Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Mod
Re: Arulco Revisited Mod v1.1[message #314733] Fri, 25 January 2013 12:28 Go to previous messageGo to next message
Shepard is currently offline Shepard

 
Messages:22
Registered:January 2013
Location: Chitzena beach
JAsmine

In which sector does thi happen - H6 or I6?


H6.

I loaded an old savegame (before I attacked Estoni), skipped this town for now, went to capture Alma. I hope it doesn

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Private 1st Class
Re: Arulco Revisited Mod v1.4[message #314736] Fri, 25 January 2013 12:52 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Okay. I'll investigate this issue and try to fix it.

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Master Sergeant
Re: Arulco Revisited Mod v1.4[message #314770] Fri, 25 January 2013 23:34 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
@all: AR v1.4 can now be downloaded from Kermi's Archive! Thanks, Scheinworld for uploading it. Wink
Check the first post for the link.

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Master Sergeant
Re: Arulco Revisited Mod v1.4[message #314847] Sun, 27 January 2013 20:48 Go to previous messageGo to next message
zivi7 is currently offline zivi7

 
Messages:9
Registered:August 2012
Location: Germany
Awesome, thanks for the new version!


A very tiny bug: When you fight in A3 (Chitzena), it is possible for the last enemies to retreat into the sector A4 which is inaccessible for the player.

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Private
Re: Arulco Revisited Mod v1.4[message #314850] Sun, 27 January 2013 21:34 Go to previous messageGo to next message
thunderboltcore is currently offline thunderboltcore

 
Messages:7
Registered:June 2007
Crash when entering Escondite via M14 (on foot)

http://postimage.org/image/q00aytb6p/

http://s8.postimage.org/40twblucl/M15_via_M14.jpg (direct link)

I am using stable 4870 (with update) and Deadly game mercs add-on installed.

This is a fresh install.

[Updated on: Sun, 27 January 2013 21:36] by Moderator

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Private
Re: Arulco Revisited Mod v1.4[message #314861] Mon, 28 January 2013 16:22 Go to previous messageGo to next message
Andris is currently offline Andris

 
Messages:80
Registered:October 2006
Location: Budapest, Hungary
Hi JAsmine and everyone!

Question 1) This goes to everyone playing this: Can you please link all the required packs to play this so even a complete noob like me can understand it?

I have the latest 4870 SCI installed, and tested. Its stable. I read about some patch but Im not sure if its needed for everyone or only players with a German client? Im playing English version.

As I said, please point me the the required links because even if I find some patch, I dont know if that is the one I need or not.

Question 2) Do I have to edit my 1.13 INI again before I start this, or will this mod automatically use my base (Slightly modified) 1.13 ini?

Thanks All!!

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Corporal 1st Class
Re: Arulco Revisited Mod[message #314863] Mon, 28 January 2013 17:07 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
1) go to wiki: http://ja2v113.pbworks.com/w/page/4218334/Downloads
All you need (in the sense: will not work without) from there is:
"[color:#66FF99]Current official Release Version: Build: 4870, 28 December 2011[/color]":
http://kermi.pp.fi/JA_2/v1.13_Releases/Official/English/v4870/JA2_113_FullRelease_English_4870.exe
or
http://area.xrmb2.net/download/mods//JA2_113_FullRelease_English_4870.exe

(this is probably what you meant by "latest 4870 SCI"?)

You may also install (that's not necessary but recommended) the patch for 4870:
"[color:#FF0000]Current official Update (Bugfix) Version (25 July, 2012) for Full Release Build: 4870[/color]"
http://area.xrmb2.net/download/mods/JA2_113_UpdateForRelease4870_English.exe
or
http://kermi.pp.fi/JA_2/v1.13_Releases/Official/English/v4870/Official_Update/JA2_113_UpdateForRelease4870_English.exe
or
http://www.filedropper.com/ja2113updateforrelease4870english

2) the AR mod by default uses probably the .ini located in folder data-AR.
So you'd have to either edit this ini to your liking, or - IF your current ini is from v4870 as well -
2a) switch ini editor to use current ini in folder data-1.13, or
2b) copy and overwrite your current ini to the data-AR folder.
(As AR is based on 1.13 v4870 it's using the "normal" ini from v4870, no new options added)

Anyway, have a look into first post here and AR's readme; there is more help and detail to be found.

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Sergeant Major
Re: Arulco Revisited Mod[message #314879] Tue, 29 January 2013 02:13 Go to previous messageGo to next message
Miller is currently offline Miller

 
Messages:12
Registered:January 2010
Location: Romania/Israel
Haven't checked this site for a while... and when i do... i find THIS!
Thanks so much! been playing for 6 hours straight... its 4am, and i go to work in 2h...
Thats how good this mod is!
Arulco revisited indeed!

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Private
Re: Arulco Revisited Mod[message #314892] Tue, 29 January 2013 12:06 Go to previous messageGo to next message
Andris is currently offline Andris

 
Messages:80
Registered:October 2006
Location: Budapest, Hungary
Thank you Sam_Hotte!

Your to do list is perfect.

Downloading patch, downloading AR full and then editing the INI to my preference at work, so when I go home I wont have to waste time doing it :rulez:

You guys are still awsome!

Im just back after a 2 year break because my wife keeps telling me "YOU GOT MY EAR!" all the time Very Happy

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Corporal 1st Class
Re: Arulco Revisited Mod[message #314893] Tue, 29 January 2013 14:44 Go to previous messageGo to next message
Kapnah is currently offline Kapnah

 
Messages:43
Registered:September 2011
Location: Philippines
Hi JAsmine

I got a question about energy and regen boosters.
Could those items be modded so that you can actually inject an other merc with them ?
Some times it so happens that one of you mercs goes down (all out of breath) under heavy fire and you don't wanne sit there with a medic for like 3 turns to patch him up, therefor it would be awesome to just inject him/her and get the hell outta there.

I think I asked this before somewhere on forums but had no reply on this issue.
Probably got lost in the heat of the moment.

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Corporal
Re: Arulco Revisited Mod[message #314913] Tue, 29 January 2013 21:34 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Atm there is no direct way to apply boosters to other mercs. Simplest way would be a little code change that allows special darts with drug effects. Proper way would require a new action for mercs, which would be a couple hours of coding.

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Captain

Re: Arulco Revisited Mod[message #314916] Tue, 29 January 2013 22:14 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
Could the 'bandage' action not be adapted for this action ?

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Captain

Re: Arulco Revisited Mod[message #314917] Tue, 29 January 2013 22:16 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Yes and no. Parts of it could be used, others have to be rewritten.

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Captain

Re: Arulco Revisited Mod[message #314920] Tue, 29 January 2013 22:53 Go to previous messageGo to next message
Kapnah is currently offline Kapnah

 
Messages:43
Registered:September 2011
Location: Philippines
hmm interesting...
So easiest would be to make the dart gun capable to fire darts with those booster effects.
Not that I would know how to but at least I'm not the only one that thinks about this items Wink

thx for replies and I guess I could have asked the question to all modders btw Smile

Any way I hope you modders see this as a challenge

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Corporal
Re: Arulco Revisited Mod[message #314924] Wed, 30 January 2013 02:45 Go to previous messageGo to next message
Dext3r is currently offline Dext3r

 
Messages:25
Registered:May 2012
Tried it out with Flugentes Food-Mod. Works good together, although there is obv. the problem that you won

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Private 1st Class
Re: Arulco Revisited Mod[message #314929] Wed, 30 January 2013 10:41 Go to previous messageGo to next message
Andris is currently offline Andris

 
Messages:80
Registered:October 2006
Location: Budapest, Hungary
Ok, tried the mod yesterday. Spent my whole day playing it. I chose the recommended settings from the pdf.

Finally those boxes and cabinets have items in them. I hated how Vanilla JA2 and 1.13 didnt fill those. I hated opening hundreds of containers just to find nothing. Thank you!

The AI is smart. Instead of "Time to take out the trash" its more like "Time to watch my ass" now.

I seem to find lots of keys but they dont open any of the doors nearby...Should I add these keys to the keychain , or should I just leave them where I found them? So far Im ok with Bull kicking down doors that my Engineer main character cannot open.

Lots of traps. Using an engineer IMP char is worth it. I can disarm everything I have encountered so far.

Great mod!

Is there any use for items like Discarded LAW or RPG? I never used heavy weapons before so this might be something all of you know, except me Smile

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Corporal 1st Class
Re: Arulco Revisited Mod[message #314933] Wed, 30 January 2013 13:45 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Hi andris.

Keys are only of use in the sector where you find them. Only exception is the passcard you can acquire from the old man in estoni.
Every key has a door or container in the very same sector on which it can be used. However, if you manage to open all doors by picking or smashing them open, the keys are of no use and can be trashed. There is no need to carry them around for the whole campaign.

Discarded laws is what you get when you fire a law. Sometimes, discarded laws can be found lying around. They can be regarded as trash that adds a little atmosphere to certain places. They can be sold for some (little) profit.

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Master Sergeant
Re: Arulco Revisited Mod[message #314950] Wed, 30 January 2013 19:16 Go to previous messageGo to next message
x4n is currently offline x4n

 
Messages:21
Registered:October 2010
Just yesterday i finished the game release 4552.
And nao, i have to read about this very interesting mod. For me, out of the blue directly to the hard disc and replay again against the redshirts!

Thanks guys for this mod!

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Private 1st Class
Re: Arulco Revisited Mod[message #315010] Thu, 31 January 2013 20:13 Go to previous messageGo to next message
Pariah is currently offline Pariah

 
Messages:77
Registered:June 2004
Location: Suckit City, OH

JAsmine,

Thank you for your hard work on a wonderful mod.

Someone previously mentioned that they found it nice that so many of the "boxes" laying around Arulco had been populated with items. My question is did the person mean crates or the actual boxes with flaps and not a lid. On some versions you don't get the "hand" icon like you do with crates that indicate the item is manipulative and those items are considered 'secret'.

The reason why I ask (and granted I am not that far into the game, just Omerta to San Mona to Chitzena) is that so far none of the "boxes" have the "hand" icon nor have I found any secret stash in any of the boxes.

Like my Search-Fu, puzzles are not my forte and so far I have only found 1 secret area (2nd tunnel in Omerta A10). Again, granted I blew through San Mona (hit Tony before moving on to Chitzena; but that is more akin to my own style of play, I deal with San Mona after I have a foothead in Arulco).

I am playing it on Expert and have been enjoying the challenge, but it does make me question how the level of play is affected by the Paramedic skill from STOMP. I always seem to have one or two bullet magnets when I play and this time around is no different, Vinnie and an IMP can't seem to dodge any of the bullets. So after clearing Omerta, (and finding no secret areas, but didn't go into the mines, normally don't unless playing Sci-Fi for "Aliens"), I had three "Doctors" (all with Paramedic skill [why do so few "Doctors" in the game not have the Doctor skill?]) and they had six Medkits. Told all three of the to do surgery on the two heavily wounded and the one walking wounded with Agililty decrease. Next thing I know all six Medkits are gone, none of the stat negatives were healed and Vinnie and the IMP were both still only around 50% health.

Read previously that there was only 23 Medkits "placed" in Arulco; since BR's was nerfed was that a design function to inflate the importance of Cambria and the Hospital? Again, with my game play, in all the years and games I have played JA2 and its various mods, I have used the hospital only once.

Thank you again for all of your efforts.

Albert - Eastwoodaen - Pariahsolo

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Corporal
Re: Arulco Revisited Mod[message #315011] Thu, 31 January 2013 20:39 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Surgery eats up medkits. That's an intended "feature". You can still heal and rebuild stats with normal doctor/patient assignment. The paramedic trait adds boni to this and medkits last longer this way.

However, you could also adjust the amount of medkit that is consumed by surgery in the skill settings.ini.

Ah, and in addition to the hospital there is a facility called "field hospital" or similar (located in Drassen in plain 1.13; not sure about AR tho) that also help to improve recovery by doctor/patient.

[Updated on: Thu, 31 January 2013 20:40] by Moderator

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Sergeant Major
Re: Arulco Revisited Mod[message #315020] Thu, 31 January 2013 22:40 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Hi Eastwoodaen.

1) There are only few areas in the mod that can/should be considered as real "secret areas". The 2nd entrance to the rebel's hideout is just a part of the normal game area, since it is very easy to find.

2) Only if you can see the hand icon when hovering the cursor over a container, can thiscontainer be manipulated (opened). If there is no hand icon, than its not a container but just "environment".

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Master Sergeant
Re: Arulco Revisited Mod[message #315021] Thu, 31 January 2013 22:51 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
So was it a design decision not to hide stuff in the non-interactive boxes? They make nice places for all kinds of miscellaneous stuff.

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Captain

Re: Arulco Revisited Mod[message #315025] Fri, 01 February 2013 00:20 Go to previous messageGo to next message
GASK3T is currently offline GASK3T

 
Messages:172
Registered:March 2011
Location: USA
with the Arulco Revisited mod on 1.13, how do you edit a MERCS stats?

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Staff Sergeant
Re: Arulco Revisited Mod[message #315026] Fri, 01 February 2013 01:13 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Use 1.13's merc profiles editor (.exe file in main installation folder)
Note: Changes requires start of a new campaign to take effect.

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Sergeant Major
Re: Arulco Revisited Mod[message #315028] Fri, 01 February 2013 01:34 Go to previous messageGo to next message
GASK3T is currently offline GASK3T

 
Messages:172
Registered:March 2011
Location: USA
Right, i already modded the MERC stats, then installed AR, started a new campaign, no luck....Do i need to load a different directory or do a fresh install to make this work?

And is there a way to go back to the default music instead of the new AR music?

[Updated on: Fri, 01 February 2013 01:46] by Moderator

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Staff Sergeant
Re: Arulco Revisited Mod[message #315030] Fri, 01 February 2013 01:45 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Make sure you edit the mercprofiles.xml in folder data-AR\tabledata.

If you installed AR after your edits, you have edited the profiles in folder data-1.13, but AR by default reads from its own data folder. So that's probably why ...

About music:
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/314015/Re_Arulco_Revisited_Mod.html#Post314015

[Updated on: Fri, 01 February 2013 01:48] by Moderator

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Sergeant Major
Re: Arulco Revisited Mod[message #315031] Fri, 01 February 2013 01:47 Go to previous messageGo to next message
GASK3T is currently offline GASK3T

 
Messages:172
Registered:March 2011
Location: USA
hmmm i looked and didnt see it there....i will look again tonight,

And is there a way to go back to the default music instead of the new AR music?

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Staff Sergeant
Re: Arulco Revisited Mod[message #315045] Fri, 01 February 2013 12:10 Go to previous messageGo to next message
Brujah is currently offline Brujah

 
Messages:36
Registered:January 2013
Location: Brazil
GASK3T
hmmm i looked and didnt see it there....i will look again tonight,

And is there a way to go back to the default music instead of the new AR music?


Get the music.slf file from your original JA2 folder and paste it over the AR's music file, when it asks to overwrite accept it.

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Private 1st Class
Re: Arulco Revisited Mod[message #315046] Fri, 01 February 2013 12:12 Go to previous messageGo to next message
Andris is currently offline Andris

 
Messages:80
Registered:October 2006
Location: Budapest, Hungary
Hi guys!

Can somebody point out (or give me a link where it is explained), what facility's do in the game? I found a military facility which lets me chose "rest". What does that do compared to sleep?

What is the correct way to use these facility sectors?

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Corporal 1st Class
Re: Arulco Revisited Mod[message #315053] Fri, 01 February 2013 17:39 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
http://ja2v113ham.wikia.com/wiki/Customizable_Facilities
They provide additional strategical assignments for your mercs.
There are tooltipps ingame to tell you more; just hover the mouse pointer over the "rest" to see it. Smile

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Sergeant Major
Re: Arulco Revisited Mod[message #315156] Mon, 04 February 2013 11:47 Go to previous messageGo to next message
Andris is currently offline Andris

 
Messages:80
Registered:October 2006
Location: Budapest, Hungary
I had a crash at Drassen Mines sector in tactical mode after battle. It crashed every time when the clock hit 21:45 minutes (Day 2). I was able to skip the crash by zooming out to strategic view then moving time forward to 21:46.

Not sure about the crash message but it was some kind of "Schedualing.cpp" error. I tried to search for this file but I didnt find it. Lucky I accidently found the workaround.

Does this have anything to do with me sending flowers to the Bi*ch? :DDDD ?

[Updated on: Mon, 04 February 2013 11:49] by Moderator

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Corporal 1st Class
Re: Arulco Revisited Mod[message #315158] Mon, 04 February 2013 12:39 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Hi Andris and thanks for reporting this bug.
Thid issue happens when a civilian tries to behave according to his schedule (e.g. go to sleep somewhere or unlock a specific door etc.). Sometimes, something goes wrong and the game crashes. This is an issue of v1.13 somehow messing things up and I can "fix" these bugs by assigning new, less complex schedules to specific civilians.
The workaround you found is a good way to avoid these crashes, which can basically strike in several sectors with civilians (not all of them).

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Master Sergeant
Re: Arulco Revisited Mod[message #315168] Tue, 05 February 2013 01:34 Go to previous messageGo to next message
GASK3T is currently offline GASK3T

 
Messages:172
Registered:March 2011
Location: USA
I couldnt go onto BR's website after i captured the airport. I couldnt find Pablo either. Do i need to talk to him or do i need to clear the sam too or what?

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Staff Sergeant
Re: Arulco Revisited Mod[message #315170] Tue, 05 February 2013 02:06 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
GASK3T
I couldnt go onto BR's website after i captured the airport. I couldnt find Pablo either. Do i need to talk to him or do i need to clear the sam too or what?


JAsmine

[color:#FF0000]Be sure to read Arulco Revisited.pdf![/color]
This document will probably answer your questions!

BR does not deliver to Drassen in AR but to

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Sergeant Major
Re: Arulco Revisited Mod[message #315172] Tue, 05 February 2013 02:21 Go to previous messageGo to next message
GASK3T is currently offline GASK3T

 
Messages:172
Registered:March 2011
Location: USA
What? you have just turned my little world upside down.

thanks for the heads up.

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Staff Sergeant
Re: Arulco Revisited Mod[message #315184] Tue, 05 February 2013 12:53 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Turned your world upside down?
What do you mean? Wink

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Master Sergeant
Re: Arulco Revisited Mod[message #315188] Tue, 05 February 2013 14:38 Go to previous messageGo to next message
Andris is currently offline Andris

 
Messages:80
Registered:October 2006
Location: Budapest, Hungary
Ok It took me the day, but I read all the posts so I dont ask something that has already been answered 4 time before. Planning to start a new game so I would ask:

I didnt find anybody reporting this:
-Not sure if its a bug or "feature", but once I give father Walker a bottle of wine and he gets drunk, he stops reacting to my IMP mercs. He does react to Ira and Bull, but only with "I have a sermon to prepare". So no way to trigger the food for Drassen quest.

I went to him at about midnight. Should I try talking to him later?

Is there any way I can check the mercs skills/traits/perks before hiring them ingame? I have not found a way. Would be nice to create my IMP's in a way that they blend well with the available Aim mercs.

Where can I download a new unstable SCI?Found it. What version should I look for that works fine for you guys? Do I need to edit any XML file posted earlier, or has that been already corrected in 1.4 version?

[Updated on: Tue, 05 February 2013 14:47] by Moderator

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Corporal 1st Class
Re: Arulco Revisited Mod[message #315193] Tue, 05 February 2013 16:11 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Andris
Is there any way I can check the mercs skills/traits/perks before hiring them ingame? I have not found a way. Would be nice to create my IMP's in a way that they blend well with the available Aim mercs.

In one of the more recent unstable dev versions, a tooltip system to show merc's traits on the websites and in tactical interface has been implemented.
If you are using older version (including stable official release 4870), you'd have to check with external tools like the merc profiles editor (comes with 1.13, to be found in install folder).

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Sergeant Major
Re: Arulco Revisited Mod[message #315216] Wed, 06 February 2013 01:40 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
@Andris:
AR should not change pater walker's behavior. I can not recall how he behaved in vanilla ja2... If it's unusual for him to be passive after drinking alcohol, this bug should be reported in the v1.13 bug report subforum.

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Master Sergeant
Re: Arulco Revisited Mod[message #315222] Wed, 06 February 2013 14:29 Go to previous messageGo to previous message
Andris is currently offline Andris

 
Messages:80
Registered:October 2006
Location: Budapest, Hungary
@JAsmine:

Do we still have to do this fix manually?
Quote:
set maddog's coordinates to:
Code:

11
7Quote:


I will try to fire 1.4 up with the latest 5845 (Gamedir:1602)

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Corporal 1st Class
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