tue, 18 September 2012 11:40 Go to previous messageGo to next message
Blue_Fox is currently offline Blue_Fox

 
Messages:539
Registered:September 2006
Location: Netherlands
Quote:
@bluefox: Just pick the official 4870 release. This spares you the trouble of going through a complex installation process. It will also ensure that you play AR the most stable way.


Yes, i was tired yesterday to get it running with those new exe files from DB

Just installed the original with upgrade and AR now.

I'm fine with it, i think Smile

I miss Reuben & Spooky, also the quad size is 6.
Still need to make some modificqations.

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First Sergeant
Re: Arulco Revisited Mod v1.3[message #310316] Tue, 18 September 2012 12:21 Go to previous messageGo to next message
Big1 is currently offline Big1

 
Messages:6
Registered:September 2010
Hey JAsmine, great mod! Really fun.

I'm one of the guys who rediscovers JA2 1.13 once or twice a year, always excited to see what new developments this great community has brought. AR was the great revelation of this time. I even got it to work with AIMNAS Easter Release with some hacking.

Last night however I seriously messed up and suffered some heavy losses while assaulting Cambria; Igor dead, Blood dead, IMP dead, Manuel ("new" MERC from UB) dead (damn you tear gas and me almost never wearing gasmasks!). I'm almost out of cash and low on ammo and supplies. Also, there were some .ini settings I'm not happy with, all this forcing my hand to start a new campaign.

With 1.3 release imminent, I'm considering waiting for release. Any ETA on it?

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Private
Re: Arulco Revisited Mod v1.3[message #310318] Tue, 18 September 2012 12:34 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Are you playing iron man? Because I guess, most people would just reload...

Good to hear that you enjoy the mod and that you combined it with AIMNAS. It is indeed possible to make AR run together with other mods, but id does require some modifications. In the end, it depends on how "polished" the user wants his "mod-combo" to be. For most users, playing singly AR or AIMNAS is probably the more satisfying solution.

Maybe you would like to share your "hacking" by posting a small tutorial?

I'm sure, one or two people might be interested in it.

Concerning release date of v1.3:
JAsmine
Voteslave
hi JAsmine

any eta for 1.3, really looking forward to this

thanks

Well, I recently added one minor fix to the package. Apart from that, it has been ready for release since 3-4 days. Atm, it is being tested to make sure everything works out fine. If we don't find any issues, we will release . It will probably be within this week.

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Master Sergeant
Re: Arulco Revisited Mod v1.3[message #310320] Tue, 18 September 2012 12:51 Go to previous messageGo to next message
Voteslave is currently offline Voteslave

 
Messages:28
Registered:July 2005
JAsmine
Arulco Revisited plays harder than regular v1.13 - and it's intended to be that way. The harder gameplay will usually result in a longer campaign and the additional challenge is meant to lead to a more satisfying experience.

I pick one IMP character. I'm used to one IMP and I dislike having too many of them, because they lack "interaction" with other mercs (likes and dislikes), which makes them kinda boring for me.
However, I enable MERC to be available from day one, so I can set up my favorite team, which consists of:
IMP (sniper), Steroid, Hitman, Razor, Haywire and Ira.

What makes AR harder than regular v1.13 is of course the "living off the land" style, but there are also much more enemies in Arulco. It's quite hard to conquer a town and "dig in", because Deidranna's forces will attack the town soon and often.

BUT, the "living off the land" period alone doesn't reduce your income. Rather, it increases your money, since you have less opportunities to spend it in the beginning of the game.
You might run short on money because you probably won't be able to take more than one mine quickly (because after taking one mine you probably will have to defend it quite a bit).

If the game seems to hard for you, you can try to play on experienced difficulty (assuming you took expert difficulty). You could of course also create more IMPs, which will also make the game easier.

thanks for the info, its always intersting to see how others play (you have some of my favorite Mercs there but i usually have MD and Grunty instead of Hitman)

JAsmine

I have prepeared a small "beginner's survival guide", which will be included in v1.3 of AR.


thanks again - i've a feeling i'm going to need it Very Happy

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Private 1st Class
Re: Arulco Revisited Mod[message #310323] Tue, 18 September 2012 13:52 Go to previous messageGo to next message
Voteslave is currently offline Voteslave

 
Messages:28
Registered:July 2005
JAsmine
No need to add the lines by hand.
You can simply replace the ja2_options.ini in AR's profile folder with a new ini from your sci.
The ini provided with AR is an unodified ini from 4870.


I don't have a ja2_options.ini in my profiles folder did you mean the DATA-AR folder?

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Private 1st Class
Re: Arulco Revisited Mod[message #310324] Tue, 18 September 2012 14:12 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Yes, I meant the Data-AR folder. Thanks for pointing it out.

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Master Sergeant
Re: Arulco Revisited Mod v1.3[message #310325] Tue, 18 September 2012 14:25 Go to previous messageGo to next message
Big1 is currently offline Big1

 
Messages:6
Registered:September 2010
JAsmine
Are you playing iron man? Because I guess, most people would just reload...

Good to hear that you enjoy the mod and that you combined it with AIMNAS. It is indeed possible to make AR run together with other mods, but id does require some modifications. In the end, it depends on how "polished" the user wants his "mod-combo" to be. For most users, playing singly AR or AIMNAS is probably the more satisfying solution.

Maybe you would like to share your "hacking" by posting a small tutorial?

I'm sure, one or two people might be interested in it.


Semi-Iron Man. I try to restrict myself to not abuse save-reloads. If I mess up I mess up. Might as well play with cheats enabled if I just reload every time I get hit. Most of my campaigns end with lots of casualties, albeit spread out over the campaign, not all in Cambria Smile

AR and AIMNAS works ok together, I've had a few CTDs but nothing major. I'll see if I can retrace my steps:

1. Fresh install of JA2 Gold
2. Install TAI's AIMNAS single-click installer easter release (guess v20 would work too, but I wanted all the bells and whistles of ER)
3. Remove the following lines from vfs_config.JA2113AIMNAS.ini in your JA2 root folder:

[LOC_datamaps_dir]
TYPE = DIRECTORY
PATH = Data-Bigmaps
MOUNT_POINT =


4. Forum user tazpn found a solution for the "clotheslines everywhere" problem with new maps: Download the following file and place it in your DATA-AIM directory. http://www.mediafire.com/?6w1q2w7pom39r6o

5. Download and unzip latest version of AR to a separate folder, copy all the files and folder from within that folder into your DATA-AIM folder and overwrite everything except the .ini files in the Data-AIM folder as well as \TableData\MercProfiles.xml

This was all from memory so I can't guarantee that it'll work.






[Updated on: Tue, 18 September 2012 14:27] by Moderator

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Private
Re: Arulco Revisited Mod v1.3[message #310326] Tue, 18 September 2012 14:31 Go to previous messageGo to next message
Big1 is currently offline Big1

 
Messages:6
Registered:September 2010
If you need another tester for 1.3 lemme know JAsmine, I got tons of free time the next few days and I got an itchin' to play lots of JA2!

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Private
Re: Arulco Revisited Mod v1.3[message #310327] Tue, 18 September 2012 14:36 Go to previous messageGo to next message
Blue_Fox is currently offline Blue_Fox

 
Messages:539
Registered:September 2006
Location: Netherlands
Quote:
TAI's AIMNAS single-click installer easter release

where can i download it?

Aimnas link from BD not work

Version 20
AIMNAS V20

[Updated on: Tue, 18 September 2012 14:42] by Moderator

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First Sergeant
Re: Arulco Revisited Mod v1.3[message #310330] Tue, 18 September 2012 14:47 Go to previous messageGo to next message
Big1 is currently offline Big1

 
Messages:6
Registered:September 2010
Blue_Fox
Quote:
TAI's AIMNAS single-click installer easter release

where can i download it?

Aimnas link from BD not work

Version 20
AIMNAS V20


It's the AIMNASvER there. vER = version Easter Release Smile

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Private
Re: Arulco Revisited Mod v1.3[message #310423] Wed, 19 September 2012 23:53 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Not sure if this issue is rather related to general 1.13 or specific to AR 1.2, so i'm posting it here:

After Killing King Pin and all of his henchmen everywhere in San Mona, the sector "King Pin's Hood" (IIRC D5, the sector with his house and the boxing club) becomes repopulated with the (OC hostile) King Pin faction (whereas the Tony sector with the brothel seemingly does not).

A bug (by AR?) or unavoidable due to game mechanics?

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Sergeant Major
Re: Arulco Revisited Mod v1.3[message #310424] Thu, 20 September 2012 00:14 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
If I'm getting this together correctly, it's a JA2 issue that can be avoided if the modder places some true civilians in the sector to avoid the KP respawn - cows also work well.

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Captain

Re: Arulco Revisited Mod v1.3[message #310425] Thu, 20 September 2012 01:19 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Sounds reasonable as in the brothel sector there are neutral civilians as opposed to KP's hood. Thx DB.

So, @Jasmine, maybe you want to change this for version 1.3? Perhaps just a lonesome drinker at the bar or a former mine worker in the abandoned mining office ... Smile

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Sergeant Major
Re: Arulco Revisited Mod v1.3[message #310431] Thu, 20 September 2012 11:41 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
True, really forgot the compulsive neutral civi in D5. Will be fixed in v1.3. Thanks for reporting.

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Master Sergeant
Re: Arulco Revisited Mod v1.3[message #310482] Fri, 21 September 2012 15:17 Go to previous messageGo to next message
Kapnah is currently offline Kapnah

 
Messages:43
Registered:September 2011
Location: Philippines
Don't know if I said it once before, but this is an awesome mod.
For quite sometime I've been hoping to play something between UC and 1.13 this AR mod covers that gap.

Big thanks for all the work Smile

Edit: dunno if this is the right place but can it be done so that regen.boosters and energy boosters can be administered by a merc to an other ?

[Updated on: Fri, 21 September 2012 15:34] by Moderator

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Corporal
Arulco Revisited Mod v1.3[message #310492] Sat, 22 September 2012 00:17 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Arulco Revisited v1.3 has arrived.
Download and more info in 1st post of this thread.

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Master Sergeant
Re: Arulco Revisited Mod v1.3[message #310499] Sat, 22 September 2012 09:12 Go to previous messageGo to next message
Voteslave is currently offline Voteslave

 
Messages:28
Registered:July 2005
thanks JAsmine - downoading now, gonna try it with the latest SVN

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Private 1st Class
Re: Arulco Revisited Mod v1.3[message #310508] Sat, 22 September 2012 13:26 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
How are we for savegame compatability ?

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Captain

Re: Arulco Revisited Mod v1.3[message #310512] Sat, 22 September 2012 17:08 Go to previous messageGo to next message
zivi7 is currently offline zivi7

 
Messages:9
Registered:August 2012
Location: Germany
lockie
How are we for savegame compatability ?


Doesn't seem to be compatible, but I think JAsmine already announced that earlier.

I just installed the new version (I deleted the old AR-folders and copied the new ones into my JA2-installation) and have a tiny problem: The convenient autosave-function doesn't work anymore. I mean the saves after each round which you can load via ALT+A and ALT+B on the savegame-screen.

This would probably be fixed by a complete reinstallation which I am going to do if I have to of course - but maybe you guys know of an easier way to fix this?

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Private
Re: Arulco Revisited Mod v1.3[message #310513] Sat, 22 September 2012 17:32 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Judging by the changelog, it should be savegame compatible as there are mainly fixes/changes related to maps. But of course those changes can not take effect in sectors you have already visited in the savegame.

But maybe better wait for Jasmine giving a definite go or no go about savegame compatibility.

@zivi: have you checked if you by any chance can re-enable autosaving in game's preferences?

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Sergeant Major
Re: Arulco Revisited Mod v1.3[message #310515] Sat, 22 September 2012 17:55 Go to previous messageGo to next message
PVTMOBIUS is currently offline PVTMOBIUS
Messages:1
Registered:August 2012
Location: BRAZIL
Fine, Thank JASMINE, I'll start again, and I'm crazy paw see what's new, and a good game at all!

PS: Live at the Ace combat series.

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Civilian
Re: Arulco Revisited Mod v1.3[message #310517] Sat, 22 September 2012 18:59 Go to previous messageGo to next message
zivi7 is currently offline zivi7

 
Messages:9
Registered:August 2012
Location: Germany
Sam_Hotte
@zivi: have you checked if you by any chance can re-enable autosaving in game's preferences?


:facepalm: It was deactivated indeed. Thanks.

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Private
Re: Arulco Revisited Mod v1.3[message #310528] Sun, 23 September 2012 08:19 Go to previous messageGo to next message
Voteslave is currently offline Voteslave

 
Messages:28
Registered:July 2005
quick question : the NPCs John and Mary in Chitzena that say they need an escort to Drassen - is it still Drassen? Just wondering becasue you changed the location of the main airport.

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Private 1st Class
Re: Arulco Revisited Mod v1.3[message #310529] Sun, 23 September 2012 08:29 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
concerning savegame compatibility:
you can not continue your old save AND expect everything to work 100% fine. if you continue your old save you will miss some of the bugfixes and other tweaks.
i can only say this over and over, it's because of the way ja2 stores savegame data.



concerning installation:
make sure to delete the old ar mod before installing the new one. information on how to uninstall are included in the readme.


concerning tourist quest:
it works like in vanilla ja2. after all, there is still an airport in drassen.

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Master Sergeant
Re: Arulco Revisited Mod v1.3[message #310531] Sun, 23 September 2012 10:02 Go to previous messageGo to next message
Voteslave is currently offline Voteslave

 
Messages:28
Registered:July 2005
Possible bug: Just found a secret area in a1 which rather than take me underground teleported me to i10

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Private 1st Class
Re: Arulco Revisited Mod v1.3[message #310533] Sun, 23 September 2012 11:33 Go to previous messageGo to next message
Voteslave is currently offline Voteslave

 
Messages:28
Registered:July 2005
Problem with Tony "stepping out for a bit" - he ain't stepped back yet!

Hi again

When i first entered Tony's the usual conversations did't start so i gave the vid to the girl. Was then told Tony had stepped out for a bit and several days later he still isn't back. I then used the ini editor to change Tonys setting from 80 to 100 so he should always be there - but he still isn't.

Is this a bug or is something else going on? Any way to find out or correct?

Many thanks

[Updated on: Sun, 23 September 2012 11:34] by Moderator

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Private 1st Class
Re: Arulco Revisited Mod v1.3[message #310536] Sun, 23 September 2012 15:29 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
Don't use Spooky , he causes a crash dropping from the helicopter , maybe because he has no stats at AIM ?

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Captain

Re: Arulco Revisited Mod v1.3[message #310543] Sun, 23 September 2012 19:20 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Voteslave
Possible bug: Just found a secret area in a1 which rather than take me underground teleported me to i10

True, this is a relict from an unfinished idea. Sad please ignore this portal for now... forgot to delete it.

Voteslave
When i first entered Tony's the usual conversations did't start so i gave the vid to the girl. Was then told Tony had stepped out for a bit and several days later he still isn't back. I then used the ini editor to change Tonys setting from 80 to 100 so he should always be there - but he still isn't.

Is this a bug or is something else going on? Any way to find out or correct?

In AR, there is a backdoor to Tony's shop. It on the left wall of the building. The door is locked, but the key can be found somewhere inside the sector. If Hans for some reason doesn't work correctly, you can simply use this backdoor to access Tony directly.

Btw, if you change anything in the ja2_options.ini, you often have to start a new game for the changes to take full effect.

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Master Sergeant
Re: Arulco Revisited Mod v1.3[message #310553] Mon, 24 September 2012 00:17 Go to previous messageGo to next message
Voteslave is currently offline Voteslave

 
Messages:28
Registered:July 2005
JAsmine
Voteslave
Possible bug: Just found a secret area in a1 which rather than take me underground teleported me to i10

True, this is a relict from an unfinished idea. Sad please ignore this portal for now... forgot to delete it.

Voteslave
When i first entered Tony's the usual conversations did't start so i gave the vid to the girl. Was then told Tony had stepped out for a bit and several days later he still isn't back. I then used the ini editor to change Tonys setting from 80 to 100 so he should always be there - but he still isn't.

Is this a bug or is something else going on? Any way to find out or correct?

In AR, there is a backdoor to Tony's shop. It on the left wall of the building. The door is locked, but the key can be found somewhere inside the sector. If Hans for some reason doesn't work correctly, you can simply use this backdoor to access Tony directly.

Btw, if you change anything in the ja2_options.ini, you often have to start a new game for the changes to take full effect.


thanks for that, that back door could save my game

cheers

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Private 1st Class
Re: Arulco Revisited Mod v1.3[message #310577] Mon, 24 September 2012 15:36 Go to previous messageGo to next message
Big1 is currently offline Big1

 
Messages:6
Registered:September 2010
Fantastic!

Playing the hell out of this thing now (with AIMNAS).

I've been unable to enter the extreme fighting competition in San Mona though, the guard just tells me to get lost. I understand this is a known problem with JA2 in general though.

Was wondering if it'd be worth it to try to blow a hole in the wall to get in, will the fights still work or are they dependant on the guard letting me through to "trigger" the next part of the "quest"?

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Private
Re: Arulco Revisited Mod v1.3[message #310579] Mon, 24 September 2012 16:01 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
To let spike get you in you need either a sociable merc with high LDR and friendly speaking or sometimes does "direct" speaking by a physical strong, high LVL merc work (IIRC).

And making your own door does always work (unless you blow up one of kingpin's henchmen with it). Smile

[Updated on: Mon, 24 September 2012 16:01] by Moderator

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Sergeant Major
Re: Arulco Revisited Mod v1.3[message #310582] Mon, 24 September 2012 17:20 Go to previous messageGo to next message
Big1 is currently offline Big1

 
Messages:6
Registered:September 2010
Thanks Sam, I'll make my own door then.

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Private
Re: Arulco Revisited Mod v1.3[message #310629] Tue, 25 September 2012 16:52 Go to previous messageGo to next message
Voteslave is currently offline Voteslave

 
Messages:28
Registered:July 2005
a quick question on the sectet locations

i've been assuming they are NOT in empty map locations (i.e. just forest/desert etc with no buildings)

is this correct or do i need to walk my team through the map in tactical mode to search for them?

thanks

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Private 1st Class
Re: Arulco Revisited Mod v1.3[message #310635] Tue, 25 September 2012 18:06 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
AR's got different kinds of secrets:

- There are secret levels/maps, which are only accessible if you find the entrance, which is usually hidden.

- There are secrets within some maps, usually consisting of some items or money, which are placed not too obvious.

- Depending on what you want to call "a secret", there are fortifications and military bases, which don't appear on the world map. However, they will always appear on the small radarmap for each sector.


I would recommend to explore every sector anyway, since this will be a great help when you're faithful to the "live off the land" style. Wink

[Updated on: Tue, 25 September 2012 18:10] by Moderator

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Master Sergeant
Re: Arulco Revisited Mod v1.3[message #310639] Tue, 25 September 2012 20:47 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1410
Registered:July 2006
Location: People riding polar bears...
Exploring every sector is what makes the hunt fun! Very Happy
Oh, those fond memories of hunting for hidden crates in the original Jagged Alliance. Mm! Good stuff.

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Sergeant Major
Re: Arulco Revisited Mod v1.3[message #310642] Tue, 25 September 2012 21:53 Go to previous messageGo to previous message
Kapnah is currently offline Kapnah

 
Messages:43
Registered:September 2011
Location: Philippines
Some sort of bug maybe ?

I was defending SAMsite at Drassen when I got attacked by the Elites she sends and at the same time some of her patrols attacked my militia in Omerta.
The auto resolve screen popped up, not for the Omerta attack but for my defending SAM site.
I couldn't defend it my self, did win however but lost Omerta.
Perhaps this is just one of the normal bug from JA2.

oh btw ,I'm very curious what Manuel is going to be Wink

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Corporal
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