Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Vengeance 1.13 Reloaded » Vengeance: Reloaded Bugzilla (Report bugs here)
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Re: Vengeance: Reloaded Bugzilla[message #347949 is a reply to message #347944]
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Sun, 01 January 2017 15:24
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az75 |
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Messages:185
Registered:June 2012 Location: Romania |
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sevenfm wrote on Sun, 01 January 2017 03:23Hawkeye wrote on Sun, 01 January 2017 04:52We haven't edited any of the fighting interactions with Darren and the fighters so not sure what the go is there, will have to investigate.
Maybe he is trying to fight with backpack, which prevents mercs from jumping over fence?
Yes, that was it, the backpacks.
I'm in Alma now, those reinforcements coming out of nowhere are making my life hell. Haven't seen any bugs so far, started with Wolf, Fox, Grizzly and Jaguar, my sniping IMP... all goes well, now with 11 mercs and 80 days of contracts(didn't hire the miners, Skyrider, etc).
The only problem I have is that in spite of 100% loyalty in Oronegro and Drassen I get only 50% of the possible income from the oil rig and mine - but I guess that's just another 1.13 gizmo I don't know about.
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Staff Sergeant
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Re: Vengeance: Reloaded Bugzilla[message #347961 is a reply to message #347949]
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Sun, 01 January 2017 21:31
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m_snark |
Messages:3
Registered:October 2015 Location: Moscow, Russia |
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Hello guys
I have a problem with VR: installed 7609+VR package over clean JA 2 1.12, everything launches just fine but crashes in sector maps. On my first attempt I was crashing immediately or soon after landing in Omerta A9. Gave it another run and was able to sweep through A9, B9 & B10. But when I try to enter A10 game crashes either on sector loading screen or couple of seconds after map loaded. No exceptions or anything, just CTD with standard Windows error message.
ps: caught me surprise tbh, I have some experience running 1.13 7609, couple of unstable builds and Arulco Vacations without much trouble.
Thanks in advance
Mikhail
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Civilian
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Re: Vengeance: Reloaded Bugzilla[message #347975 is a reply to message #347972]
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Mon, 02 January 2017 15:31
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Scheinworld |
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Messages:960
Registered:December 2007 Location: Baltic Sea, Germany |
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Hello,
@Mikhail: Sorry, I wish I could help you, but I can't :-( I have no idea why you have such problems with VR Mod only? The EXE version is right too. You are also trusted with Win 8 and 10 fixes. I don't know?
Maybe another member here who has/had similar problems and found a solution for that can help you? Maybe you get an idea yet and find the reason for your problem. Then it would be kind and helpful if you would write this here to help other members who have similar problems eventually. Good luck!
LatZee wrote on Mon, 02 January 2017 11:38az75 wrote on Sun, 01 January 2017 14:24The only problem I have is that in spite of 100% loyalty in Oronegro and Drassen I get only 50% of the possible income from the oil rig and mine - but I guess that's just another 1.13 gizmo I don't know about.
Noticed the same thing in Drassen, so took a look through ini, seems to be the 50% income penalty for no foreman, as i recruited Fred. That is probably the reason, would have made a quick test save taking Drassen from zero and not recruiting him, but dont feel like doing it without cheats
@LatZee: Exactly! As you already know in VR the head miners (Fred, Matt) and oil rig workers (Oswald, Carl, Calvin) belong to the list of PCM characters who are recruitable if you want, but recruiting them has consequences (as everything in life) for the mines and oil rigs (income).
Team members Anv and Edmortimer were working on this and implemented/modified a Background Mine/Oil Rig Income Modifier and Mining/Drilling Foreman Assignment to reflect this.
In case you want the surprise and find out yourself I write these internal VR Mod information/settings in a spoiler box.
Toggle Spoiler anv wrote on Tue, 24 November 2015 23:36Introducing
Background Mine/Oil Rig Income Modifier and Mining/Drilling Foreman Assignment
New facility assignment
Mining Foreman/Drilling Foreman
Reqs: 70 Wisdom, 70 Leadership, 70 Town Loyalty OR having foreman background (NPC head miners, any non-zero mine income modifier)
Backgrounds.xml new tags:
<mine_income>20</mine_income>
<oil_rig_income>20</oil_rig_income>
If assigned as foreman override normal facility bonus. Added to all miners/rig workers backgrounds.
Exception - Calvin is so incompetent (negative income mod) that with him as a foreman modifier is 70% - recruiting him and replacing him with anyone else INCREASES income. Room for adjustment if you think that's TOO MUCH of hot air.
That should be a good start toward making miners stand out from other RPCs. Now just to make them vary more between each other.
anv wrote on Wed, 25 November 2015 19:56OK, added to Ja2_Options.ini new setting: Financial Settings > MINE_NO_FOREMAN_PENALTY. Set it to 50, upped foreman assignment bonus to 25 and miners background bonuses to 50. You can now adjust it freely without messing with code. For best effect make sure penalty is close to miners background bonus.
1. Head miner not recruited, alive and well in mine sector = 100% income
2. Head miner recruited/dead, no replacement assigned = 50% income
3. Head miner recruited/dead, replacement assigned = 75% income
4. Head miner recruited, assigned as head miner to facility = 100% income
Also didn't mention clearly enough, oil rig and mines are separate entities with separate bonuses - we have 2 miners and 3 oil rig foremans, you cannot assign miner to rig and vice versa (well, you can, but only as normal merc with high reqs and for 75% income).
Another thing, since Calvin doesn't get bonus you're effectively one foreman short for oil rigs, Player might want to shuffle availablr oil rig foremans/replacement around to maximize income.
Best regards; Schein...
[Updated on: Mon, 02 January 2017 15:48]
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Re: Vengeance: Reloaded Bugzilla[message #347993 is a reply to message #347975]
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Tue, 03 January 2017 03:07
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LatZee |
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Messages:187
Registered:December 2015 |
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Scheinworld wrote on Mon, 02 January 2017 14:31
@LatZee: Exactly! As you already know in VR the head miners (Fred, Matt) and oil rig workers (Oswald, Carl, Calvin) belong to the list of PCM characters who are recruitable if you want, but recruiting them has consequences (as everything in life) for the mines and oil rigs (income).
Team members Anv and Edmortimer were working on this and implemented/modified a Background Mine/Oil Rig Income Modifier and Mining/Drilling Foreman Assignment to reflect this.
In case you want the surprise and find out yourself I write these internal VR Mod information/settings in a spoiler box.
Well, in the end, I did get off my lazy ass and did a proper test and it seems that the part in spoiler isn't exactly correct (or the way it works in game isn't ). I'll put results in spoiler too
Toggle Spoiler
The way it seems to work is that if you leave head miner not recruited (tested it just on Drassen with Fred), he takes up a foreman position, so you can't assign someone else, but doesn't do anything, you still get 50% income. If you recruit him and put him to work, it works all right, you get full income. Didn't have anyone with leadership 70 handy to test out what does putting someone else as foreman works
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Staff Sergeant
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Re: Vengeance: Reloaded Bugzilla[message #348002 is a reply to message #347996]
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Tue, 03 January 2017 05:37
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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LatZee wrote on Tue, 03 January 2017 07:42Eh, and one more thing, somewhat related. Drassen mine sector seems to be a magical place where people never get tired. While that kinda helps with mine income as foremans never sleep on the job, it also makes it super efficient place to do repairs, doctoring, training militia or skills and stuff like that, as you can literally do it 24 hours a day with no sleep and still be constantly ready for battle with full energy. Don't know if that is working as intended, or something got screwed in my save or what
This may be related to ambient facilities modifying need to sleep/fatigue counters.
For Drassen, we have hidden facility 34
Quote: <FACILITYTYPE>
<ubIndex>34</ubIndex>
<szFacilityName>Occupied Territory</szFacilityName>
<szFacilityShortName>Occupied</szFacilityShortName>
<ubTotalStaffLimit>32</ubTotalStaffLimit>
<ASSIGNMENT>
<ubAssignmentType>STAFF</ubAssignmentType>
<szTooltipText>The people here overwhelmingly believe you can defeat the Queen. Basic comforts are readily available to you if you spend some time mingling. Eat, sleep, and be merry for tomorrow you may die.</szTooltipText>
<ubStaffLimit>32</ubStaffLimit>
<usFatigue>80</usFatigue>
<usSleep>120</usSleep>
<CONDITIONS>
<ubMinimumLoyaltyHere>86</ubMinimumLoyaltyHere>
</CONDITIONS>
</ASSIGNMENT>
</FACILITYTYPE>
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Re: Vengeance: Reloaded Bugzilla[message #348007 is a reply to message #348004]
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Tue, 03 January 2017 10:14
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LatZee |
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Messages:187
Registered:December 2015 |
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sevenfm wrote on Tue, 03 January 2017 07:07edmortimer wrote on Tue, 03 January 2017 10:51That's not an ambient facility -- that has an Assignment. It is Hidden only as long as you never enter the sector.
According to Facilities.xml
Quote: ubHidden = Does this facility appear in the sector info popup?
0 = Yes, always.
1 = Yes, but only once the sector's been explored.
2 = No, never.
Quote:<FACILITY>
<SectorGrid>B13</SectorGrid>
<FacilityType>34</FacilityType>
<ubHidden>2</ubHidden>
</FACILITY>
<FACILITY>
<SectorGrid>C13</SectorGrid>
<FacilityType>34</FacilityType>
<ubHidden>2</ubHidden>
</FACILITY>
<FACILITY>
<SectorGrid>D13</SectorGrid>
<FacilityType>34</FacilityType>
<ubHidden>2</ubHidden>
</FACILITY>
I think that only means that you'll never see it in sector info popup you get when you right click the sector on map. Definetily saw that assignement as an option in facilities menu.
Anyways, the way i noticed it first is because i had teams in both C13 and D13 trying to fill up Drassen with militia and C13 was working normally, D13 was working overtime. So it's not Drassen, it's just Drassen mine. Now, the first time i noticed was soon after a weird crash which might be a complete coincidence, or might be something went boink with my game at that moment, so it would be nice if someone reproduced it first
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Staff Sergeant
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Re: Vengeance: Reloaded Bugzilla[message #348015 is a reply to message #348013]
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Tue, 03 January 2017 18:18
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az75 |
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Messages:185
Registered:June 2012 Location: Romania |
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I must be getting too old for this: the game is too difficult for my taste... on novice.
Should be played without allowing reinforcements.
[Updated on: Tue, 03 January 2017 18:41] Report message to a moderator
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Staff Sergeant
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Re: Vengeance: Reloaded Bugzilla[message #348043 is a reply to message #348041]
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Wed, 04 January 2017 12:54
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Godspeed |
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Messages:15
Registered:December 2016 |
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I am using your full download link that includes stable 7609; on top of a fresh JA2 install. Using win8 fix as usual. I have not changed anything in any .ini apart from change MERC website availability to False.
1.
I have Barry as my tech and to open locks. Atm, I don't have a lockpick yet, so I use crowbars and feet
Crowbars seem to be practically useless. Kicking opens everything within 2-3 kicks (Barry has 80 Strength), but with the crowbar, I can completely deplete his stamina 3 times before the same locks open. I have only been able to see this in Omerta sectors and Drassen so far (because that's as far as I got... slow player, I like to check every little detail ).
2.
Also, the Drassen Airport sector; when "attacking" from the Northern sector, I feel it is unfair that I get to 'spawn' within the Airports fences. (A little bit like Alma in basic Vanilla or 1.13, you cannot spawn within the protected fenced area unless you manually change maps from within the fenced area in Tactical). Not a bug really, more a suggestion.
3.
While I'm at it, I was wondering if the OCTH in this mod may not be affected by the NCTH in a way?
I'm getting a lot of point-blank misses with the CTH bar Full, like my merc ADJACENT to knocked-out soldier; I miss my aimed shot.. or ..Soldier appears from corner next to me, takes a full burst at me and doesn't hit me once. The CTH seems to act a lot more like the NCTH since 7609 or newer unstable versions. Firefights take MUCH MUCH longer than I'm used to with the OCTH. The are like the NCTH, require lot's of spray & pray.
But where are my manners? I am really enjoying this new experience. It is extremely "atmospheric".. the music, sounds, etc.. really have my attention! Thank you for the awesome work!
[Updated on: Wed, 04 January 2017 12:57] Report message to a moderator
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Private
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Re: Vengeance: Reloaded Bugzilla[message #348046 is a reply to message #348043]
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Wed, 04 January 2017 13:23
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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godspeed.7 wrote on Wed, 04 January 2017 15:543.
While I'm at it, I was wondering if the OCTH in this mod may not be affected by the NCTH in a way?
I'm getting a lot of point-blank misses with the CTH bar Full, like my merc ADJACENT to knocked-out soldier; I miss my aimed shot.. or ..Soldier appears from corner next to me, takes a full burst at me and doesn't hit me once. The CTH seems to act a lot more like the NCTH since 7609 or newer unstable versions. Firefights take MUCH MUCH longer than I'm used to with the OCTH. The are like the NCTH, require lot's of spray & pray.
If you disable INACCURATE_CTH_READOUT option, you will see exact CTH values instead of what your merc is guessing.
I always play with this option disabled, and if CTH bar is full, it means 99% hit.
CTH balance is slightly different than in stock 1.13, but in general it's the same OCTH, the code is not changed.
Once you get better rifles, scopes and lasers, it will be much easier to hit enemy (and the same for enemy shooting at you as the game will progress).
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Re: Vengeance: Reloaded Bugzilla[message #348056 is a reply to message #348043]
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Thu, 05 January 2017 05:39
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Hawkeye |
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Messages:2433
Registered:October 2005 Location: Australia |
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godspeed.7 wrote on Wed, 04 January 2017 21:54I am using your full download link that includes stable 7609; on top of a fresh JA2 install. Using win8 fix as usual. I have not changed anything in any .ini apart from change MERC website availability to False.
1.
I have Barry as my tech and to open locks. Atm, I don't have a lockpick yet, so I use crowbars and feet
Crowbars seem to be practically useless. Kicking opens everything within 2-3 kicks (Barry has 80 Strength), but with the crowbar, I can completely deplete his stamina 3 times before the same locks open. I have only been able to see this in Omerta sectors and Drassen so far (because that's as far as I got... slow player, I like to check every little detail ).
2.
Also, the Drassen Airport sector; when "attacking" from the Northern sector, I feel it is unfair that I get to 'spawn' within the Airports fences. (A little bit like Alma in basic Vanilla or 1.13, you cannot spawn within the protected fenced area unless you manually change maps from within the fenced area in Tactical). Not a bug really, more a suggestion.
But where are my manners? I am really enjoying this new experience. It is extremely "atmospheric".. the music, sounds, etc.. really have my attention! Thank you for the awesome work!
Thanks for the info and the compliments, and good to hear you are using all of the suggested settings for now.
1) I'm not sure what the go is with the crowbars but we did have some data corruption on some items in the past, though I doubt vanilla items like this would have been affected.
2) Drassen airport does have a north entry point to the NW away from the fences, but I have moved it even more NW and added an isolated point just in case.
[Updated on: Wed, 13 June 2018 08:40] Report message to a moderator
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Re: Vengeance: Reloaded Bugzilla[message #348073 is a reply to message #348069]
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Thu, 05 January 2017 14:03
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az75 |
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Messages:185
Registered:June 2012 Location: Romania |
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Guys, the crepitus quest can't be completed.Toggle Spoiler The maps from the Drassen undergrounds lead not to the crepitus queen but to a Hale&Burton compound.
[Updated on: Fri, 06 January 2017 01:50] by Moderator Report message to a moderator
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Staff Sergeant
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