Subject: Arulco Revisited Posted by JAsmine on Thu, 09 Feb 2012 16:03:30 GMT View Forum Message <> Reply to Message Arulco Revisited (AR) by JAsmine & Beka

Latest version: Arulco Revisited v1.4 2013-01-20

About Arulco Revisited for 2 v1.13 was created by JAsmine and Beka and first released in early 2012. The mod's main goal is to make the game more diversified and balanced. The mod changes or replaces every sector map in Arulco and tries to make the country (and thus the whole game) more interesting in general, hence the name "Arulco Revisited". Furthermore, this mod encourages you to play a "live of the land"-style game. There are some more features, check them out below.

Download of the latest version Arulco Revisited v1.4 2013-01-20 (AR v1.4 20130120) download from file-upload.net (please report if a link is down)[/size]

Installation instructions and additional information are included. Be sure to read Arulco Revisited.pdf! This document will probably answer most of your questions regarding the mod!

Requirements REQUIREMENTS All you really need is a working installation of v1.13. Jagged Alliance 2 v1.13 stable rel. 4870 is recommended (

/weapon mods out there), this must be an issue of v1.13.

DieterI freed the airport, Bobby Ray's is still "under construction". (Was I supposed to read instructions? Does this work differently here?) I also freed the SAM site, still no BR. This is not an error, it is intended. Bobby Ray works differently in AR! You shoul really read the instructions or even the beginning of the RIS report.

Dieter(I like that enemies drop 9x19 Glaser ammo.) Enemy drops are not changed by the AR mod (again, to maintain compatibility with other item/weapon mods). But there is glaser and match ammo to be found in sectors like Omerta and Drassen (because thats IMO the point of the game where you need that kind of ammo).

Thanks for your gameplay report, Dieter. If you've got more questions, just give it a go (or maybe read the instructions? )

Subject: Re: Arulco Revisited Mod v1.1 Posted by wessel23 on Mon, 26 Mar 2012 22:02:16 GMT View Forum Message <> Reply to Message Is it possible to use just the new maps, and not actually change the way the rest of the game works?

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Tue, 27 Mar 2012 18:32:14 GMT View Forum Message <> Reply to Message

Page 11 of 226 ---- Generated from The Bears Pit Hi wessel23, quick answer: yes, BUT... detailed answer: If you know what you're doing, you can of course try to exclude some parts of the mod and use only certain other parts of it. However, using just the maps and nothing else was not intended by the creators and won't work without some more "messing around" by you. The point is: The content of this mod apart from the maps was developed to fit to the maps. So, if you exclude some parts of the mod you might get undesired results and you will definitely miss the experience of this mod as it was meant to be. I recommend not to try and "use just the maps". possible compromise: As I've stated before, the content of this mod is like 90% about new maps. The only significant change apart from the new maps is, that Bobby Ray will be available later and you as the player will live "off the land" for longer than usual (which is a lot easier in this mod than in stock v1.13!!). Think about it, the way the game works is almost untouched and you will be given the opportunity to employ a new strategy in the game. Maybe you should just give it a go and maybe you will like what you see?

Subject: Re: Arulco Revisited Mod v1.1 Posted by lockie on Tue, 27 Mar 2012 18:56:30 GMT View Forum Message <> Reply to Message There certainly are 'more enemies at cities' .....

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Tue, 27 Mar 2012 19:21:35 GMT View Forum Message <> Reply to Message lockieThere certainly are 'more enemies at cities' ..... Hehe, most certainly indeed! But in my opinion, aspects like "more enemys" count towards "new/changed maps", since the enemies are part of the maps. Apart from that, more enemys do not make the game significantly different, they will "just" lead to longer and maybe tougher battles and usually more loot.

Subject: Re: Arulco Revisited Mod v1.1 Posted by lockie on Tue, 27 Mar 2012 19:36:33 GMT View Forum Message <> Reply to Message Hmm , seems like elites very early on ... ? And me with pistols and a couple of damaged rifles . Ohhh , the challenge ..

Page 12 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Tue, 27 Mar 2012 20:13:47 GMT View Forum Message <> Reply to Message Elites in Omerta are *the* source for good equipment at gamestart (stealing is easy there since there aren't many foes and you've plenty of cover to hide behind :thinkerg: )

But it's true... this mod is more challenging than stock v1.13. And it's meant to be that way! btw, lockie, which difficulty level did you choose?

Subject: Re: Arulco Revisited Mod v1.1 Posted by spookygirl on Tue, 27 Mar 2012 23:10:14 GMT View Forum Message <> Reply to Message lockieHmm , seems like elites very early on ... ? And me with pistols and a couple of damaged rifles . Ohhh , the challenge ..

Yup, some okay pistols and a lot of jammed pistols lol where are the good guns?! But at least the locked crates open almost immediately with 2 or 3 shots! I've noticed Pablo is not in Drassen... what about the priest? I can't find him too...

Subject: Re: Arulco Revisited Mod v1.1 Posted by Anonymous on Wed, 28 Mar 2012 02:29:11 GMT View Forum Message <> Reply to Message @JAsmine

Ever think about incorporating Smeagol's inventory system?

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Wed, 28 Mar 2012 08:35:32 GMT View Forum Message <> Reply to Message SpookyGirlI've noticed Pablo is not in Drassen... what about the priest? I can't find him too... People, please read the instructions! :goodnews:

Arulco Revisited 1.1 Readme Important note on gameplay

Bobby Ray (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. [...] BR isn't in Drassen, and Pablo (and Sal) won't be there, too. Those guys are at the new location

Page 13 of 226 ---- Generated from The Bears Pit of BR shipments. However, the "get food for rebels" quest works in AR exactly the same way as you're used to it. The priest is in his usual random places (bar c13, church d13, bar d13).

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Wed, 28 Mar 2012 08:42:09 GMT View Forum Message <> Reply to Message tao@JAsmine

Ever think about incorporating Smeagol's inventory system?

To be honest, I'm not quite sure what system you're talking about?! Please specify.

But we've tried not to change items and aspects directly tied to items. This was done to keep this mod flexible and, most importantly, compatible to other mods (e.g. MAM, AFS, HAM5...).

Subject: Re: Arulco Revisited Mod v1.1 Posted by lockie on Wed, 28 Mar 2012 16:36:35 GMT View Forum Message <> Reply to Message Quote:btw, lockie, which difficulty level did you choose?

Why , expert , of course ....

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Thu, 29 Mar 2012 06:01:01 GMT View Forum Message <> Reply to Message lockieQuote:btw, lockie, which difficulty level did you choose?

Why , expert , of course .... Very good. The mod was especially designed, balanced & tested to fit our idea of a "challenging but still well wineable" game at this very difficulty level. :bomb:

Experienced would work, too. Novice will be too easy.

...INSANE is mostly untestet but will be exactly what it's called.

Subject: Re: Arulco Revisited Mod v1.1 Posted by lockie on Thu, 29 Mar 2012 19:52:56 GMT

Page 14 of 226 ---- Generated from The Bears Pit View Forum Message <> Reply to Message yeah , I'm trying to take Drassen mine (again) and it sure ain't easy . Don't want to give you feedback yet ( too early ingame ), so will keep comments minimal . Liking it though .

Subject: Re: Arulco Revisited Mod v1.1 Posted by Anonymous on Thu, 29 Mar 2012 20:08:16 GMT View Forum Message <> Reply to Message I am liking it too.

I am spoiled by AIMNAS inventory though.

I said it before and I will say it again, AIMNAS inventory system needs to be...should be...standard 1.13.

Subject: Re: Arulco Revisited Mod v1.1 Posted by lockie on Thu, 29 Mar 2012 21:35:03 GMT View Forum Message <> Reply to Message Different mods man . Keeps things fresh . Talking oof which , Cleveland Brown is about to come on , hehehe , my moustache tickles ...

Subject: Re: Arulco Revisited Mod v1.1 Posted by spookygirl on Thu, 29 Mar 2012 23:36:41 GMT View Forum Message <> Reply to Message JAsmineSpookyGirlI've noticed Pablo is not in Drassen... what about the priest? I can't find him too... People, please read the instructions! :goodnews:

Arulco Revisited 1.1 Readme Important note on gameplay

Bobby Ray (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. [...] BR isn't in Drassen, and Pablo (and Sal) won't be there, too. Those guys are at the new location of BR shipments. However, the "get food for rebels" quest works in AR exactly the same way as you're used to it. The priest is in his usual random places (bar c13, church d13, bar d13).

Yeah JAsmine I know, I was just agreeing about Pablo missing. I should have written 'I too

Page 15 of 226 ---- Generated from The Bears Pit noticed' Lol this certainly isn't an easy mod. But it's very good so far!

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Fri, 30 Mar 2012 08:27:04 GMT View Forum Message <> Reply to Message When you're having (financial) troubles in the game and are stuck somewhere in the northern-eastern area (somewhere around Omerta, Drassen, Aldea, Cambria and Alma), it might be a good idea to take Aldea. Although the town seems rather unimportant at first sight, it does offer something... helpful - if you can find it. :spend:

Subject: Re: Arulco Revisited Mod v1.1 Posted by lockie on Fri, 30 Mar 2012 15:46:53 GMT View Forum Message <> Reply to Message Hah ! Heading there now ...... muwahh hah hah ....

Subject: Re: Arulco Revisited Mod v1.1 Posted by Anonymous on Fri, 30 Mar 2012 16:50:12 GMT View Forum Message <> Reply to Message lockieHah ! Heading there now ...... muwahh hah hah ....

That's what I said!

Subject: Re: Arulco Revisited Mod v1.1 Posted by lockie on Fri, 30 Mar 2012 20:12:20 GMT View Forum Message <> Reply to Message Meet you there , I'll be wearing a raincoat with fedora ....

Subject: Re: Arulco Revisited Mod v1.1 Posted by Anonymous on Fri, 30 Mar 2012 22:44:02 GMT View Forum Message <> Reply to Message Hey Jasmine,

Sector F6 does not have any west entry points.

Page 16 of 226 ---- Generated from The Bears Pit Edit:

Very Nice secret. Is that fat guy Enrico? He was just chillin' sipping on a cold one.

Subject: Re: Arulco Revisited Mod v1.1 Posted by usrbid on Sat, 31 Mar 2012 02:59:43 GMT View Forum Message <> Reply to Message JAsmineYou shoul really read the instructions or even the beginning of the RIS report.

Ha, ha, you are right, I don't read, it is really my fault! Will read the instructions now, hi, hi... Thanks for the info you posted.

I noticed enemy drop is pretty good early on, this must be a 1.13 thing again. All I have is Drassen, all of it, and I have 6 battle scopes, 3 sniper scopes, 2 trigger groups, and more (good) ARs than I ever need. With this kind of item drop, I doubt I will feel motivated to go all the way to Meduna, just not much to look forward to, but that might be just me, others may still find it challenging.

Subject: Re: Arulco Revisited Mod v1.1 Posted by lockie on Sat, 31 Mar 2012 06:58:07 GMT View Forum Message <> Reply to Message For goodness sakes , tell me you aren't playing 'drop-all' Dieter ?

The shame ..... :nono:

Subject: Re: Arulco Revisited Mod v1.1 Posted by usrbid on Sat, 31 Mar 2012 07:48:26 GMT View Forum Message <> Reply to Message Nah, there are just A LOT of enemies, I get attacked every 2-3 hours, playing on Expert, not sure why they are out to get me, they really want me dead.

By the way, I have a reproducible bug, probably 1.13 and not AR. I finished my turn with Haywire and all my squad guys are greyed out, like there is an enemy interrupt, except nothing happens. The game behaves just like on my regular turn, except I can't do anything.

Here is a save game from the Profiles\UserProfile_JA2AR\SavedGames folder. Maybe one of the coders wants to trace it.

Edit: Wonderful, after exiting the game all the way, to write this entry, and starting it up again, the

Page 17 of 226 ---- Generated from The Bears Pit problem is fixed, never mind...

Subject: Re: Arulco Revisited Mod v1.1 Posted by lockie on Sat, 31 Mar 2012 09:52:26 GMT View Forum Message <> Reply to Message Only picked up some decent weapons at demoville ! Shot up to hell though , where are the med kits ??

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Sat, 31 Mar 2012 13:47:47 GMT View Forum Message <> Reply to Message taoSector F6 does not have any west entry points. True - the sector is not supposed to be entered from the west: There's is a canyon in F5 that won't let you march east. taoVery Nice secret. Is that fat guy Enrico? He was just chillin' sipping on a cold one. Heh. That fat guy is whoever you wish him to be! Did you keep him alive?

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Sat, 31 Mar 2012 14:00:16 GMT View Forum Message <> Reply to Message DieterI noticed enemy drop is pretty good early on, this must be a 1.13 thing again. All I have is Drassen, all of it, and I have 6 battle scopes, 3 sniper scopes, 2 trigger groups, and more (good) ARs than I ever need. Okay, this does not sound right. On my current game, I have taken Omerta, San Mona, Chitzena and Chitzena SAM site. It's day 24, progress about 22, I'm still fighting with crappy assault rifles and don't have enough PSO-1 and ACOG scopes to equip my 6-man squad properly. You sure, you're playing without drop all and without a fast item progression?

DieterI doubt I will feel motivated to go all the way to Meduna, just not much to look forward to [...] As I have outlined in different situations before, this mod is ca. 90% about new maps. If there is anything in this mod to look forward to, then its the new maps you will see (and fight through).

You've only taken Drassen, he rest of the country is still waiting for you to discover it.

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Sat, 31 Mar 2012 14:03:22 GMT

Page 18 of 226 ---- Generated from The Bears Pit View Forum Message <> Reply to Message lockieOnly picked up some decent weapons at demoville ! Shot up to hell though , where are the med kits ?? There are 1-5 (random) medkits in Aldea ground level. The secret of this place lies within the cellar. Look closely. (remember the original version of the cellar map in the demo???)

Subject: Re: Arulco Revisited Mod v1.1 Posted by Anonymous on Sat, 31 Mar 2012 19:14:20 GMT View Forum Message <> Reply to Message JAsminetaoSector F6 does not have any west entry points. True - the sector is not supposed to be entered from the west: There's is a canyon in F5 that won't let you march east. taoVery Nice secret. Is that fat guy Enrico? He was just chillin' sipping on a cold one. Heh. That fat guy is whoever you wish him to be! Did you keep him alive?

I entered the sector retreating.

Yes, I kept him alive, although; after I left, I wondered what that guy had on him....

Subject: Re: Arulco Revisited Mod v1.1 Posted by Anonymous on Sat, 31 Mar 2012 19:17:19 GMT View Forum Message <> Reply to Message @Lockie

Think crepitus from demo.

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Sat, 31 Mar 2012 19:36:36 GMT View Forum Message <> Reply to Message The fat hermit doesn't really have anything of interest on him. I was just curious. I guess, most people would kill him. :axe:

Subject: Re: Arulco Revisited Mod v1.1 Posted by Sgt York on Sat, 31 Mar 2012 19:49:44 GMT View Forum Message <> Reply to Message

Page 19 of 226 ---- Generated from The Bears Pit thanks JAsmine & Beka for a very good job on your mod. I'm finding that it's a (nice) challenge to get militia trained before counter attacks take place. The central SAM site (no roof !!) and Estoni have been particularly tough defending with 2 Mercs + 10 greenies against 15-18 opponents. Playing expert, I'm barely hanging on.

I have 100% loyalty in Estoni but can't find Pablo near the shipment crate. I've looked all over the sector too, both day and night. I sure don't want to order from BR if I can't get the shippments. Is Pablo necessary at the Estoni airport (but where is he ??), or is Estoni like Meduna, where no attendant is required?

Thanks.

Subject: Re: Arulco Revisited Mod v1.1 Posted by lockie on Sat, 31 Mar 2012 19:58:05 GMT View Forum Message <> Reply to Message Quote:Pablo is missing from Drassen Airport. That's true. But he is still in the game!

Read the read-me ... info to be found , this isn't JA2 , there are changes .

Subject: Re: Arulco Revisited Mod v1.1 Posted by Sgt York on Sat, 31 Mar 2012 20:18:54 GMT View Forum Message <> Reply to Message lockieQuote:Pablo is missing from Drassen Airport. That's true. But he is still in the game!

Read the read-me ... info to be found , this isn't JA2 , there are changes .

Duh ... Why is Pablo missing from ESTONI ???

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Sat, 31 Mar 2012 20:32:43 GMT View Forum Message <> Reply to Message regarding Pablo:

If in the ja2_options ini the following line:

READ_PROFILE_DATA_FROM_XML is set to true,

Pablo won't show up at Estoni airport. This is a bug andwill be fixed in the next version. Workaround: set the line to FALSE. Pabloe will then show up as intended. However, that *might* require a you to start a new game.

Page 20 of 226 ---- Generated from The Bears Pit This bug was actually supposed to be fixed in version 1.1 of this mod. My fault.

----- regarding difficulty of the mod:

Maybe a future version of the mod might reduce the difficulty level a bit. It seems like most players feel the mod is challenging. We haven't yet made up our mind if it's *too* challenging or if it's within acceptable parameters.

@ all: what's your opinion on the difficulty level? Keep it, make it easier?

Subject: Re: Arulco Revisited Mod v1.1 Posted by Sgt York on Sat, 31 Mar 2012 22:49:07 GMT View Forum Message <> Reply to Message The READ_PROFILE_ ... was indeed set to TRUE. I changed it to FALSE, went back to a savegame and reentered Estoni. Pablo was not there, so I guess a new start is needed. As Flo would say, "Ah well", guess we do without BR this time. I'm too far along to start over, and true, there's lots of stuff around.

As to difficulty, NO! NO! NO! NO! don't make it easier. Please take my comment concerning the "challenge" as positive. IMO, mods that are too easy cause one to get sloppy in combat and lose interest.

Oh yeah. I confirmed BR doesn't send goods to Estoni w/o Pablo.

Thanks for the answer, JAsmine.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Anonymous on Sun, 01 Apr 2012 10:51:22 GMT View Forum Message <> Reply to Message @Jasmine

You should make a full fledged modification. You can still keep an alternate download for maps to keep it compatible with other mods.

Subject: Re: Arulco Revisited Mod v1.1 Posted by K0ukku on Mon, 02 Apr 2012 14:18:52 GMT View Forum Message <> Reply to Message This mod sounds great! Can't wait to test this!

Page 21 of 226 ---- Generated from The Bears Pit I'd like to play this with HAM5 thou with the explosive shrapnels, any experience if this really works with it?

Subject: Re: Arulco Revisited Mod v1.1 Posted by Vincent J. Claymore on Mon, 02 Apr 2012 17:26:30 GMT View Forum Message <> Reply to Message I just installed 4870 (previously I played 2XXX) and this baby here...

OH

MY

GOD

!!!

I don't know who to give the credit to here, but this is absolutely fantastic! I've just started a game on Insane, with as many weapons as possible and fastest increasing coolness - and in contrast to my last experience playing 2XXX on Insane, this time 'round it's actually challenging! The AI is brilliant! Those bastards hide in the meanest possible nooks and crannies, I love it!

Thank you SO MUCH!

Subject: Re: Arulco Revisited Mod v1.1 Posted by usrbid on Tue, 03 Apr 2012 02:14:39 GMT View Forum Message <> Reply to Message Yo JAsmine, I entered Cambria from G10 to G9, got Mike, killed everyone in the sector, got enemies from adjacent sectors, killed those too, then went from G9 to F9, killed everyone in the sector, no enemy reinforcements, now the sector still shows as hostile.

When I Alt+E there is a dying Mike lying at the corner of the south west house (Bull is standing in front of him), not sure how Mike got there. I checked a save at the beginning of the sector combat and Mike was already lying there dying. I can't target Mike to kill him and he won't die on his own.

Here is the Quick Save from the Profiles\UserProfile_JA2AR\SavedGames folder.

Edit: Not sure if this is 1.13 or AR, the INI doesn't allow Biff and Flo to train militia, too low LDR. Not sure if this is intentional, that you have to train Biff and Flo before you can train milita. Vanilla allows the two to train militia out from the start. I know they have the Teaching trait, but the 4870 code doesn't allow them to train from the start.

Page 22 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod v1.1 Posted by Biernath_J on Tue, 03 Apr 2012 11:49:40 GMT View Forum Message <> Reply to Message Default setting of 'minimum LDR to train militia' is set to 20 for some reason. It actually defeats the purpose of hiring MERC losers.

I ALWAYS change it to '10' for my games. I see no reason why '20' is so brilliant to be default.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Sam Hotte on Tue, 03 Apr 2012 12:54:42 GMT View Forum Message <> Reply to Message The militia training settings are standard of "HAM4 in 1.13". It's adjustable in the ini along with militia upkeep, number of militia trained etc.

Subject: Re: Arulco Revisited Mod v1.1 Posted by usrbid on Wed, 04 Apr 2012 08:13:46 GMT View Forum Message <> Reply to Message I get your point Biernath_J and Sam_Hotte, however I "feel" that this might be a "bug", meaning that the Teaching trait was intended to "overwrite" the 20 LDR cap in the INI, the problem is it doesn't, hence the bug allegation.

Gameplay feedback: Possibly 1.13 related and not AR, why does hovering the mouse over the GM-94 Grenade Launcher make 9x18mm ammo highlight in the sector inventory? The M79 highlights the 40mm grenades correctly. Feels to me like an XML bug. Probably the only reason you can insert the ammo into the weapon system is that the GL tag is set.

Subject: Re: Arulco Revisited Mod v1.1 Posted by DepressivesBrot on Wed, 04 Apr 2012 08:20:49 GMT View Forum Message <> Reply to Message Error in the 1.13 XMLs, has been fixed some time after the last release.

Subject: Re: Arulco Revisited Mod v1.1 Posted by usrbid on Wed, 04 Apr 2012 08:57:33 GMT View Forum Message <> Reply to Message @DB: Cool, thanks!

Gameplay feedback: At the Cambria SAM site I8, there is a 5.56x45mm Match belt with 65,480

Page 23 of 226 ---- Generated from The Bears Pit rounds. Inserting the ammo into a gun adjusts the count to the correct value.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Sam Hotte on Wed, 04 Apr 2012 12:50:37 GMT View Forum Message <> Reply to Message DieterI get your point Biernath_J and Sam_Hotte, however I "feel" that this might be a "bug", meaning that the Teaching trait was intended to "overwrite" the 20 LDR cap in the INI, the problem is it doesn't, hence the bug allegation.

ACK. I'm with Biernath on this and also decrease the training threshold to 10 in my games. Especially since the other values of Headrocks dynamic militia training thingies per default prevent any low LDR merc to contribute much to militia training anyway.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Vincent J. Claymore on Wed, 04 Apr 2012 19:14:07 GMT View Forum Message <> Reply to Message Where is Skyrider? I just can't find him no more!

EDIT: Sorry, my bad. Just never had him WEST of Drassen before.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Mauser on Wed, 04 Apr 2012 20:50:35 GMT View Forum Message <> Reply to Message hey JAsmine & Beka, tried you mod over a fresh latest 1.13 install and played a couple of hours. and so far, i love it! really good maps, lots of fresh sectors and a new challenge. just what i needed to rekindle my interest in this fine game! especially after JA:BIA has been such a disappointment. allthough i

Subject: Re: Arulco Revisited Mod v1.1 Posted by spookygirl on Wed, 04 Apr 2012 21:28:28 GMT View Forum Message <> Reply to Message Sgt YorkI'm finding that it's a (nice) challenge to get militia trained before counter attacks take place.

That is so right! Lol I just can't seem to leave Drassen!

Page 24 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod v1.1 Posted by lockie on Thu, 05 Apr 2012 16:29:59 GMT View Forum Message <> Reply to Message Umm , I having a few ctd's , anyone else suffering ?

Subject: Re: Arulco Revisited Mod v1.1 Posted by Damesh on Fri, 06 Apr 2012 00:31:26 GMT View Forum Message <> Reply to Message I started getting this error during battle in Chitzena the first day. Decided to go west and take Chitzena first. Took the mine and continued up to next sector and about half way through started seeing this message every minute or so:

Runtime Error Assertion Failure[line 1171 in File.\Scheduling.cpp]. Attempting to debug save as SaveGame97.sav(this may fail).

I'm running the 4870 version and the AR mod was downloaded 17 Mar, but don't know if latest or not.

Can't really get through the combat as it crashes after about a minute and have to reload last save. on edit. It isn't a CtD, but it locks up and have to press ESC to exit to desktop.

Subject: Re: Arulco Revisited Mod v1.1 Posted by usrbid on Fri, 06 Apr 2012 04:43:18 GMT View Forum Message <> Reply to Message lockieUmm , I having a few ctd's , anyone else suffering ?

Not much really, the game is pretty stable, I am running XP. I have an issue with the sound driver (or something related), every 1-2 hours, when a merc starts talking, right at the beginning, I hear about half a second, then it goes fizz, CTD. It's probably just me running on an IBM T23.

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Fri, 06 Apr 2012 10:51:50 GMT View Forum Message <> Reply to Message Have been away for some days, so here is one big answer to all. tao@Jasmine

Page 25 of 226 ---- Generated from The Bears Pit You should make a full fledged modification. You can still keep an alternate download for maps to keep it compatible with other mods. Mauseranyways, i would love to see this map mod expanded some more and turned into a full fleged mod with item mod and all. maybe consider a merge with parts of AIMNAS? We have not yet made up our minds about where this mod will be going. We *will* develop further versions to clean bugs, better balance the mod and add some more content. But we aren't sure yet on which "scale" this mod will end up. You know, it's first of all a question of what is possible with our very limited ressources (two people with jobs and family & friends and limited skills). If things were only about what we want, then we would create a "full fledged" mod, but then, most people would, right?

K0ukkuThis mod sounds great! Can't wait to test this!

I'd like to play this with HAM5 thou with the explosive shrapnels, any experience if this really works with it? HAM5 and AR should be compatible. We have tested it, but only to a certain extent (lack of time ). You should be aware, that we consider HAM5 to be buggy and unstable atm (cause it is not finished). My guess is, that when playing with AR and HAM5 at its current state, you will run into issues sooner or later. You should maybe give it a try. Someone has to take the role of the pioneer!

VinnieClaymore[...] I don't know who to give the credit to here, but this is absolutely fantastic! I've just started a game on Insane, with as many weapons as possible and fastest increasing coolness - and in contrast to my last experience playing 2XXX on Insane, this time 'round it's actually challenging! The AI is brilliant! Those bastards hide in the meanest possible nooks and crannies, I love it! Most of the suff that seems so cool to you is probably because of the new v1.13 release. So, credit should go to the v1.13 team. However, we've have tried to make the maps look godd, but also play good at the same time. So, we have of course paid attention to enemy placement and stuff.

DieterYo JAsmine, I entered Cambria from G10 to G9, got Mike, killed everyone in the sector, got enemies from adjacent sectors, killed those too, then went from G9 to F9, killed everyone in the sector, no enemy reinforcements, now the sector still shows as hostile.

When I Alt+E there is a dying Mike lying at the corner of the south west house (Bull is standing in front of him), not sure how Mike got there. I checked a save at the beginning of the sector combat and Mike was already lying there dying. I can't target Mike to kill him and he won't die on his own.

Here is the Quick Save from the Profiles\UserProfile_JA2AR\SavedGames folder. Thanks for this report. I'm quite sure that this bug is related to v1.13 (I ran into it in a similar way

Page 26 of 226 ---- Generated from The Bears Pit with a terrorist I had killed before!). Please, submit your savegame to the v1.13 team, maybe they can identify and smash this bug?!

Dieter[...] At the Cambria SAM site I8, there is a 5.56x45mm Match belt with 65,480 rounds. Inserting the ammo into a gun adjusts the count to the correct value. Items aren't changed by AR mod. But I will fix this one way or another. Thanks for reporting.

Mauser[...] the enemy AI seems to have learned the secret of using cover and evading MERCS line of sight. makes them seem a little less suicidally dumb, but also makes them much more static and defensive once they get to the edge of your LOS. [...] are these AI improvements part of the less retarded AI from HAM5? or did you do that yourselves? anyways, great feature! 1) The improved AI you're facing is part of the official v1.13 release! 2) Changes to the AI are *far* beyond what I can do! 3) HAM5 is not integrated into AR for several reasons. You can however use both mods at the same time and help testing HAM5.

DameshI started getting this error during battle in Chitzena the first day. Decided to go west and take Chitzena first. Took the mine and continued up to next sector and about half way through started seeing this message every minute or so:

Runtime Error Assertion Failure[line 1171 in File.\Scheduling.cpp]. Attempting to debug save as SaveGame97.sav(this may fail). This is a problem of v1.13, that may happen in sectors where civilians or NPCs are. It is a severe error, but don't worry, there are many workarounds:

If the crash happens exactly at the same place and the same time again and again (e.g. sector D2 @ 10p.m.) you can enter tactical view of that sector at 9.59 pm, wait for 2 minutes till 10.01 pm and it should work.

As I said: This bug is a known problem and can be worked around. Don't worry and pls report back if you managed to get around somehow! lockieUmm , I having a few ctd's , anyone else suffering ? Please be more specific and give some information on your crashes.

The mod should really be just about as stable as the official v1.13 release, since the changes in the AR mod are not of a very complex nature. If the game keeps crashing constantly and seemingly random, you most probably have a bad install!

Page 27 of 226 ---- Generated from The Bears Pit whew... quite some writing. Thank you all for reporting stuff and giving feedback. I wish all of you lots of fun playing this mod!

Subject: Re: Arulco Revisited Mod v1.1 Posted by lockie on Fri, 06 Apr 2012 16:19:46 GMT View Forum Message <> Reply to Message Hasn't done it last 4 games ... oh well ...

Subject: Re: Arulco Revisited Mod v1.1 Posted by usrbid on Sat, 07 Apr 2012 02:51:17 GMT View Forum Message <> Reply to Message DieterlockieUmm , I having a few ctd's , anyone else suffering ?

Not much really, the game is pretty stable, I am running XP. I have an issue with the sound driver (or something related), every 1-2 hours, when a merc starts talking, right at the beginning, I hear about half a second, then it goes fizz, CTD. It's probably just me running on an IBM T23.

Axtually there is definitely something not right with the Cambria hospital sector. I had no problems when I freed the sector for the first time, but had severe issues when I had to defend it against an enemy attack.

I had a wounded enemy run for the sector border and couldn't reach him. About a second after he escaped, I got an assertion failure. I "fixed" the problem by going into the strategic view as soon as the speech of one of my mercs started for "they left the sector".

Unfortunately I don't have a save, I was too liquored up to think of it, I am sorry, I am usually good about saves.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Scouty on Sat, 07 Apr 2012 21:33:17 GMT View Forum Message <> Reply to Message Got a crash when force-moving (holding shift) from C4 down to D4 (San Mona mine). Seems this travel route is allowed, but there are no entry points on the map?

Normally it sends you through San Mona since that's 5 minutes quicker. Still running this on SCI 5163 in case that matters.

Page 28 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Sat, 07 Apr 2012 21:49:19 GMT View Forum Message <> Reply to Message The entry points are there, but I guess, this route shouldn't be allowed since D4 has cliffs in the north. I will fix this for future versions. Thanks for reporting.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Scouty on Sat, 07 Apr 2012 22:42:53 GMT View Forum Message <> Reply to Message I just spent half an hour lock picking every goddamn container in San Mona, and now I got so much random crap to repair.

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Sun, 08 Apr 2012 08:41:57 GMT View Forum Message <> Reply to Message ScoutyI just spent half an hour lock picking every goddamn container in San Mona, and now I got so much random crap to repair. San Mona? You sure, you ain't talking about Grumm? In the current release, there are way too many locked crates in Grumm with explosives and stuff. I will definitely fix (balance) this for upcoming versions. But San Mona? Are you talking about C5 (Tony Sector)? Don't think, there are that many locked containers there.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Scouty on Sun, 08 Apr 2012 09:00:07 GMT View Forum Message <> Reply to Message Ah, yes I was talking about all the San Mona sectors combined... not every container is locked, but there's much random stuff in all the cabinets, etc. The crate with a porn mag and a rag in it was a nice touch... that's now a very disturbing Molotov.

Thanks for warning me not to go to Grumm then.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Vincent J. Claymore on Sun, 08 Apr 2012 13:35:05 GMT View Forum Message <> Reply to Message JAsmineScoutyI just spent half an hour lock picking every goddamn container in San Mona, and

Page 29 of 226 ---- Generated from The Bears Pit now I got so much random crap to repair. San Mona? You sure, you ain't talking about Grumm? In the current release, there are way too many locked crates in Grumm with explosives and stuff. I will definitely fix (balance) this for upcoming versions. But San Mona? Are you talking about C5 (Tony Sector)? Don't think, there are that many locked containers there. ScoutyAh, yes I was talking about all the San Mona sectors combined... not every container is locked, but there's much random stuff in all the cabinets, etc. The crate with a porn mag and a rag in it was a nice touch... that's now a very disturbing Molotov.

Thanks for warning me not to go to Grumm then.

Mhmm... when I read JAsmines Post, it sounded like there were a lot of explosives to be found, but the way Scouty understood it, like there are many traps in Grumm... so... which's the case?

Subject: Re: Arulco Revisited Mod v1.1 Posted by Scouty on Sun, 08 Apr 2012 13:39:59 GMT View Forum Message <> Reply to Message Sorry, I wasn't being very clear. I was actually talking about how San Mona took me half an hour to clear, so if Grumm is even worse that'll kill me. Hence the skipping it comment.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Vincent J. Claymore on Sun, 08 Apr 2012 15:17:20 GMT View Forum Message <> Reply to Message ah, I see

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Sun, 08 Apr 2012 17:08:58 GMT View Forum Message <> Reply to Message ScoutyThe crate with a porn mag and a rag in it was a nice touch... There is some kind of "pattern" with those porn mags in the mod. I guess I placed quite some of them on beds, in toilets and other "fitting" places. :playboy: :goggle:

Subject: Re: Arulco Revisited Mod v1.1 Posted by Scouty on Sun, 08 Apr 2012 19:20:59 GMT View Forum Message <> Reply to Message Found a bit of "passable" wall in the Drassen Airport sector:

Page 30 of 226 ---- Generated from The Bears Pit You can just walk right through there.

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Sun, 08 Apr 2012 19:49:55 GMT View Forum Message <> Reply to Message Thanks for the report. Will fix this for next release of AR.

Unfortunally, there are problems with certain walltile-graphics. Some seem not to block sight,line of fire and passing through.

Subject: Re: Arulco Revisited Mod v1.1 Posted by DepressivesBrot on Sun, 08 Apr 2012 19:54:16 GMT View Forum Message <> Reply to Message Did you check if they sync up with their respective JSDs?

Subject: Re: Arulco Revisited Mod v1.1 Posted by Scouty on Sun, 08 Apr 2012 20:11:12 GMT View Forum Message <> Reply to Message I think this one may be related, got an AI sitting in an (impassable?) container:

Ah interesting, after combat I could walk into that spot too. Everything around it is solid. Same story for the other containers actually.

Subject: Re: Arulco Revisited Mod v1.1 Posted by IoP on Sun, 08 Apr 2012 21:21:08 GMT View Forum Message <> Reply to Message Sgt YorkThe READ_PROFILE_ ... was indeed set to TRUE. I changed it to FALSE, went back to a savegame and reentered Estoni. Pablo was not there, so I guess a new start is needed. As Flo would say, "Ah well", guess we do without BR this time. I'm too far along to start over, and true, there's lots of stuff around.

Oh yeah. I confirmed BR doesn't send goods to Estoni w/o Pablo.

I had same problem with settings but at least I got my first shipment from BR into Estoni's crate. I

Page 31 of 226 ---- Generated from The Bears Pit didn't enter into estoni before I changed that setting into false. I wonder if it will work in a lon run? Will y shipments start disappear at some point?

Otherwise r5163 seems to work nicely.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Scouty on Tue, 10 Apr 2012 11:30:20 GMT View Forum Message <> Reply to Message I noticed a little inconsistency between the strategic and tactical map:

The yellow selected sector has a house in it, yet the strategic map doesn't depict that. The other sector shows a house on the strategic map, yet has no such thing in tactical.

Subject: Re: Arulco Revisited Mod v1.1 Posted by lockie on Tue, 10 Apr 2012 16:25:58 GMT View Forum Message <> Reply to Message Errr yeah , as you say , a little inconsistency . :whistle:

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Wed, 11 Apr 2012 08:18:02 GMT View Forum Message <> Reply to Message Damn! I thought noone would notice that one! Seems like I'll have to revise the worldmap for next release! :nails:

Subject: Re: Arulco Revisited Mod v1.1 Posted by Scouty on Wed, 11 Apr 2012 08:45:54 GMT View Forum Message <> Reply to Message Haha, sorry Jasmine, I tend to notice details like that.

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Wed, 11 Apr 2012 09:22:43 GMT View Forum Message <> Reply to Message In fact, I prefer it that way.

Page 32 of 226 ---- Generated from The Bears Pit We tried to make all the maps look very detailed and put quite some (most of?) the work there. So it's actually very okay for us to work on little details (although many players won't notice...).

Subject: Re: Arulco Revisited Mod v1.1 Posted by usrbid on Wed, 11 Apr 2012 10:19:16 GMT View Forum Message <> Reply to Message Yo JAsmine, Is there a list of maps / sectors you guys updated to make it easier to compare? So far I visited a whole bunch of them and I like the item placement and other changes you guys did.

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Wed, 11 Apr 2012 11:08:45 GMT View Forum Message <> Reply to Message DieterYo JAsmine, Is there a list of maps / sectors you guys updated to make it easier to compare? So far I visited a whole bunch of them and I like the item placement and other changes you guys did.

In fact, we updated *every* sector of Arulco safe for some caves (since they play only a very minor role).

Of course, there is a difference in how much a single map was updated.

On the one hand, some maps, as one can easily notice were completey replaced by new maps. On the other hand, there are maps that just got some extra trees and rocks to provide more cover.

In between those two extremes, all possible "steps" are possible and present within AR mod.

Atm, there are about 50 maps in AR mod that that are completely new. (more to come ) Examples: A8 (Omerta Industrial), L13 (Balime Spa), G3 (Grumm Residential) ....

But some of the other maps have changed very much and differ a lot from original ones. They most importantly PLAY differently. Examples: B13 (Drassen Airport), D15 (Drassen SAM site), A2 (Chitzena ruins)

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Thu, 12 Apr 2012 15:27:17 GMT View Forum Message <> Reply to Message ScoutyI think this one may be related, got an AI sitting in an (impassable?) container:

Page 33 of 226 ---- Generated from The Bears Pit Ah interesting, after combat I could walk into that spot too. Everything around it is solid. Same story for the other containers actually. Fixed for all containers of this kind in all of Arulco! (sometimes, dirty work-a-rounds are what I can do best, hehehe. :cloud8: ) As always, thanks for reporting this.

Btw, thanks for making this sticky (whodunit? lockie? Dieter?)

Subject: Re: Arulco Revisited Mod v1.1 Posted by usrbid on Fri, 13 Apr 2012 05:59:11 GMT View Forum Message <> Reply to Message I typically post when I stickie or unstickie. I did a bunch last week and can't remember now, but I don't see a post of me, so maybe it was lockie?

Subject: Re: Arulco Revisited Mod v1.1 Posted by lockie on Fri, 13 Apr 2012 14:14:40 GMT View Forum Message <> Reply to Message Yup . Going on hols today , back in 11 days . Have fun guys .

Subject: Re: Arulco Revisited Mod v1.1 Posted by Fragnifico on Thu, 19 Apr 2012 21:26:41 GMT View Forum Message <> Reply to Message ScoutyI think this one may be related, got an AI sitting in an (impassable?) container:

Ah interesting, after combat I could walk into that spot too. Everything around it is solid. Same story for the other containers actually.

Hey, how do u get 10 merc slots????? OMGG!!!! How do i do that on v113? Anyone plz?

Subject: Re: Arulco Revisited Mod v1.1 Posted by DepressivesBrot on Thu, 19 Apr 2012 21:31:39 GMT View Forum Message <> Reply to Message Punctuation marks aren't gregarious animals, and it's a standard feature of every sufficiently recent 1.13 version (newer than the official 4870 release)

Page 34 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod v1.1 Posted by Fragnifico on Thu, 19 Apr 2012 21:40:29 GMT View Forum Message <> Reply to Message DepressivesBrotPunctuation marks aren't gregarious animals, and it's a standard feature of every sufficiently recent 1.13 version (newer than the official 4870 release)

I dont get it... i gt v113 4870 and i dont have 10 merc slots... can u plz explain to me?

Subject: Re: Arulco Revisited Mod v1.1 Posted by Gambigobilla on Thu, 19 Apr 2012 21:44:05 GMT View Forum Message <> Reply to Message He says newer than 4780.

4885 to be exact. Go get one of Tais' SCIs

Subject: Re: Arulco Revisited Mod v1.1 Posted by WaBlackHat on Fri, 20 Apr 2012 10:00:40 GMT View Forum Message <> Reply to Message Really enjoying the improved/upgraded maps.

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Mon, 23 Apr 2012 20:18:31 GMT View Forum Message <> Reply to Message Quick news-update:

The next version of AR mod (will be v1.2) is currently under construction. We try our best to adress all issues/bugs discussed in this thread (and from other places as well).

Apart from fixing bugs and further balancing the mod, we will of course add some more content.

Take a look at the new worldmap from upcoming v1.2:

Notice that we added another new town: Baldio. Furthermore, Chitzena has expanded and now features a dock-area.

If you have any issues with this mod or found some bugs you wish to be fixed, let us know.

Page 35 of 226 ---- Generated from The Bears Pit If you have any ideas about new content that you think should be in this mod, let us know.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Fragnifico on Mon, 23 Apr 2012 21:39:41 GMT View Forum Message <> Reply to Message JAsmineQuick news-update:

The next version of AR mod (will be v1.2) is currently under construction. We try our best to adress all issues/bugs discussed in this thread (and from other places as well).

Apart from fixing bugs and further balancing the mod, we will of course add some more content.

Take a look at the new worldmap from upcoming v1.2:

Notice that we added another new town: Baldio. Furthermore, Chitzena has expanded and now features a dock-area.

If you have any issues with this mod or found some bugs you wish to be fixed, let us know. If you have any ideas about new content that you think should be in this mod, let us know.

AWESOME MOD!!! Keep up the good work man!

Subject: Re: Arulco Revisited Mod v1.1 Posted by Gambigobilla on Wed, 25 Apr 2012 21:08:33 GMT View Forum Message <> Reply to Message Does Arulco Visited 1.1 have crepitus maps or should i disable them?

Subject: Re: Arulco Revisited Mod v1.1 Posted by knightofni on Thu, 26 Apr 2012 07:05:55 GMT View Forum Message <> Reply to Message This looks great, but i'm not able to download it. Download stops after 1 to 3 mb...

Would it be possible to upload it somewhere else ? I've noticed mediafire works pretty well, but there's a lot.

Besides, how would I launch it with HAM5 + AFS ? What would vfs would i select in the ini editor ?

Page 36 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod v1.1 Posted by WaBlackHat on Thu, 26 Apr 2012 12:58:36 GMT View Forum Message <> Reply to Message Noticed a bug with 1.1

In sector C7 I entered the House/Barn in the NE area with the Cow and saw a Basement/Mine area icon.

But when I enter it and my troops are transported to sector A1 on the Strategic map and have faces on the A1 tactical map, but can not be seen or moved on the A1 map.

It LOOKS like some of the hay bails are leading to the mines.

EDIT: I can do a strategic move from A1 to A2, so I am not stuck.

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Thu, 26 Apr 2012 14:40:06 GMT View Forum Message <> Reply to Message GambigobillaDoes Arulco Visited 1.1 have crepitus maps or should i disable them? The Crepitus quest works in AR the same as in regular v1.13. You can enable them. knightofniThis looks great, but i'm not able to download it. Download stops after 1 to 3 mb...

Would it be possible to upload it somewhere else ? I've noticed mediafire works pretty well, but there's a lot. Just checked, the download works for me. But no problem: I've uploaded v1.1 of AR at another host. Try the new "alternative Download" at the opening post of this thread. (hm, alternative dl seems to be very slow, but I don't feel like registering somewhere ) knightofniBesides, how would I launch it with HAM5 + AFS ? What would vfs would i select in the ini editor ? You will have to "merge" the two mods. Install the AFS mod as usual. Then, copy the AR mod into the same directory. This should work without any files being overwriten. (this is basically true whenever you want to use two mods at the same time - you can't have them seperated)

WaBlackHatNoticed a bug with 1.1... Thanks for reporting this bug, WaBlackHat. It has already been fixed for upcoming v1.2.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Wil473 on Thu, 26 Apr 2012 15:13:16 GMT

Page 37 of 226 ---- Generated from The Bears Pit View Forum Message <> Reply to Message knightofniBesides, how would I launch it with HAM5 + AFS ? What would vfs would i select in the ini editor ?

Latest version of AFS is not HAM5 compatible (didn't want to test a separate series of .ini under a fourth .exe. That said, HAM5 features are available in the latest SVN SCI by Tais. Current one, Rev. 5224 has fixed the HAM 5 bug where LAW doesn't work.

Not sure if Arulco Revisited maps are as susceptible to the HAM5 disappearing items bug from HAM 5. Currently still investigating the conditions for that bug.

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Thu, 26 Apr 2012 15:57:09 GMT View Forum Message <> Reply to Message Thanks for clearing that up, wil473.

We consider HAM5 to be kinda buggy and unstable atm. HAM5 is not included or even needed for AR. But if users want to give it a try - it is possible to use AR and HAM5 together.

Subject: Re: Arulco Revisited Mod v1.1 Posted by WaBlackHat on Mon, 30 Apr 2012 02:25:17 GMT View Forum Message <> Reply to Message I recently upgraded to SCI_5224, and put AR 1.1 and AFS 3.65 in it.

Had to do a little editing. (first to merge the vfs files for AR and AFS) And to merge the 3 different versions of the JA_Options.ini files. (1.13, AFS, and AR)

The game runs, but there are a few little problems... (Mostly unknown items being found [NADA image, or items named Slot301, or Explosives with "Placeholder" for a description]

Another problem... When I looted the Rebels hideout lockers in Omerta I ended up with about 6-7 high level weapons [But no AMMO]. (like Barrett M82A2, Al AWM, Desert Tactical SRS .308) Most of which I am pretty sure are end game weapons.

Next time I probably try only using 5224 and AR

Hmm any timeline for when AR 1.2 will be out? I mean are we talking Days, Weeks or Months?

Subject: Re: Arulco Revisited Mod v1.1

Page 38 of 226 ---- Generated from The Bears Pit Posted by JAsmine on Mon, 30 Apr 2012 08:29:03 GMT View Forum Message <> Reply to Message WaBlackHatHmm any timeline for when AR 1.2 will be out? I mean are we talking Days, Weeks or Months?

We are talking days.

Subject: Re: Arulco Revisited Mod v1.1 Posted by WaBlackHat on Wed, 02 May 2012 18:30:07 GMT View Forum Message <> Reply to Message Testing 5224 with AR, so far everything looks good and seems to work ok.

One problem I noticed....

All the "New" AIM mercs from JADG which work in 5224, stop working when the AR mod is added.

(All the pictures are there on the AIM website, but all stats are Zero and the names are blank and the hire costs are for gear only)

If you hire them, when they enter the game they come in as Dead.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Gambigobilla on Wed, 02 May 2012 18:53:15 GMT View Forum Message <> Reply to Message That's because AR is made for v4870. It doesn't have required values in mercprofile.xml. Use the one in 5224 sci, then set maddog's coordinates to: 11 7

I don't know if there are any displaced mercs, i just saw maddog.

Subject: Re: Arulco Revisited Mod v1.1 Posted by WaBlackHat on Wed, 02 May 2012 21:59:15 GMT View Forum Message <> Reply to Message That fixed it. Did not correct my save game. but new games do show the all the mercs correctly.

Page 39 of 226 ---- Generated from The Bears Pit Now that I knew the correct file, I also tried to do a comparison and did not notice any major differences (besides the missing data) other than the order of some traits, and slight variations in stats or merc prices.

Thanks very much.

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Thu, 03 May 2012 15:30:02 GMT View Forum Message <> Reply to Message AR is based on 4870 - DG mercs weren't included in that release.

AR doesn't change skills or traits of any merc. AR needs this file to "displace" some NPCs. Most importantly, it's Maddog (Estoni->Aldea) and Pablo (Drassen->Estoni).

Subject: Re: Arulco Revisited Mod v1.1 Posted by WaBlackHat on Thu, 03 May 2012 18:00:47 GMT View Forum Message <> Reply to Message Yes Maddog is displaced in the AR's mercprofile.xml from 6,9 to 11,7

But Pablo is not displaced in AR's mercprofile.xml. In 4870 he is listed as at 13,2 In 5224 he is listed as at 13,2 In AR he is listed at 13,2.

I am not sure which file relocates him to Estoni (maybe its done on the maps?)

Quote:I also tried to do a comparison and did not notice any major differences (besides the missing data) other than the order of some traits, and slight variations in stats or merc prices.The differences were probably due to 4870->5224, not due to AR.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Inukshuk on Sat, 05 May 2012 20:20:51 GMT View Forum Message <> Reply to Message This is a fantastic Mod, and I've enjoyed playing it with 4870 but I want to try all those JA mercs too so I've tried what you guys are talking about but still can't get those mercs to show up (without the zero stat thing happening...) in 5224, though the other features of 5224 do seem to work OK with AR, as everyone else seems to be finding.

In mercprofiles.xml (after installing first the 5224 SCI then 1.1 AR), I find Maddog's coords to be set at X11 and Y7 in the AR Tabledata directory but 6,9 in the data-1.13 tabledata directory. It

Page 40 of 226 ---- Generated from The Bears Pit seems like if I was editing anything, it would have to be in the AR directory, but since those are already the values I think I'm suppose to be changing TO, there didn't seem to be any change to make, so I edited the data-1.13 instead so they both said 11,7, but the same problem existed with the new-old JA mercs. I must have misunderstood what to do. Can one of you guys mention again exactly within which directory I change the mercprofile coords of Maddog to 11,7? Or was I supposed to edit the AR directory's mercprofile to 6,9?

Thanks...and again thanks for this really satisfying mod, which breathes yet more new life into this fine fine game which I've come back to (again) after flirting with BiA.

Subject: Re: Arulco Revisited Mod v1.1 Posted by DepressivesBrot on Sat, 05 May 2012 20:24:31 GMT View Forum Message <> Reply to Message Edit the values in Data-1.13, delete the file in Data-AR.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Gambigobilla on Sat, 05 May 2012 20:32:33 GMT View Forum Message <> Reply to Message Also these changes requires a new game.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Inukshuk on Sat, 05 May 2012 21:43:00 GMT View Forum Message <> Reply to Message Great....and thanks both.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Inukshuk on Sat, 05 May 2012 22:50:25 GMT View Forum Message <> Reply to Message Hmm...thanks for the suggestion DepressivesBot, but though it works to activate the new/old DG mercs in new games, it looks like there are some unintended side effects. the first enemy corporal I knocked out in Arulco was carrying NVG III goggles, and a ton of other later-game stuff too. A bunch of red text at load-up (which is no big deal in and of itself) seems to my non-coder mind to mean that without the AR file, the game is using some other default files in root directories and using 5224 1.13 values that AR isn't designed for. Perhaps enemy loadouts are coded in mercprofiles.xml in some place I haven't seen.

I get the impression that there was another solution that just edited Maddog's location so that the intended AR mercprofile file (with I presume the 'right' equipment loadout) would work. I can do

Page 41 of 226 ---- Generated from The Bears Pit the edits if I know what to edit.

Or is it that using the new resolutions causes some kind of effect with equipment loadouts (which seems unlikely)?

If there's no way to get the intended AR equipment AND the DG Mercs at this time, then it would be good to now that too, and I'll just settle for the 4870 SCI with AR, which is still great.

Also, FWIW, my impression is that the DG mercs are a bit cheap compared to what looks like the intended game balance for AR, though it's easy enough to deal with that.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Inukshuk on Sat, 05 May 2012 23:54:52 GMT View Forum Message <> Reply to Message Actually, I spoke too soon. What appears to be happening with the (Expert, 5224 SCI with AR 1.1 and the mercprofiles location of Maddog edited in 1.13 with the AR mercprofiles deleted) version I'm trying out is actually that the load-out of the enemy in Omerta is fairly reasonable (not entry level pistols, but not machine pistols either (no .38's seen at all), and most equipment is minimal in amount and normal enough in level too, but for some reason, at the 700 am arrival time, the game thinks it is night and one enemy threw a break light and two others had advanced night goggles (one a NVG II and another a NVG II. Weird.

Subject: Re: Arulco Revisited Mod v1.1 Posted by lockie on Sun, 06 May 2012 11:14:59 GMT View Forum Message <> Reply to Message 7am is twilight , light levels might not be high enough and game-play time , as you know , takes many turns for just 1 minute

Subject: Re: Arulco Revisited Mod v1.1 Posted by Accident on Wed, 09 May 2012 08:56:51 GMT View Forum Message <> Reply to Message I was about to write a very hate filled and angry rant, but while it took some time to register I realised that there's enough of them in internet already, espcially since this mod is actually great fun, surely modder deserves a better treatment than that.

Okay, so to cut a long story short; my Bobby's Ray doens't work for me and it seems like I need to restart my whole game for it. That damn Pablo is nowhere to be found. Not in Estoni either, and

Page 42 of 226 ---- Generated from The Bears Pit most likely I have the same bug as one previous poster had. And what made me really angry that you did not give any warning that there's monster bug like this. I was already 20 hours in and it feels bad to have one of games features being cut out.

Now there's many posive things to say about this mod, it makes exploration fun and rewarding, it feels very much like a good rpg with some added survialism elements ( = management of scarce items. )

Eagerly waiting for a hotfix or new version.

Subject: Re: Arulco Revisited Mod v1.1 Posted by DepressivesBrot on Wed, 09 May 2012 09:12:11 GMT View Forum Message <> Reply to Message Hello Accident, Welcome to the Pit :wave: There are only two requirements to access BR: 1)Secure any one delivery location 2)Follow the link on the AIM page. Pablo is not required.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Sam Hotte on Wed, 09 May 2012 10:01:32 GMT View Forum Message <> Reply to Message Didn't jasmine say, they would be going to put Pablo into estoni in upcoming patch (to prevent this exact confusion of people thinking they would need pablo to get BR's shipments at all)?

Subject: Re: Arulco Revisited Mod v1.1 Posted by Toneone on Wed, 09 May 2012 17:04:19 GMT View Forum Message <> Reply to Message Just had this happen to me, with the stable 1.13 release

Edit: after restarting the game it happend again, dunno whats up with that. I hope it disapears after ive been to another sector.

Other bugs ive seen, 1. Interrupts for enemies often dont trigger proper on long ranges. My movement gets interuppted, and i get the clock for 20-30 secs, instead of the game switching to interrupt for the AI and then back to me. 2.Reinforcements dont join during TB, but spawn in when it goes to real time. Killing all the soldeirs in the sector without going to RT once prevents reinforcements.

Good mod so far, im enjoying the new maps very much! Though i have to ask something, did you fiddle with the protection/damage values?

Page 43 of 226 ---- Generated from The Bears Pit Ive seen a lot of strange damages, mainly single digits for solid hits and people taking 2 bursts of small arms without dying. And the enemies are on flak/kevlar vests.(elites have zylon) Its been a while since i played with the stable release so it could be that, but after scoring 6 damage on a point blank headshot with buckshot, i though i better ask. regards

Subject: Re: Arulco Revisited Mod v1.1 Posted by Accident on Thu, 10 May 2012 00:56:09 GMT View Forum Message <> Reply to Message Good to know that I don't need that greedy Pablo.

Got two questions.

1. Mod says that it takes some time to get acces to Bobby's Ray, how does this actually work? Is there a increased time delay once you capture drassen airport? Can you spoil the whole mechanic for me?

2. I escorted John Kulma and Mary to drassen airport, and it's been week but no reward shipment yet. I suppose you need to have BR active in order to get it?

Thanks.

Subject: Re: Arulco Revisited Mod v1.1 Posted by WaBlackHat on Thu, 10 May 2012 03:41:49 GMT View Forum Message <> Reply to Message Bobby Rays site does NOT become active when you reach Drassen Airport. It should become active once you reach Estonia.

Just go to to Links page of AIM so it's on your website list. You SHOULD get an e-mail from BR once the site goes active...

Hmm for John and Mary escort... It should NOT need BR to receive the reward. But its possible that it will be sent to Estonia instead of Drassen.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Logisteric on Thu, 10 May 2012 08:01:47 GMT

Page 44 of 226 ---- Generated from The Bears Pit View Forum Message <> Reply to Message WaBlackHatHmm for John and Mary escort... It should NOT need BR to receive the reward. But its possible that it will be sent to Estonia instead of Drassen. as them guns show up in br's delivery list i'd say it is connected

Subject: Re: Arulco Revisited Mod v1.1 Posted by Sam Hotte on Thu, 10 May 2012 10:37:44 GMT View Forum Message <> Reply to Message Yes, the reward is conducted as a BR shipment in game. AFAIK.

Subject: Re: Arulco Revisited Mod v1.1 Posted by DepressivesBrot on Thu, 10 May 2012 10:55:15 GMT View Forum Message <> Reply to Message No, all shipments are handled similarly, but this one has John as the sender. That means it can't be lost or stolen e.g.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Logisteric on Thu, 10 May 2012 10:58:29 GMT View Forum Message <> Reply to Message DepressivesBrotNo, all shipments are handled similarly, but this one has John as the sender. That means it can't be lost ot stolen e.g. can't be lost is correct - it is listed on br's 'your deliveries'-section for quite some time now - it was not in vanilla btw that looks kinda akward to me, as john said he made them himself and in reality they are from br -> john's a liar :pitchfork:

Subject: Re: Arulco Revisited Mod v1.1 Posted by DepressivesBrot on Thu, 10 May 2012 11:06:18 GMT View Forum Message <> Reply to Message That's a display error on the BR page then.

Page 45 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod v1.1 Posted by Inukshuk on Tue, 15 May 2012 21:03:49 GMT View Forum Message <> Reply to Message Just some more feedback on the AR 1.1 with 5224 game on expert I'm playing.

This is definitely my favorite mod so far. As far as I'm concerned, the balance is great. I keep barely making ends meet financially and I can never really rest on my laurels anywhere. The enemy numbers seem about right. The weapon progression works well (I'm using normal settings). The maps are new enough to make me pay attention, and I definitely overlooked a few things the first time I played up to Drassen. Even the seemingly low pricing on the DG mercs (not an AR thing I know) might not be so far off since many of them have low 'Health' (and LDR) stats that probably lower their performance overall.

Most of my squad is made up of the DG mercs and they do seem to work well now that I am using the 5224 mercprofiles.xml with the edited location for Maddog (and deleted/renamed the Ar-data one). I really don't know why I didn't understand the first post that said how to do it. In retrospect it was perfectly clear (duh). For good measure I copied the edited file into the Ar-data tabledata directory but it seems it isn't really necessary. has anyone tried 5262 or 5270 with AR 1.1 yet? Can I just overwrite 5224 and likely have it work without restarting the game?

Looking forward to AR 1.2 whenever it arrives.

Once again, Congrats JAsmine

Subject: Re: Arulco Revisited Mod v1.1 Posted by DepressivesBrot on Tue, 15 May 2012 21:22:15 GMT View Forum Message <> Reply to Message NJCan I just overwrite 5224 and likely have it work without restarting the game?No, because drugs are bad (they broke savegame compatibility when introduced)

Subject: Re: Arulco Revisited Mod v1.1 Posted by Inukshuk on Wed, 16 May 2012 00:09:01 GMT View Forum Message <> Reply to Message Thanks DB

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Wed, 16 May 2012 13:08:58 GMT View Forum Message <> Reply to Message

Page 46 of 226 ---- Generated from The Bears Pit The upcoming version 1.2 of AR is about to be released this week.

Actually, it should have been finished weeks ago, but reallife can be a bitch sometimes. But the release of 1.2 was also delayed because of certain new elements taking up some more development-time then expected.

Take a look at the new worldmap and you'll probably know what I'm talking about:

Worldmap for Arulco Revisited mod version 1.2

Subject: Re: Arulco Revisited Mod v1.1 Posted by tbird94lx on Wed, 16 May 2012 15:36:27 GMT View Forum Message <> Reply to Message dont know why i never noticed this mod before..been so busy fretting over IoV that i guess iw as blidned to other thread sections..lol..since IV has me frustrated and my addiction to ja2 is limitless..am nowinstallign a fresh ja2 install with the required build and gonna pop this baby on and give her a ride..wish me luck

Subject: Re: Arulco Revisited Mod v1.1 Posted by lockie on Wed, 16 May 2012 17:25:26 GMT View Forum Message <> Reply to Message Luck !

Subject: Re: Arulco Revisited Mod Posted by FGBrooks on Thu, 17 May 2012 16:18:59 GMT View Forum Message <> Reply to Message Hi,

I have found a major "good" bug!! It involves Bobby Ray. I read all the comments about having to capture Estoni to have BR available. No problem - was looking forward to living off of the land. However, when I captured the Drassen airport sector (B13), I clicked on the AIM link to BR, and lo and behold, the site came up. I ordered some items, eventually got the email that they had been shipped, went to B13, and found the stuff sitting on the ground in the usual location for the crate. No Pablo either, just my ordered stuff sitting there waiting for me. I am playing with READ_PROFILE_DATA_FROM_XML set to TRUE, so I knew that Pablo was not going to be in the game, but the BR bug surprised me. Also, I know that I am supposed to be living off of the land, but even with the enemy drops set to the xml file, I am drowning in 5.56 mm magazines and

Page 47 of 226 ---- Generated from The Bears Pit M16/M4 type assault rifles. More like "feasting" off of the land. BTW, I have only been to Drassen, Chitzena, and San Mona, and the two SAM sites near D and C.

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Fri, 18 May 2012 14:36:42 GMT View Forum Message <> Reply to Message FGBrookswhen I captured the Drassen airport sector (B13), I clicked on the AIM link to BR, and lo and behold, the site came up. I ordered some items, eventually got the email that they had been shipped, went to B13, and found the stuff sitting on the ground in the usual location for the crate. Hi FGBrooks. What you're reporting seems to me less like a bug and more like a problem on "file-level". I'm quite sure that you aren't using AR's "ShippingDestinations.xml"-file, since what you describe is what you get when this file is missing from the AR mod.

Have you followed the install-instructions of AR? Are you using a language version of JA2 different from english or german?

Please look into your Data-AR\tabledata subfolder and check, if ShippingDestinations.xml is present. If the file is not there, then place it there (from your AR download archive). Maybe you need re-download the archive? If the file is there and you're using english/german JA2, then you should try to delete and re-install AR.

Subject: Re: Arulco Revisited Mod Posted by FGBrooks on Fri, 18 May 2012 15:22:12 GMT View Forum Message <> Reply to Message Hi JAsmine,

My mistake. When I did the initial setup, I neglected to copy the AR Tabledata directory (which contains the ShippingDestinations.xml file)from a temporary location to the JA2/Data-AR library. All is now well. Thanks for the reminder. I love the new maps - very well done.

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Fri, 18 May 2012 15:39:33 GMT View Forum Message <> Reply to Message If you forgot to copy the whole 'tabletade' folder in you initial setup, i would *strongly* recommend you to start a new game. The tabledata folder contains some of the most important changes of the mod and you need to start a new game for these changes to work properly. Continueing without starting a new game will most certainly give undesired results.

Page 48 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by FGBrooks on Fri, 18 May 2012 20:23:56 GMT View Forum Message <> Reply to Message Hi JAsmine,

Yes, I figured that would be the case, that I would have to restart the game . Oh well, at least I now know where to go and what to do first. Thanks again.

Subject: Re: Arulco Revisited Mod Posted by usrbid on Sat, 19 May 2012 05:46:04 GMT View Forum Message <> Reply to Message Can I use my previous save after installing 1.2?

Subject: Re: Arulco Revisited Mod Posted by Toneone on Sat, 19 May 2012 11:20:37 GMT View Forum Message <> Reply to Message Ive encountered an unfortunate bug. Current version of AR+ 1.13-"4870"

After killing Kingpin+goons, the goons respawn when re-entering the sector. I have not tested Tony

Subject: Re: Arulco Revisited Mod Posted by WaBlackHat on Sat, 19 May 2012 12:19:17 GMT View Forum Message <> Reply to Message JAsmineWhat you're reporting seems to me less like a bug and more like a problem on "file-level". I'm quite sure that you aren't using AR's "ShippingDestinations.xml"-file, since what you describe is what you get when this file is missing from the AR mod.

Please look into your Data-AR\tabledata subfolder and check, if ShippingDestinations.xml is present.

Hmm, mine was the map subfolder: JA2\Data-AR\Tabledata\Map\

I assume thats ok?

Cant wait for 1.2. on the other hand it means I will have to restart the game. Been suscesfully using 1.1 with JA2 5224.

Page 49 of 226 ---- Generated from The Bears Pit When 1.2 comes out I may bump up my version up to the latest JA2 and test it out.

Subject: Re: Arulco Revisited Mod Posted by Luchs14 on Sat, 19 May 2012 14:03:24 GMT View Forum Message <> Reply to Message I hope the mod is well balanced. Haven't played it yet, but I am willing to install Ja2 again just for this mod.

I think it is important that the balance is done well, it should not be too easy - one should not have all the nice weapons too soon, or too much ammo all the time, or too many items at all. This makes the game easy, hence there is no thrill playing it through. ciao

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Sat, 19 May 2012 14:49:31 GMT View Forum Message <> Reply to Message DieterCan I use my previous save after installing 1.2? 1.2 will include bugfixes, new features and improved balancing. The changes compared to 1.1 are too drastically to work without you starting a new game. So the answer is: no.

Hazmat After killing Kingpin+goons, the goons respawn when re-entering the sector. Thanks for reporting this. You're right, this is an old problem. I'm not quite sure if this is more a thing of v1.13 or of AR. Unfortunally, I don't have enough time to check it out atm, but I'll put it on my list of things to-do.

WaBlackHatHmm, mine was the map subfolder: JA2\Data-AR\Tabledata\Map\

I assume thats ok? You mean you're copying AR's \tabledata\map subfolder over a running game? I'm sorry, but that will lead to some problems. E.g., the new SAM site will not work 100%. My guess is, that you can still play & finish the game without running into game-breaking issues. However, you have been warned. :vader:

WaBlackHatWhen 1.2 comes out I may bump up my version up to the latest JA2 and test it out. Due to lack of time, AR 1.2 will be developed to work with latest STABLE rev 4870. We don't have time to test AR with unstable versions of v1.13. If needed, we might create hotfixes to make AR 1.2 work with unstable versions of v1.13.

Luchs14I hope the mod is well balanced. Haven't played it yet, but I am willing to install Ja2 again just for this mod.

Page 50 of 226 ---- Generated from The Bears Pit I think it is important that the balance is done well, it should not be too easy - one should not have all the nice weapons too soon, or too much ammo all the time, or too many items at all. This makes the game easy, hence there is no thrill playing it through. Well, what can I say? Just give AR a try and you'll see if you like it or not. So far, the feedback we've received implies, that AR is more difficult to play than regular v1.13, especially, because you will encounter more enemies than normal.

Subject: Re: Arulco Revisited Mod Posted by Luchs14 on Sat, 19 May 2012 14:54:58 GMT View Forum Message <> Reply to Message JAsmineWell, what can I say? Just give AR a try and you'll see if you like it or not. So far, the feedback we've received implies, that AR is more difficult to play than regular v1.13, especially, because you will encounter more enemies than normal. That may not be the issue. What I mean is that I usually have too strong weapons much too soon. After some (ingame) days I usually have the very best long-range and heavy-damage guns, which makes it easy to take out all enemies - even when playing AE-only, using sniper scopes and stuff which increases the range of sight it is possible even without ever being seen by enemies. This part of balance was ruined since 1.13 at all, this is why I am often playing the plain old 1.02, since - to my knowledge - it is not possible to turn off that long visual range "improvements", I would appreciate that very very much. ciao

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Sat, 19 May 2012 15:47:01 GMT View Forum Message <> Reply to Message Luchs14What I mean is that I usually have too strong weapons much too soon. After some (ingame) days I usually have the very best long-range and heavy-damage guns, which makes it easy to take out all enemies Okay, I understand your point. AR mod tries to create a game/atmosphere where your gear progresses slowly. The idea is, that you have to fight without the perfect equipment for some time. That was a main reason why we decided to place Bobby Ray deeper inside Arulco and not to Drassen. You can even increase this effect by turning the weapon progression to slow or very slow upon starting a new game. We also dislike to have the best gear after short time.

However, it can always (rarely) happen that things go totally wrong and you encounter an enemy in Drassen on game-day 2 who drops a scoped G3 with 4 spare magazines. Not quite sure how that happens, though.

Page 51 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Sat, 19 May 2012 15:51:26 GMT View Forum Message <> Reply to Message Well, you can adjust progression in game to increase very slowly in order to delay the appearance of the "to good" equipment. You could adjust XMLs to either prevent scopes, binoculars etc. to be in game at all or to decrease/remove their vision range enhancements.

And last but not least you could restrain yourself from using those things that destroy balance in your book.

Subject: Re: Arulco Revisited Mod Posted by Toneone on Sat, 19 May 2012 17:59:59 GMT View Forum Message <> Reply to Message Quote: Thanks for reporting this. You're right, this is an old problem. I'm not quite sure if this is more a thing of v1.13 or of AR. Im pretty sure this was squashed quite some revisions ago. I could not imagine that the stable 4870 would be released with it.

If you tampered with the compostion of actors in that sector it could be the culprit. I dimly remember that there were normal civis around in Kingpins sector. Honestly though i could be talking nonsense here, but as i remember it the game has a problem with sectors beeing cleared of their main population if they count as civis. This gets into all that factions stuff. In the "early" days, the modder of UC-1.13 had a simliar issue with a sector populated with gunrunners.(a civic faction that could turn hostile after certain actions by the player) He ended up using the cow trick i mentioned earlier, though there should be a more elegant solution.

Glad to hear a new version is comming. I had quite a bit of fun so far with the upped challenge. At first i thought, moving access to BR would turn me off. But my old stealing instincts kicked back in, and not really in dire need of gear so far. Though, beeing carefull with certain ammo types, i.e not wasting them, is a new and fun thing. And on a funny note, i stumbled upon Mike at the Cambria weapons depo. Never had that happen before. regards

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Sat, 19 May 2012 18:28:46 GMT View Forum Message <> Reply to Message

Page 52 of 226 ---- Generated from The Bears Pit Hazmat At first i thought, moving access to BR would turn me off. But my old stealing instincts kicked back in, and not really in dire need of gear so far. Though, beeing carefull with certain ammo types, i.e not wasting them, is a new and fun thing. Hehe. I'm very content with reading this. See, what you're describing here is exactly the way we tried to establish with the AR mod. :party: It's good to hear that it works out for players.

Subject: Re: Arulco Revisited Mod Posted by Luchs14 on Sat, 19 May 2012 19:18:09 GMT View Forum Message <> Reply to Message hm, that sounds good, I did not know that one can slow down the item appearance in the game. Is it possible to turn that increased visual range factor off at all? So that it behaves exactly like in native 1.02 - if yes, where to find these global xml settings?

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Sat, 19 May 2012 21:58:44 GMT View Forum Message <> Reply to Message I doubt that there is a global switch for it. I'm afraid you'll have to edit the corresponding values of each optical gear in items.xml you want to change. The XML-editor that comes with 1.13 should be helpful in identifying and editing.

Subject: Re: Arulco Revisited Mod Posted by DepressivesBrot on Sat, 19 May 2012 22:03:59 GMT View Forum Message <> Reply to Message On the plus side, AR uses the standard item set which means there are only a handful scopes and maybe a dozen guns with built in scopes.

Subject: Re: Arulco Revisited Mod Posted by tbird94lx on Sun, 20 May 2012 02:19:35 GMT View Forum Message <> Reply to Message in my neverending need to fiddle with crap..i managed to get IoV crud working fine with AR..so my weapon,ammo,items range has increased massively..i of course am one of those not satisfied with standard 1.13 selections..i started with dbb-910 and worked my way thru to iov927..it worked fine up till iov 925..926 and 927 went all goofy and are somewhat unplayable and freaky..if anyone ele tries this..ya copy relevent iov data into the data-1.13 directory..of course back your shit up..dont overwrite any AR specific files or you'll lose the niftiness of AR

Page 53 of 226 ---- Generated from The Bears Pit this is something only for those that dont mind the possibility of stupidity coming outta nowhere in your game..the joy of course is that givin that modern HD's have tons of space..you can install lotta JA2 instances and have fun being silly

Subject: Re: Arulco Revisited Mod Posted by WaBlackHat on Sun, 20 May 2012 05:48:34 GMT View Forum Message <> Reply to Message JAsmineWaBlackHatHmm, mine was the map subfolder: JA2\Data-AR\Tabledata\Map\

I assume thats ok? You mean you're copying AR's \tabledata\map subfolder over a running game? I'm sorry, but that will lead to some problems. E.g., the new SAM site will not work 100%. My guess is, that you can still play & finish the game without running into game-breaking issues. However, you have been warned. :vader:

Hmm no. I took a new Ja2 install, then installed 5224, then installed AR1.1.

AR 1.1 is the one that put the ShippingDestinations.xml file in the Data-AR\Tabledata\Map\ subfolder.

I was saying "hmm, everyone says it supposed to be in Data-AR\Tabledata\" But that mine was in a Map subfolder inside Data-AR\Tabledata\

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Sun, 20 May 2012 10:27:30 GMT View Forum Message <> Reply to Message WaBlackHatHmm no. I took a new Ja2 install, then installed 5224, then installed AR1.1.

AR 1.1 is the one that put the ShippingDestinations.xml file in the Data-AR\Tabledata\Map\ subfolder.

I was saying "hmm, everyone says it supposed to be in Data-AR\Tabledata\" But that mine was in a Map subfolder inside Data-AR\Tabledata\

That's perfectly okay. To make it clear: shippingdestinations.xml belongs into the data-ar\tabledata\map folder.

@Tbird94lx :

Page 54 of 226 ---- Generated from The Bears Pit Nice to hear that you've managed to make those two mods work together. My guess is, that, apart from some strange seeming item placements within the maps you shouldn't run into any severe issues. I'm interesting in hearing from you how it works out after some more in-game days.

Subject: Re: Arulco Revisited Mod Posted by Toneone on Sun, 20 May 2012 18:16:36 GMT View Forum Message <> Reply to Message I have to report another bug, and its a strange one. Here is the link to the save so you can check it out yourself, 1.13 is rev 4870. Savegame

So, after practically clearing the Cambria SAM site i could not find the last enemy. Ive been all around the sector and in every nook and cranny, no dice. I used GABBI to see where the jerk is and, wait for it,...it was a "dying" Mike. :party: That ties in with my suprise of finding Mike at the Cambria weapons depot and already killing him there. Use GABBI and see for yourself. He is directly next to my merc Ranger but can not be seen or targeted, and is not really dying, i.e actually loosing health. After killing him with ALT+e, he also drops all of his gear.

What the heck?

Edit:also a minor mapping error. A lot of the items are not placed inside containers. They just lay on top of closed containers. I still have to pick em up by hand though, as they dont show up in the sector inventory. Disregard that, im dumb! regards

Subject: Re: Arulco Revisited Mod Posted by lockie on Sun, 20 May 2012 20:20:05 GMT View Forum Message <> Reply to Message Why not update to 5280 ?

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Sun, 20 May 2012 20:23:41 GMT View Forum Message <> Reply to Message

Page 55 of 226 ---- Generated from The Bears Pit @Hazmat: Thanks again for the report. Dieter reported what seems to be the same issue, just in another sector: see Dieter's post

I don't know what causes this. My guess would be that it's maybe more of an v1.13-issue?! Atm, I won't be able to do something against this issue. Luckily, it's doesn't seem to be game-breaking.

Quote:A lot of the items are not placed inside containers. They just lay on top of closed containers. I still have to pick em up by hand though, as they dont show up in the sector inventory Hehe. I guess, you forgot to turn off ALT+E. Because ALT+E also reveals hidden items and allows you to pick them up inside sector view without opening any container.

@lockie: We're currently developing/testing Arulco Revisted with the latest official build which is 4870. Of course we are interested in making AR compatible with newer releases of v1.13 and fancy new features. But this process takes time which we unfortunally don't have atm.

We can't afford to be at the edge of develompment when it comes to new releases of v1.13, so we are "behind" development.

Subject: Re: Arulco Revisited Mod Posted by Toneone on Sun, 20 May 2012 20:32:08 GMT View Forum Message <> Reply to Message Ah, i hadnt seen Dieters post about the issue. Well its not critical, and now you can tell people whats up if they encounter it without our veteran knowledge. :professor:

Quote:Hehe. I guess, you forgot to turn off ALT+E. Yup, sure did!

Quote:Why not update to 5280 ?

I assume this was aimed at me, Lockie. Well i figured going with the recommended stable release was the safer option. regards

Page 56 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by tbird94lx on Sun, 20 May 2012 20:53:23 GMT View Forum Message <> Reply to Message @JAsmine quite often..items found out and about of course dont match what is spossed to be plaved in crates whatnot..for instance..early on i've gotten a cheytac an m24a3 .338 lapua rifle etc when i know i should have recieved at best a smaller older carbine of some sort..other than that..no issues..just found items are mixed up now..gameplayotherwise is smooth and clear...i usually sell the cheytacs and lapua rifles..i have a rpeference for only playing with 7.62x51 max..uber calibers make game too easy even on insane

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Sun, 20 May 2012 21:21:22 GMT View Forum Message <> Reply to Message Version 1.2 of Arulco Revisited is now available for download. Check the first post of this thread for information, screenshots and links.

Subject: Re: Arulco Revisited Mod Posted by Accident on Mon, 21 May 2012 11:59:31 GMT View Forum Message <> Reply to Message Yay, time to start new campaing with it.

Are there any specific ini settings you guys recommend for playing with this mod? Enemy item speed is set to slow or very slow, BR minimal, no enemy weapon drops, thats pretty basic. Anything else? Is double garrison size and "MAX_NUMBER_ENEMIES_IN_TACTICAL "60" a bit too much?

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Mon, 21 May 2012 12:52:54 GMT View Forum Message <> Reply to Message AccidentAre there any specific ini settings you guys recommend for playing with this mod? Enemy item speed is set to slow or very slow, BR minimal, no enemy weapon drops, thats pretty basic. Anything else? Is double garrison size and "MAX_NUMBER_ENEMIES_IN_TACTICAL "60" a bit too much? Hi Accident.

Page 57 of 226 ---- Generated from The Bears Pit In AR, enemy garrisons and patrolgroups are per se higher than in regular v1.13. And AR doesn't do this via ja2_option.ini but through XML's. Double garrisons size via INI will probably lead to almost every city being overcrowded with enemies. Personally, I would suggest starting with max. 125% garrison size and see how it works out.

I personally would increase the time ("subpoints") it takes to increase skills and lvls to at least 150%. This is especially true if you're increasing no. of enemies. Unless you want to be at lvl 8 with you team while you're still defending Drassen.

Subject: Re: Arulco Revisited Mod Posted by IoP on Mon, 21 May 2012 17:50:34 GMT View Forum Message <> Reply to Message Hello all,

I just tried AR1.2 with r4870 looks nice but: Why Tony is wandering around San Mona and refuses to buy weapons from some of my mercs? Should I upgrade v1.13?

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Mon, 21 May 2012 19:58:26 GMT View Forum Message <> Reply to Message IoPHello all,

I just tried AR1.2 with r4870 looks nice but: Why Tony is wandering around San Mona and refuses to buy weapons from some of my mercs? Should I upgrade v1.13?

Hello IoP.

No need to use a newer version of v1.13. AR is developed to work with rev. 4870 of v1.13. The most important question to you: Are you sure you followed the installation instructions of AR?

If you want to get rid of this problem, you should try and reinstall v1.13 and AR.

If you also want to help with the development of AR: Could you please look into your .\Data-1.13\TableData\NPCInventory\ directory and post a copy of TonyInventory.xml file? And could you please pick v1.13 as you Mod and try, if this problem persists if you're not playing AR mod?

Page 58 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by IoP on Tue, 22 May 2012 12:47:31 GMT View Forum Message <> Reply to Message JAsmineIoPHello all,

I just tried AR1.2 with r4870 looks nice but: Why Tony is wandering around San Mona and refuses to buy weapons from some of my mercs? Should I upgrade v1.13?

Hello IoP.

No need to use a newer version of v1.13. AR is developed to work with rev. 4870 of v1.13. The most important question to you: Are you sure you followed the installation instructions of AR?

If you want to get rid of this problem, you should try and reinstall v1.13 and AR.

If you also want to help with the development of AR: Could you please look into your .\Data-1.13\TableData\NPCInventory\ directory and post a copy of TonyInventory.xml file? And could you please pick v1.13 as you Mod and try, if this problem persists if you're not playing AR mod?

Clean install + unrar official v1.13 + unrar AR1.2. Tony not buying my staff was user error. Now I'm trying to reproduce why tone start moving around but run second problem: I can find pantsuit loretta once per game. After picking up it + load it disappears from crate but reappear after I reboot my game

Subject: Re: Arulco Revisited Mod Posted by Toneone on Tue, 22 May 2012 18:51:48 GMT View Forum Message <> Reply to Message Thanks for putting out a new version. I will upgrade when im done with the last version. Dont wanna throw away all the progress i made.

On another note, i think ive found the secret room. There was something in the level that cought my eye, so i investigated. :bomb: Not to spoil anything, but you might want to halve the amount of gold in further releases. That would still be plenty imho. regards

Subject: Re: Arulco Revisited Mod

Page 59 of 226 ---- Generated from The Bears Pit Posted by Inukshuk on Tue, 22 May 2012 22:18:48 GMT View Forum Message <> Reply to Message

I've been using the 5280 build with AR 1.2 and it seems to work well. I use an edited mercprofiles from 5224 (deleting the ar-data one)with the following edit:

Quote:set maddog's coordinates to: Code:

11 7Quote:

I find the DG mercs to be a good fit. Their low wisdom (at least the ones I pick) mean they don't level up too fast with all the kills they get.

I really enjoy the whole philosophy of this mod, not just the cool new maps. It might be a question of whether you are one of those (like me) who love the 'sneak around, punching enemies out thieving' way of life, but if you hate to reload then that's not going to appeal. Has anyone tried slow weapon progression yet?

BTW...one bug I noticed was Jimmy (maybe important that he's a DG merc) sometimes (with AR 1.1 so far) needs to repeat an action (the first time I get a clock cursor for 30 seconds) to make it happen. When it's tossing a grenade, the first grenade disappears, but the second throws fine. Never seen that before.

Kudos for the new version JAsmine. Looks even better. This time around I got lower end NVG's in Arulco. Maybe the first time (in AR 1.1) I just got lucky, or maybe you turned down the coolness a tad.

Subject: Arulco Revisited Mod v1.2 Posted by JAsmine on Wed, 23 May 2012 07:34:57 GMT View Forum Message <> Reply to Message IoPClean install + unrar official v1.13 + unrar AR1.2. Tony not buying my staff was user error. Now I'm trying to reproduce why tone start moving around but run second problem: I can find pantsuit loretta once per game. After picking up it + load it disappears from crate but reappear after I reboot my game Glad to hear that Tony is working now. If you're looking for the porn VHS, it is (in AR) in two possible places: Either the small house in the north-eastern corner of D4 (vanilla JA2 location) or in the lobby of "Shady Lady" brothel.

Hazmati think ive found the secret room. There was something in the level that cought my eye, so

Page 60 of 226 ---- Generated from The Bears Pit i investigated. :bomb: Not to spoil anything, but you might want to halve the amount of gold in further releases. That would still be plenty imho. Yep, you found the secret place. :ok: Apart from maybe halving the money, I might as well put the secret entrance somewhere else - seems like a lot of people already found it.

NJ I've been using the 5280 build with AR 1.2 and it seems to work well. I use an edited mercprofiles from 5224 (deleting the ar-data one)with the following edit:

Quote:set maddog's coordinates to: Code:

11 7 You should also edit Pablo's coordinates to: 6 8 If you don't, he won't be in the game.

NJI really enjoy the whole philosophy of this mod, not just the cool new maps. It might be a question of whether you are one of those (like me) who love the 'sneak around, punching enemies out thieving' way of life, but if you hate to reload then that's not going to appeal. Has anyone tried slow weapon progression yet? Well, I like both styles: sneaking/punching/stealing or just blowin' up the whole place with heavy firepower. But this mod is indeed intended to support the sneaky way of life (because it will benefit you with better combat gear).

NJBTW...one bug I noticed was Jimmy (maybe important that he's a DG merc) sometimes (with AR 1.1 so far) needs to repeat an action (the first time I get a clock cursor for 30 seconds) to make it happen. When it's tossing a grenade, the first grenade disappears, but the second throws fine. Never seen that before. This bug is most ertainly an issue not related to the AR mod. Maybe you should post it in the bug or DG merc-development thread?

Subject: Re: Arulco Revisited Mod v1.2 Posted by Inukshuk on Wed, 23 May 2012 08:19:54 GMT View Forum Message <> Reply to Message

Quote:You should also edit Pablo's coordinates to: 6 8 If you don't, he won't be in the game.Quote:

Page 61 of 226 ---- Generated from The Bears Pit Done...thanks JAsmine

Made it to Tony and he seems to work fine.

Subject: Re: Arulco Revisited Mod v1.2 Posted by Toneone on Wed, 23 May 2012 12:23:25 GMT View Forum Message <> Reply to Message Quote:Yep, you found the secret place. Apart from maybe halving the money, I might as well put the secret entrance somewhere else - seems like a lot of people already found it.

Well, you probably have a better picture of how many players found it. But i only found it because i read in the thread that the room exists and because im the kind of person who pokes at things that seem out of place. Im sure there

Subject: Re: Arulco Revisited Mod v1.2 Posted by JAsmine on Thu, 24 May 2012 07:49:28 GMT View Forum Message <> Reply to Message btw,

In v1.2 of AR, we have hidden another (much smaller) secret stash of gold. It is in one of the new places introduced in v1.2. If you're good at noticing things that are a tad "out of place", it should be quite easy to find. :animread:

Subject: Re: Arulco Revisited Mod v1.1 Posted by sputnikk on Thu, 24 May 2012 09:15:16 GMT View Forum Message <> Reply to Message NJJust some more feedback on the AR 1.1 with 5224 game on expert I'm playing.

... Even the seemingly low pricing on the DG mercs ...

Once again, Congrats JAsmine

I have a question about Screw, Boss and the others. I just upgraded to AR 1.2 (just to be sure i also updated 1.13 to 4870 before i did the AR install). When i started the game the old guys from yesteryear was available But, here's the funny thing: They didn't have any names, and when i hired them they died as soon as they got off the helicopter.

Page 62 of 226 ---- Generated from The Bears Pit Am i missing some files? Or some brains?

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Thu, 24 May 2012 10:23:59 GMT View Forum Message <> Reply to Message sputnikk, bad news: regular v1.13 4870 does not have DG mercs. AR v1.2 is built to work on regular v1.13 4870, so AR does not support DG mercs. good news: you can install AR v1.2 over a newer release of v1.13 (newer releases have DG mercs included) and with some small modifications things will work out quite good & stable. look some 2 posts above yours and read what NJ did with the mercprofiles.xml.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Inukshuk on Wed, 20 Jun 2012 19:39:38 GMT View Forum Message <> Reply to Message @JAsmine

Looks like TAIS has returned (three cheers) and has moved to doing SCI's that include only AIMNAS. I like AIMNAS, but it's clearly very different than AR. Would installing AR over those new SCI's be no different than doing so over the old, non AIMNAS SCI's, since maps get replaced with your mod anyway? Or does AIMNAS make deeper (.exe?) changes that would persist through an AR installation and conflict with it? Also, would all the special weapons of AIMNAS also persist through such an installation, and therefore mess up the balance of AR?

I like the idea of some of those newer changes (which are in the vanilla 1.13, not just AIMNAS) and using trip wires and gun traps in AR would be fun.

Subject: AR and AIMNAS Posted by JAsmine on Thu, 21 Jun 2012 09:21:27 GMT View Forum Message <> Reply to Message Making AR and AIMNAS run together should be possible. (run together = start the game without unavoidable crashes)

However, making AR and AIMNAS run together and have a issue-free, well-balanced "mod-combo" should be impossible (at least, without altering one or both of the mods).

Page 63 of 226 ---- Generated from The Bears Pit Unfortunally, I don't have time atm to check this out any further or even make the changes to AR to make it compatible.

Subject: Re: AR and AIMNAS Posted by tbird94lx on Thu, 21 Jun 2012 19:52:56 GMT View Forum Message <> Reply to Message i can confirm..my manic experimenting with IoV and AR resulted in crashfree play..BUT..the crate contents and enemy drops went way outta whack and uber'd me up WAY too soon..mismatched xml values and such..whereas in AR a dropped item may be say a beretta 9mm pistol..in IoV the same number value in the xml could be a tac50 .50bmg rifle..risk ya take

Subject: Re: AR and AIMNAS Posted by Inukshuk on Thu, 21 Jun 2012 21:08:25 GMT View Forum Message <> Reply to Message Thanks JAsmine and TBird, I suspected as much.

Subject: Further development of AR Posted by JAsmine on Sun, 22 Jul 2012 10:03:58 GMT View Forum Message <> Reply to Message The Arulco Revisited Mod is still being worked on. :nails: Just in case some people here might be wondering.

We have decided to focus our work on some certain aspects:

Allow AR to be even more compatible We will alter AR so it can be used with other mods or versions of JA2 without the user having to "mess around" with the mod.

This was requested several times.

Do something about more weapons & items AR in it's current state has "only" the stock v1.13 guns & items available and doesn't change anything concerning items. We will do "something" about that.

Again, this was requested several times.

Bugfixes, balancing and additional content There aren't any major issues with the mod (at least, nothing was found or reported) but there are

Page 64 of 226 ---- Generated from The Bears Pit lots and lots of small details we want to take on since we think that those little details create the "big picture" in the end.

This is -as always- a major concern for us. We will probably keep new content to a minimum and focus on polishing and further balancing the maps.

Subject: Re: Further development of AR Posted by goc_man on Mon, 23 Jul 2012 15:27:37 GMT View Forum Message <> Reply to Message Thumbs up to you JAsmine & Beka. Great mod! A new set of maps was really needed (as there is no fresh alternative besides the AIMNAS mod, or the old wildfire maps).

Some feedback: playing with 4870 release - like the difficulty, specially in the beginning - like the maps (will give more feedback as I continue my campaign) - would like to see a new B13 map (as the vanilla one is quite boring)

And one more thing. I believe you posted here somewhere that the mod is compatible with the AFS mod. I tried the combo, I think it's not compatible: I installed AFS mod normally, tested it and all worked good. Then I copied the AR data files to the Data-AFS folder (as instructed by you). The mods seemed to work together, but soon I started getting NADA items all around. And I also found the already mentioned uber-sniper rifles in the lockers of the rebel hideout. Maybe I f***ed up in my install, but I can't see where. Another example - in the building to the west right after landing in Omerta, in your map there is supposed to be a bloody heavy knife. With my AR/AFS install I get a Dual Mode Sight. Since you used only regular 1.13 items in your map, I don't understand how this happened. I expected to find 1.13 items within your maps, and AFS stuff from enemies and shop keepers...

EDIT: I just checked and the XMLs and the 597 is normally a Bloody heavy knife. In the AFS mod, the item with that index is a Dual mode sight. I guess the item indexes in AFS come from way back Urban Chaos, so they don't match the 1.13 ones (wil473, please correct me if i'm wrong), so a lot of map placed items won't be the ones that are supposed to be there. So basically the 2 mods can't work together:(

Subject: Re: Further development of AR Posted by DepressivesBrot on Mon, 23 Jul 2012 16:15:36 GMT View Forum Message <> Reply to Message

Page 65 of 226 ---- Generated from The Bears Pit The only thing wil keeps consistent is the vanilla range of the first ~350 items. Everything afterwards is totally different and gets resorted on a semi regular basis.

Subject: Re: Further development of AR Posted by JAsmine on Mon, 23 Jul 2012 19:40:24 GMT View Forum Message <> Reply to Message Thank you for your kind words, goc_man. Good to hear that you enjoy the mod so far. To further determine your feedback I'd like to have some more information from you: - did you stick to the recommended game settings (difficulty, drop all & stuff)?

Concerning compatibility between AFS and AR: You basically figuered out why it's not working. DepressivesBrot is right, too. The (relatively near) future might bring some improvements in this area, but for the time being you'll have to play AR without AFS.

And some words concerning B13: There are some blatant differences between AR and Vanilla. B13 in AR is a modified version of B13 from Vanilla. The modifications were done with gameplay in mind. I dare to say that B13 in AR plays quite different compared to B13 from Vanilla. - There are more buildings, trees and other obstacles which can provide cover. - There are more enemies and they are placed in different spots with different behavior and orders. - The inner area of the airport has two entrances in AR which offer more possible locations for an assault but also for defenders to spread out into the outer area. - As with nearly every sector in AR, the placed item (aka loot) is strinkingly different. AR has *much* more loot and also a *much* greater selection of loot. - The modification with greates impact on gameplay on a longer scale is the fact, that B13 in AR is not a delivery location for Bobby Ray anymore. This modification is one of the main aspects of the whole mod.

Subject: Re: Further development of AR Posted by TClaymore on Fri, 27 Jul 2012 19:09:35 GMT View Forum Message <> Reply to Message 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?

Subject: Re: Further development of AR Posted by JAsmine on Sat, 28 Jul 2012 08:16:36 GMT View Forum Message <> Reply to Message

Page 66 of 226 ---- Generated from The Bears Pit TClaymoreWait, 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:

Subject: Re: Further development of AR Posted by TClaymore on Sat, 28 Jul 2012 15:41:33 GMT View Forum Message <> Reply to Message Thanks, and sorry for the trouble!

Subject: Re: Further development of AR Posted by leyon on Sun, 29 Jul 2012 16:09:43 GMT View Forum Message <> Reply to Message Alas! It doesn't work with SVN exes.

Toggle Spoiler *** Mon Jul 30 01:50:22 2012 *** [ ZL30B-A8V6Y-QSUI9-FGF4L-HH7RJ ]

[2.09871] : Processing VFS configuration [2.14772] : Initializing Virtual File System [2.14774] : Reading profile : SLF Libs [2.14778] : library : "Data\Ambient.slf" [2.17182] : [Data\Ambient.slf] - Error when opening file : 2 [2.36984] : Could not open file : Data\Ambient.slf [2.45285] : [2.5174] : ======Mon Jul 30 01:50:13 2012 ======File : ..\src\Core\vfs_file_raii.cpp Line : 54 Location : vfs::COpenReadFile::COpenReadFile

Page 67 of 226 ---- Generated from The Bears Pit

======Mon Jul 30 01:50:13 2012 ======File : ..\src\Core\vfs_file_raii.cpp Line : 50 Location : vfs::COpenReadFile::COpenReadFile

Could not open file : Data\Ambient.slf

[2.5184] : Could not initialize library [ Data\Ambient.slf ] in : profile [ SLF Libs ], path [ Data\Ambient.slf ]

Subject: Re: Further development of AR Posted by tais on Sun, 29 Jul 2012 18:31:27 GMT View Forum Message <> Reply to Message 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 :/

Subject: Re: Further development of AR Posted by JAsmine on Sun, 29 Jul 2012 19:43:19 GMT View Forum Message <> Reply to Message TaisLooks 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.

Subject: Re: Further development of AR Posted by leyon on Mon, 30 Jul 2012 05:37:37 GMT View Forum Message <> Reply to Message Yup, happily playing along right now !

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.

Page 68 of 226 ---- Generated from The Bears Pit Subject: Re: Further development of AR Posted by JAsmine on Mon, 30 Jul 2012 06:43:22 GMT View Forum Message <> Reply to Message Ari_LazarusYup, happily playing along right now ! Good to hear :ok: Ari_LazarusI'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...

Subject: Re: Further development of AR Posted by leyon on Mon, 30 Jul 2012 09:01:38 GMT View Forum Message <> Reply to Message 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 *** Mon Jul 30 18:45:43 2012 *** [ WCWHB-0ZIWB-44OTJ-G8SQV-7B8N3 ]

[3.2127e-005] : The value [Generic Traits Settings][SET_MINIMUM_ATTRIBUTES_FOR_TRAITS] = "" in file [Skills_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Generic Traits Settings][ALLOW_EXCEPTION_FOR_DR_Q] = "" in file [Skills_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Shopkeeper Inventory Settings][FAST_BOBBY_RAY_SHIPMENTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Laptop Settings][BRIEFING_ROOM] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Strategic Gameplay Settings][ENABLE_ALL_WEAPON_CACHES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Strategic Gameplay Settings][ENABLE_ALL_TERRORISTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Food Settings][FOOD_DECAY_IN_SECTORS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Fortification Settings][FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Tactical Weapon Overheating Settings][OVERHEATING_SET_ZERO_UPON_NEW_SECTOR] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Weapon Overheating Settings][OVERHEATING_DISPLAY_THERMOMETER] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Gameplay Settings][ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Tactical Gameplay Settings][ALLOW_COLLECTIVE_INTERRUPTS] = "" in file

Page 69 of 226 ---- Generated from The Bears Pit [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Gameplay Settings][DISPLAY_SCOPE_MODES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Tactical Gameplay Settings][USE_SCOPE_MODES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Tactical Gameplay Settings][WEAPON_RESTING_DISPLAY] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Gameplay Settings][WEAPON_RESTING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Gameplay Settings][ALLOW_WALKING_WITH_WEAPON_RAISED] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Interface Settings][HIDE_ENEMY_HEALTH_TEXT] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Tactical Interface Settings][GRID_EXIT_IN_TURNBASED] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Data File Settings][USE_XML_TILESETS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.

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! 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

Subject: Re: Further development of AR Posted by Strohmann on Mon, 30 Jul 2012 20:22:22 GMT View Forum Message <> Reply to Message is it possible to aquire a barebone version of the maps with no preplaced items in the sectors/in the hands of the enemies?

Subject: Re: Further development of AR Posted by JAsmine on Tue, 31 Jul 2012 10:27:43 GMT View Forum Message <> Reply to Message 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).

Subject: Re: Further development of AR

Page 70 of 226 ---- Generated from The Bears Pit Posted by leyon on Tue, 31 Jul 2012 11:58:19 GMT View Forum Message <> Reply to Message 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 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

Yay restarts!

Subject: Re: Further development of AR Posted by Strohmann on Tue, 31 Jul 2012 17:45:15 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Further development of AR Posted by JAsmine on Tue, 31 Jul 2012 19:34:27 GMT View Forum Message <> Reply to Message Strohmannit 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.

Subject: Re: Further development of AR Posted by Strohmann on Wed, 01 Aug 2012 11:11:06 GMT View Forum Message <> Reply to Message 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.

Page 71 of 226 ---- Generated from The Bears Pit Subject: Re: Further development of AR Posted by JAsmine on Wed, 01 Aug 2012 11:29:09 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Further development of AR Posted by Istrebitel on Tue, 07 Aug 2012 06:03:17 GMT View Forum Message <> Reply to Message This mod idea is SOOO great. It will make me play JA2 again 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?

Subject: Re: Further development of AR Posted by JAsmine on Tue, 07 Aug 2012 15:21:15 GMT View Forum Message <> Reply to Message Ari_LazarusAside 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!

Subject: Re: Further development of AR Posted by Istrebitel on Tue, 07 Aug 2012 16:24:01 GMT

Page 72 of 226 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Oh well, i will use it and say if there are any problems and if i find how to fix them.

Subject: Re: Further development of AR Posted by Istrebitel on Wed, 08 Aug 2012 13:30:33 GMT View Forum Message <> Reply to Message 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?

Subject: Re: Further development of AR Posted by lockie on Wed, 08 Aug 2012 16:37:02 GMT View Forum Message <> Reply to Message 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 .

Subject: Re: Further development of AR Posted by Istrebitel on Wed, 08 Aug 2012 18:53:01 GMT View Forum Message <> Reply to Message 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)

Subject: Re: Further development of AR Posted by lockie on Wed, 08 Aug 2012 19:43:00 GMT View Forum Message <> Reply to Message It might be an idea to let us all know exactly which set-up you're using ( base- mod-mods? )

Subject: Re: Further development of AR Posted by Istrebitel on Thu, 09 Aug 2012 06:12:38 GMT View Forum Message <> Reply to Message I've explained everything in the bug thread (i think discussion belongs there)

Page 73 of 226 ---- Generated from The Bears Pit 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.

Subject: Re: Further development of AR Posted by Istrebitel on Sat, 11 Aug 2012 20:03:04 GMT View Forum Message <> Reply to Message 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).

Subject: Re: Further development of AR Posted by Slax on Sun, 12 Aug 2012 00:02:24 GMT View Forum Message <> Reply to Message 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?

Subject: Re: Further development of AR Posted by Sam Hotte on Sun, 12 Aug 2012 00:33:07 GMT View Forum Message <> Reply to Message IstrebitelSo 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

Page 74 of 226 ---- Generated from The Bears Pit 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#Post308 453 )

Subject: Re: Further development of AR Posted by Istrebitel on Sun, 12 Aug 2012 07:31:08 GMT View Forum Message <> Reply to Message 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).

Subject: Re: Further development of AR Posted by Sam Hotte on Sun, 12 Aug 2012 16:05:51 GMT View Forum Message <> Reply to Message 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.

Page 75 of 226 ---- Generated from The Bears Pit 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.

Subject: Re: Further development of AR Posted by Istrebitel on Tue, 14 Aug 2012 17:40:32 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod Posted by tim110011 on Wed, 15 Aug 2012 09:28:36 GMT View Forum Message <> Reply to Message 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 @echo off setlocal enabledelayedexpansion for /f "tokens=* delims=" %%a in ('time/t') do (set "tms=%%a") rem you should prefix with the escape character: \ & | > < ^

:: add lines from svn5473 SectorNames.xml to AR 1.2 :: :: Usage: addwatertype.cmd 113_SectorNames.xml AR_SectorNames.xml :: Output: new_AR_SectorNames.xml if "%1"=="" goto :usage if "%1"=="/?" goto :usage if "%2"=="" goto :usage if exist new_AR_SectorNames.xml del new_AR_SectorNames.xml set "line_AR=-1" set "line_113=-1"

Page 76 of 226 ---- Generated from The Bears Pit echo this may take 5 minutes... for /f "tokens=* delims=" %%a in (%2) do ( echo %%a>>new_AR_SectorNames.xml if !line_AR! geq 1 set /a line_AR+=1 set "str_AR=%%a" set "strx_AR=!str_AR: =!" set "sig=!strx_AR:~0,12!" if "!sig!"=="" ( set "key=!strx_AR!" set /a line_AR=1 ) if "!line_AR!"=="5" ( for /f "tokens=* delims=" %%m in (%1) do ( if !line_113! geq 1 set /a line_113+=1 set "str_113=%%m" set "strx_113=!str_113: =!" if "!strx_113!"=="!key!" set /a line_113=1 if "!line_113!"=="6" echo %%m>>new_AR_SectorNames.xml ) ) ) goto :end

:usage cls findstr /b /c:"::" %0 echo. goto :end

:end for /f "tokens=* delims=" %%a in ('time/t') do (set "tme=%%a") echo Start: %tms% End: %tme% pause

Subject: Re: Further development of AR Posted by JAsmine on Thu, 16 Aug 2012 17:39:45 GMT View Forum Message <> Reply to Message IstrebitelCambria (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.

Page 77 of 226 ---- Generated from The Bears Pit -----

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".

Subject: Re: Arulco Revisited Mod v1.1 Posted by pnmartin on Sat, 18 Aug 2012 02:00:42 GMT View Forum Message <> Reply to Message No more access to BR after liberating Drassen Airport?

Subject: Re: Arulco Revisited Mod Posted by Glitch on Sat, 18 Aug 2012 08:16:29 GMT View Forum Message <> Reply to Message JAsmineBe sure to read Arulco Revisited.pdf!

Arulco Revisited.pdfBobby 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 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.

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Sat, 18 Aug 2012 11:59:28 GMT View Forum Message <> Reply to Message TimespikeNo more access to BR after liberating Drassen Airport? Correct.

Subject: Re: Arulco Revisited Mod Posted by Istrebitel on Mon, 20 Aug 2012 19:50:03 GMT View Forum Message <> Reply to Message

Page 78 of 226 ---- Generated from The Bears Pit 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?

Subject: Re: Arulco Revisited Mod Posted by scuzzyfuzzy on Tue, 21 Aug 2012 16:15:15 GMT View Forum Message <> Reply to Message 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 keep up the good work

Page 79 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by lockie on Tue, 21 Aug 2012 16:21:35 GMT View Forum Message <> Reply to Message Wait till your money runs out ... :diabolical:

Subject: Re: Arulco Revisited Mod Posted by Larynx on Tue, 21 Aug 2012 22:00:01 GMT View Forum Message <> Reply to Message IstrebitelAlso, 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.

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Tue, 21 Aug 2012 22:40:01 GMT View Forum Message <> Reply to Message scuzzyfuzzyjust 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 keep up the good work

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.

Page 80 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by zivi7 on Thu, 23 Aug 2012 13:18:15 GMT View Forum Message <> Reply to Message Thanks for this awesome mod that made me dig up JA2 again, very well done!

JAsmineConcerning 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.

Subject: Re: Arulco Revisited Mod Posted by Larynx on Thu, 23 Aug 2012 23:07:55 GMT View Forum Message <> Reply to Message 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.

Subject: Arulco Revisited v1.3 Posted by JAsmine on Mon, 27 Aug 2012 20:34:30 GMT View Forum Message <> Reply to Message Work on the next version of the mod is proceeding. I've got enough spare time on my hands to work on AR several times a week.

Page 81 of 226 ---- Generated from The Bears Pit If I can go on like this, I might be able to release within a few days. The next version will tackle the problems that users (and I) encountered while playing the mod. This includes bugs and balancing issues. Lots of maps have been updated and polished for better gameplay. Of course, there wll also be some new content in the next release. The focus in this area however, is on expanding old locations rather than adding new ones.

For example, underground level of Tixa will be expanded:

(right-click to enlarge)

Subject: Re: Arulco Revisited v1.3 Posted by Slax on Tue, 28 Aug 2012 10:01:03 GMT View Forum Message <> Reply to Message At this pace I'd very much like to see this get integrated into 1.13 proper. Grounds for an in-game campaign selector, maybe?

Quality's already outstanding. What more could you want?

Subject: Re: Arulco Revisited Mod v1.1 Posted by Lord_Hades on Sat, 01 Sep 2012 02:31:41 GMT View Forum Message <> Reply to Message Thanks for the mod! downloading..

Subject: Re: Arulco Revisited Mod Posted by Larynx on Sun, 02 Sep 2012 22:48:50 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Mon, 03 Sep 2012 19:56:58 GMT View Forum Message <> Reply to Message NocturnalJAsmineConcerning loyality in balime: for the next release of ar, loyality in all towns will be reworked. Thanks for the feedbaxk.

Page 82 of 226 ---- Generated from The Bears Pit 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. btw, how was it in Vanilla JA2? Was there enough loyality in Meduna after conquering it? Am not quite sure right now.

Subject: Re: Arulco Revisited Mod Posted by Larynx on Mon, 03 Sep 2012 21:28:04 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod Posted by clbg on Tue, 04 Sep 2012 11:34:27 GMT View Forum Message <> Reply to Message Excellent mod! Been playing it for few weeks - finally JA2 v1.13 have Arulco v1.13 to play around Keep up with this good work!

Just minor reports from me: a) As I like to keep merc's sidearms from starting gear I got into trouble to supply Thor's DE .357 with ammo. There is a lot of rare pistol ammo placed in Arulco, but almost no .357 ammo of any type found at this moment (progress > 70). b) At the roadblock two sectors south from Alma there is a crate in barracks with 10 to 20 sniper scopes and bipods placed in it. Typo? There is also metal detector lying outside the building (probably it was supposed to be in crate just behind the wall?) c) A crate in San-Mona's brothel is unaccessible (missing room info?)

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Tue, 04 Sep 2012 14:12:17 GMT View Forum Message <> Reply to Message Thank you for your feedback. I will look into it and fix the issues. Concerning rare ammo: The next release will again add lots of stuff to the sectors. There might be some .357 ammo present, but like all the stuff in AR, it' appereance might be random.

Subject: Re: Arulco Revisited Mod Posted by JP'TR on Tue, 04 Sep 2012 17:14:46 GMT View Forum Message <> Reply to Message

Page 83 of 226 ---- Generated from The Bears Pit Bug: It is possible to drive with the Hummer in Sector K16/J16, but once you are in, there is no way back. Just the Message "This vehicle can only drive on roads".

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Tue, 04 Sep 2012 18:13:20 GMT View Forum Message <> Reply to Message coolbergb) At the roadblock two sectors south from Alma there is a crate in barracks with 10 to 20 sniper scopes and bipods placed in it. Typo? There is also metal detector lying outside the building (probably it was supposed to be in crate just behind the wall?) c) A crate in San-Mona's brothel is unaccessible (missing room info?) b) Bug confirmed and fixed. c) The crate behind Madame's desk is supposed to be inaccessible. You'll have to kill her (and fight Kingpin) if you want it. You're right about missing room info. scope100Bug: It is possible to drive with the Hummer in Sector K16/J16, but once you are in, there is no way back. Just the Message "This vehicle can only drive on roads". Good finding! What the heck were you doing with the humvee down there? It's a typo in a xml. Is fixed now. I hope you can go back to an older save so you won't lose your humvee?

Subject: Re: Arulco Revisited Mod Posted by JP'TR on Wed, 05 Sep 2012 06:03:32 GMT View Forum Message <> Reply to Message Sure thing was not a problem, just saw a few red dots in there i had to take care of, 2 times now.

Subject: Re: Arulco Revisited Mod Posted by Voteslave on Thu, 13 Sep 2012 10:04:28 GMT View Forum Message <> Reply to Message Am thinking of trying this with the goc_man SCI - anyone tried this already? Or are there aspects of that which will definitely mess things up? thanks

Subject: Re: Arulco Revisited Mod Posted by lockie on Thu, 13 Sep 2012 11:11:26 GMT View Forum Message <> Reply to Message Just try it and let us know if it's a dud ...

Page 84 of 226 ---- Generated from The Bears Pit Just remember to have a second copy of JA2 before you add any mods !

Subject: Re: Arulco Revisited Mod Posted by Voteslave on Thu, 13 Sep 2012 12:15:12 GMT View Forum Message <> Reply to Message just installed it all in my lunchbreak so no actual time to play it yet i didn't notice it overwriting anything so am optimistic it does seem to start OK though i get a lot of red error writing as part of the start up (not there long enough to read) - is this normal?

Subject: Re: Arulco Revisited Mod Posted by Gambigobilla on Thu, 13 Sep 2012 12:54:10 GMT View Forum Message <> Reply to Message I don't use goc_man's SCIs but just to be sure if you did not overwrite anything, this means exe file is renamed. If so, you should not run game from original ja2.exe it would mess your game irrecoverably. There should be sth like ja2_5412.exe in your game folder. Run this exe for the game. If you've overwriten the exe file or game folder does not contains another exe then ignore this post.

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Thu, 13 Sep 2012 13:26:26 GMT View Forum Message <> Reply to Message Voteslavejust installed it all in my lunchbreak so no actual time to play it yet i didn't notice it overwriting anything so am optimistic it does seem to start OK though i get a lot of red error writing as part of the start up (not there long enough to read) - is this normal? The massive red text on startup probably won't harm you. It's just the game complaining about missing entrys in the ja2_options.ini. The entries are missing because ar comes with an ini file from plain 4870. Newer features ask for new entrys within that file. The game will alert you but should run fine. However, if the mod actually works with this sci is another story.

Page 85 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Thu, 13 Sep 2012 13:29:29 GMT View Forum Message <> Reply to Message The error messages are probably due to missing line in AR's options.ini. The newer exe from goc's SCI expects new options to be set. If missing - like in AR - default values are used. So you can usually ignore those warnings if the games starts seemingly OK.

Subject: Re: Arulco Revisited Mod Posted by Voteslave on Thu, 13 Sep 2012 13:35:15 GMT View Forum Message <> Reply to Message thanks guys does this mean i can't change any of the SCI .ini settings - or is it just ok to manually edit the .ini file and add in new entries (or even use a newer version of the editor?)

Subject: Re: Arulco Revisited Mod Posted by Gambigobilla on Thu, 13 Sep 2012 13:49:56 GMT View Forum Message <> Reply to Message You can manually add those lines.

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Thu, 13 Sep 2012 15:02:44 GMT View Forum Message <> Reply to Message 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.

Replacing AR's ini with the proper (newer) one should result in a "clean" gamestart (without red text). You can then edit the ini as usual via INI editor or by hand.

Subject: Arulco Revisited Mod v1.3 Posted by JAsmine on Thu, 13 Sep 2012 20:06:36 GMT View Forum Message <> Reply to Message Btw, the new version of AR, v1.3 is finished. Atm, the version is being tested and it will be ready for release within a few days. :type:

Page 86 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod v1.3 Posted by Strohmann on Fri, 14 Sep 2012 05:02:13 GMT View Forum Message <> Reply to Message *Thumbs up!*

Subject: Re: Arulco Revisited Mod v1.3 Posted by Slax on Fri, 14 Sep 2012 07:53:38 GMT View Forum Message <> Reply to Message Better find yourself a nice black dress, Deidranna. It's go time. :rifle:

Subject: Re: Arulco Revisited Mod v1.3 Posted by sidew on Fri, 14 Sep 2012 08:24:49 GMT View Forum Message <> Reply to Message Can I continue the actual campaign or I must restart a new one after update from 1.2?

Subject: Re: Arulco Revisited Mod v1.3 Posted by clbg on Fri, 14 Sep 2012 08:49:58 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Fri, 14 Sep 2012 08:55:29 GMT View Forum Message <> Reply to Message Concerning compatibility between versions of AR: you can not upgrade a running game, continue your campaign and expect everything to work as intended. Sorry, but that's because of how ja2

Page 87 of 226 ---- Generated from The Bears Pit handles your savegames: as soon as you visit a map, it will be stored in your savegame. The game will then ignore the map file in the data folder and use exclusively the map stored in your savegame. Apart from that, some xml files were changed and require a new fame to take effect.

If your running campaign is already very advanced, i would recommend to finish it and then upgrade to v1.3.

Edit: thanks for reporting this, coolberg. Will check it out.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Sam Hotte on Fri, 14 Sep 2012 09:53:37 GMT View Forum Message <> Reply to Message Cannot confirm the bug with spike; in my game (AR 1.2 + 4870 + Bugfix) it worked OK. Spike always takes a step from the door in direction outside from bar room, not into it.

Subject: Re: Arulco Revisited Mod v1.3 Posted by sidew on Fri, 14 Sep 2012 12:31:28 GMT View Forum Message <> Reply to Message Thanks JAsmine. So I 'll wait, because my current campaign is still advanced (near half Arulco freed).

Thanks to your mod, expecially with the unavailability of BR in early games, I rediscovered most useful weapons that I never tried before....

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Sun, 16 Sep 2012 19:33:12 GMT View Forum Message <> Reply to Message @sidew: Thanks. You're welcome.

@coolberg: Concerning issue with Spike in San Mona.

I can also not confirm the bug. Maybe you can provide a savegame, but my guess is, that the changed map in AR doesn't mess up things with Spike and Kingpin.

Page 88 of 226 ---- Generated from The Bears Pit Keep in mind, that Kingpin and his extreme fights is one of the most sensitive parts of the whole game. And by "sensitive" I mean "prone to go wrong". No matter which version of JA2 (w/wo v1.13) you're using, I would strongly recommend to save your game in a new slot befor entering San Mona and especially D5, because things may not work properly there.

As another workaround you could maybe blow a hole into the wall of the club to create a new door.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Gambigobilla on Sun, 16 Sep 2012 23:10:42 GMT View Forum Message <> Reply to Message I've played almost every JA2 mode that exists, but i never encountered this boxing bug. I guess i'm pretty lucky about it [/randomrant]

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Mon, 17 Sep 2012 05:26:10 GMT View Forum Message <> Reply to Message GambigobillaI've played almost every JA2 mode that exists, but i never encountered this boxing bug. I guess i'm pretty lucky about it [/randomrant] Ask other people. Search the forums. Problems with boxing have existed in JA2 since vanilla.

Apart from that, you are the only one so far to report this bug. I checked it and couldn't reproduce the bug. Anothe user also couldn't confirm it. You shouldn't be ranting but rather believe me when I tell you that you're not the first one to have trouble with the figbts in san mona. And you won't be the last one, either. No matter which ver. Of ja2 you,re using. Also, keep in mind that, especially on bp forum, you might not be the only one who has played 'almost every ja2 mod that exists".

Subject: Re: Arulco Revisited Mod v1.3 Posted by Voteslave on Mon, 17 Sep 2012 06:33:02 GMT View Forum Message <> Reply to Message hi JAsmine any eta for 1.3, really looking forward to this thanks

Subject: Re: Arulco Revisited Mod v1.3

Page 89 of 226 ---- Generated from The Bears Pit Posted by JAsmine on Mon, 17 Sep 2012 09:11:26 GMT View Forum Message <> Reply to Message Voteslavehi 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.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Voteslave on Mon, 17 Sep 2012 09:14:44 GMT View Forum Message <> Reply to Message great news - having just discovered this mod am really looking forward to having a go many thanks

Subject: Re: Arulco Revisited Mod v1.3 Posted by Blue_Fox on Mon, 17 Sep 2012 10:37:05 GMT View Forum Message <> Reply to Message Hi again.

Time to play JA again and gonna proceed with the AR version. Which 1.13 SCI version i need to install now?

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Mon, 17 Sep 2012 11:07:18 GMT View Forum Message <> Reply to Message Requirements are in the first post of this thread. Some people have experimented with new SCIs. In general: AR works with new SCIs but I can't give any support.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Blue_Fox on Mon, 17 Sep 2012 13:24:29 GMT View Forum Message <> Reply to Message Can't find the sci version anymore, some can help me out with this?

Page 90 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod v1.3 Posted by Sam Hotte on Mon, 17 Sep 2012 14:53:55 GMT View Forum Message <> Reply to Message 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).

Subject: Re: Arulco Revisited Mod v1.3 Posted by lockie on Mon, 17 Sep 2012 14:54:24 GMT View Forum Message <> Reply to Message http://tinyurl.com/cux34yk

Ahh , blue Fox , have you forgotten the instructions already ?

The link above will lead to latest builds , browse and try , after all , you're not a newbie here !

Subject: Re: Arulco Revisited Mod v1.3 Posted by Blue_Fox on Mon, 17 Sep 2012 16:47:39 GMT View Forum Message <> Reply to Message Yes i found that link in the signature of DB Not sure what to do with those files. I assume they will patch the 4452

Subject: Re: Arulco Revisited Mod v1.3 Posted by tais on Mon, 17 Sep 2012 22:53:41 GMT View Forum Message <> Reply to Message

Subject: Re: Arulco Revisited Mod v1.3 Posted by Voteslave on Tue, 18 Sep 2012 07:00:31 GMT View Forum Message <> Reply to Message 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.

Page 91 of 226 ---- Generated from The Bears Pit 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?

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Tue, 18 Sep 2012 08:13:11 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Blue_Fox on Tue, 18 Sep 2012 08:40:59 GMT View Forum Message <> Reply to Message

Page 92 of 226 ---- Generated from The Bears Pit 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

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

Subject: Re: Arulco Revisited Mod v1.3 Posted by Big1 on Tue, 18 Sep 2012 09:21:18 GMT View Forum Message <> Reply to Message 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?

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Tue, 18 Sep 2012 09:34:35 GMT View Forum Message <> Reply to Message 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.

Page 93 of 226 ---- Generated from The Bears Pit Concerning release date of v1.3: JAsmineVoteslavehi 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.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Voteslave on Tue, 18 Sep 2012 09:51:49 GMT View Forum Message <> Reply to Message JAsmineArulco 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

Page 94 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by Voteslave on Tue, 18 Sep 2012 10:52:31 GMT View Forum Message <> Reply to Message JAsmineNo 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?

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Tue, 18 Sep 2012 11:12:22 GMT View Forum Message <> Reply to Message Yes, I meant the Data-AR folder. Thanks for pointing it out.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Big1 on Tue, 18 Sep 2012 11:25:35 GMT View Forum Message <> Reply to Message JAsmineAre 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

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

Page 95 of 226 ---- Generated from The Bears Pit 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.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Big1 on Tue, 18 Sep 2012 11:31:13 GMT View Forum Message <> Reply to Message 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!

Subject: Re: Arulco Revisited Mod v1.3 Posted by Blue_Fox on Tue, 18 Sep 2012 11:36:43 GMT View Forum Message <> Reply to Message Quote:TAI's AIMNAS single-click installer easter release where can i download it?

Aimnas link from BD not work

Version 20 AIMNAS V20

Subject: Re: Arulco Revisited Mod v1.3 Posted by Big1 on Tue, 18 Sep 2012 11:47:52 GMT View Forum Message <> Reply to Message Blue_FoxQuote:TAI's AIMNAS single-click installer easter release

Page 96 of 226 ---- Generated from The Bears Pit where can i download it?

Aimnas link from BD not work

Version 20 AIMNAS V20

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

Subject: Re: Arulco Revisited Mod v1.3 Posted by Sam Hotte on Wed, 19 Sep 2012 20:53:49 GMT View Forum Message <> Reply to Message 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?

Subject: Re: Arulco Revisited Mod v1.3 Posted by DepressivesBrot on Wed, 19 Sep 2012 21:14:09 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Sam Hotte on Wed, 19 Sep 2012 22:19:08 GMT View Forum Message <> Reply to Message 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 ...

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Thu, 20 Sep 2012 08:41:00 GMT View Forum Message <> Reply to Message

Page 97 of 226 ---- Generated from The Bears Pit True, really forgot the compulsive neutral civi in D5. Will be fixed in v1.3. Thanks for reporting.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Kapnah on Fri, 21 Sep 2012 12:17:05 GMT View Forum Message <> Reply to Message 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

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 ?

Subject: Arulco Revisited Mod v1.3 Posted by JAsmine on Fri, 21 Sep 2012 21:17:55 GMT View Forum Message <> Reply to Message Arulco Revisited v1.3 has arrived. Download and more info in 1st post of this thread.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Voteslave on Sat, 22 Sep 2012 06:12:53 GMT View Forum Message <> Reply to Message thanks JAsmine - downoading now, gonna try it with the latest SVN

Subject: Re: Arulco Revisited Mod v1.3 Posted by lockie on Sat, 22 Sep 2012 10:26:48 GMT View Forum Message <> Reply to Message How are we for savegame compatability ?

Subject: Re: Arulco Revisited Mod v1.3 Posted by zivi7 on Sat, 22 Sep 2012 14:08:09 GMT View Forum Message <> Reply to Message lockieHow are we for savegame compatability ?

Page 98 of 226 ---- Generated from The Bears Pit 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?

Subject: Re: Arulco Revisited Mod v1.3 Posted by Sam Hotte on Sat, 22 Sep 2012 14:32:48 GMT View Forum Message <> Reply to Message 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?

Subject: Re: Arulco Revisited Mod v1.3 Posted by PVTMOBIUS on Sat, 22 Sep 2012 14:55:51 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod v1.3 Posted by zivi7 on Sat, 22 Sep 2012 15:59:01 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Voteslave on Sun, 23 Sep 2012 05:19:03 GMT View Forum Message <> Reply to Message

Page 99 of 226 ---- Generated from The Bears Pit 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.

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Sun, 23 Sep 2012 05:29:52 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Voteslave on Sun, 23 Sep 2012 07:02:13 GMT View Forum Message <> Reply to Message Possible bug: Just found a secret area in a1 which rather than take me underground teleported me to i10

Subject: Re: Arulco Revisited Mod v1.3 Posted by Voteslave on Sun, 23 Sep 2012 08:33:41 GMT View Forum Message <> Reply to Message 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

Page 100 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod v1.3 Posted by lockie on Sun, 23 Sep 2012 12:29:56 GMT View Forum Message <> Reply to Message Don't use Spooky , he causes a crash dropping from the helicopter , maybe because he has no stats at AIM ?

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Sun, 23 Sep 2012 16:20:07 GMT View Forum Message <> Reply to Message VoteslavePossible 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. please ignore this portal for now... forgot to delete it.

VoteslaveWhen 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.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Voteslave on Sun, 23 Sep 2012 21:17:19 GMT View Forum Message <> Reply to Message JAsmineVoteslavePossible 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. please ignore this portal for now... forgot to delete it.

VoteslaveWhen 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

Page 101 of 226 ---- Generated from The Bears Pit 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

Subject: Re: Arulco Revisited Mod v1.3 Posted by Big1 on Mon, 24 Sep 2012 12:36:27 GMT View Forum Message <> Reply to Message 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"?

Subject: Re: Arulco Revisited Mod v1.3 Posted by Sam Hotte on Mon, 24 Sep 2012 13:01:03 GMT View Forum Message <> Reply to Message 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).

Subject: Re: Arulco Revisited Mod v1.3 Posted by Big1 on Mon, 24 Sep 2012 14:20:52 GMT View Forum Message <> Reply to Message Thanks Sam, I'll make my own door then.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Voteslave on Tue, 25 Sep 2012 13:52:41 GMT View Forum Message <> Reply to Message

Page 102 of 226 ---- Generated from The Bears Pit 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

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Tue, 25 Sep 2012 15:06:57 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Slax on Tue, 25 Sep 2012 17:47:56 GMT View Forum Message <> Reply to Message Exploring every sector is what makes the hunt fun! Oh, those fond memories of hunting for hidden crates in the original Jagged Alliance. Mm! Good stuff.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Kapnah on Tue, 25 Sep 2012 18:53:38 GMT View Forum Message <> Reply to Message Some sort of bug maybe ?

I was defending SAMsite at Drassen when I got attacked by the Elites she sends and at the same

Page 103 of 226 ---- Generated from The Bears Pit 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

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Tue, 25 Sep 2012 20:47:08 GMT View Forum Message <> Reply to Message this does indeed sound like a bug. however, I'm quite sure it isn't AR specific. I'm afraid, I can't offer a solution for this issue...

Subject: Re: Arulco Revisited Mod v1.3 Posted by MisterX on Wed, 26 Sep 2012 12:38:42 GMT View Forum Message <> Reply to Message Hi JAsmine.

I installed the 1.3 mod yesterday. It works fine with one exception. All weapons seem to have the same sound, no matter if you use shotgun, colt or rifle. I'm unable to find a fault within the installation.

The only difference within the weapon sounds is the silencer.

As mentioned, every other sound, every map and all the rest works perfect. I really don't understand why this problem occurs.

At first I thought I could ignore that but after a few hours of playing I must say : the weapon sound is one core of the game. So I hope you have an idea how to help me.

Subject: Re: Arulco Revisited Mod v1.3 Posted by fleabittendog on Thu, 27 Sep 2012 00:24:53 GMT View Forum Message <> Reply to Message

Page 104 of 226 ---- Generated from The Bears Pit Great mod. I had been planning to try it for some time now and finally got around to it today. Maps are well done and the few secret areas I found are fun. Arulco seems fresh again and I am looking forward to exploring it. My only question is that I have found an oil can which in Aimnas is a component of the merge for a Molotov. However, it cannot be merged in AR. Is it used for something else or just put in there in case someone wants to try to use AR with Aimnas. Sorry if this has already been answered. I skimmed the posts but I may have missed it. Thanks.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Sam Hotte on Thu, 27 Sep 2012 15:05:05 GMT View Forum Message <> Reply to Message Yes, it has been said here before: Oil can is of no particular use in AR. Sell, delete or ignore it.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Thor972 on Sat, 29 Sep 2012 06:27:55 GMT View Forum Message <> Reply to Message I can't acces to bobby ray, need to meet palbo before ?

Subject: Re: Arulco Revisited Mod v1.3 Posted by lockie on Sat, 29 Sep 2012 11:05:52 GMT View Forum Message <> Reply to Message BR not available till a little later in the game , it's a part of the mod to make you think about your tactics ...

Subject: Re: Arulco Revisited Mod v1.3 Posted by Thor972 on Sat, 29 Sep 2012 21:01:00 GMT View Forum Message <> Reply to Message lockieBR not available till a little later in the game , it's a part of the mod to make you think about your tactics ...

Okay thanks.

About the reinforcement bug, you have the soluce ? In drassen fight, milicia and enemy reinforcement arrive only in squad.

Page 105 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod v1.3 Posted by Voteslave on Sun, 30 Sep 2012 12:25:49 GMT View Forum Message <> Reply to Message Possible bug when going into the underground level below the single square city where maddog is the underground map shows it as being in the very bottom left hand corner

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Sun, 30 Sep 2012 18:18:01 GMT View Forum Message <> Reply to Message Voteslavewhen going into the underground level below the single square city where maddog is the underground map shows it as being in the very bottom left hand corner Yes, this is a known issue. However, the sublevel of Aldea being in P1 doesn't affect gameplay.

Subject: Arulco Revisited Mod v1.3 Posted by sabresandy on Mon, 01 Oct 2012 05:52:47 GMT View Forum Message <> Reply to Message I've downloaded and installed the mod, and I've been playing for a short time (currently in San Mona showing Kingpin who's boss).

This might just be me getting used to not playing with Enemies Drop All, but I've found that some, er, unusual tactics are functioning quite well. To wit, shooting someone/beating them up until they're dying, bandaging them up so that they're critical, and then stripping them of all their loot, and then putting them out of their misery (thereby giving Meltdown a chance to practice STR), is yielding me some good hauls. Even if the tactic does smack of Unusually Ruthless Reubens.

(Well, that, and Spider said, and I quote: "Finally, something worth getting excited about!", when she took the kevlar pants off the unconscious gangster. Bwuuuh?)

Subject: Re: Arulco Revisited Mod v1.3 Posted by lockie on Mon, 01 Oct 2012 08:47:51 GMT View Forum Message <> Reply to Message Quote:o wit, shooting someone/beating them up until they're dying, bandaging them up so that they're critical, and then stripping them of all their loot,

Why waste resources bandaging them , hit them till they're weak and have no energy to fight back , but not enough to kill them , then steal all their gear ...

Page 106 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod v1.3 Posted by Sam Hotte on Mon, 01 Oct 2012 12:03:54 GMT View Forum Message <> Reply to Message In AR and without drop all, its very useful to have a night ops martial artist punching down enemies and steal all their stuff ...

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Mon, 01 Oct 2012 13:42:18 GMT View Forum Message <> Reply to Message SabreThis might just be me getting used to not playing with Enemies Drop All, but I've found that some, er, unusual tactics are functioning quite well. To wit, shooting someone/beating them up until they're dying, bandaging them up so that they're critical, and then stripping them of all their loot, and then putting them out of their misery (thereby giving Meltdown a chance to practice STR), is yielding me some good hauls. Even if the tactic does smack of Unusually Ruthless Reubens. Calm down, soldier, there is nothing 'unusual' about your behaviour. The maneuver you're describing is commonly called 'stealing' and has been a common tactic since the days of good ol' Vanilla JA2. The correct execution of 'stealing' would be like lockie wrote and should usually not involve bandaging. Advanced methods of stealing involve - shooting the target to the legs to make him collapse, then charging for him to beat him up - sneaking up on the target, then beating him up - if the target is armored, JHP, Glaser or Buckshot are perfect for scoring breath-damage

WIth the AR mod, stealing is a vey important thing for the player to do. The extra stuff you're scoring this way might just be enough to get your ass through the early campaign. :snake:

Subject: Re: Arulco Revisited Mod v1.3 Posted by flagneau on Mon, 01 Oct 2012 16:27:19 GMT View Forum Message <> Reply to Message Hi,

Cannot download your mod from links on the 1st page. Widows 7. Do you have some tricks?

Subject: Re: Arulco Revisited Mod v1.3 Posted by lockie on Mon, 01 Oct 2012 16:36:36 GMT View Forum Message <> Reply to Message I have W7 and it's no problem to d/load .

Page 107 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod v1.3 Posted by Sam Hotte on Mon, 01 Oct 2012 17:48:22 GMT View Forum Message <> Reply to Message flagneau, maybe you haven't pressed the right download button yet (there are usually lots of ads having download buttons as well on file-upload.net. Its the small one right in the center of the page: having a white-on-green arrow pointing down right at its left and "download" written in small letters in the button.

Subject: Re: Arulco Revisited Mod v1.3 Posted by DepressivesBrot on Mon, 01 Oct 2012 18:02:14 GMT View Forum Message <> Reply to Message Note to the creators: Mediafire, Windows Live Skydrive or Dropbox are better choices for modhosting than the more, uhm, shady freehosters out there. They aren't trying to sell your players premium accounts by drowning them in ads.

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Mon, 01 Oct 2012 18:04:39 GMT View Forum Message <> Reply to Message flagneauHi,

Cannot download your mod from links on the 1st page. Widows 7. Do you have some tricks? Yes. I'm gonna upload the mod at some additional hoster... I'm gonna do it now while I'm having dinner. :coffee:

Subject: Re: Arulco Revisited Mod v1.3 Posted by DurtyDan on Mon, 01 Oct 2012 19:17:16 GMT View Forum Message <> Reply to Message I've been playing and enjoying the mod, thank you JAsmine and other contributors. I can't find the ice cream truck in the normal spots, and this game is far too difficult to head to Balime to buy the hummwv early on. Did the locations move, or am I just unlucky?

I managed to get around the slow weapons progression by mugging kingpin's guys in San Mona, so now my squad rules, but having no car sucks.

Subject: Re: Arulco Revisited Mod v1.3 Posted by sabresandy on Mon, 01 Oct 2012 19:39:44 GMT View Forum Message <> Reply to Message

Page 108 of 226 ---- Generated from The Bears Pit JAsmineSabreThis might just be me getting used to not playing with Enemies Drop All, but I've found that some, er, unusual tactics are functioning quite well. To wit, shooting someone/beating them up until they're dying, bandaging them up so that they're critical, and then stripping them of all their loot, and then putting them out of their misery (thereby giving Meltdown a chance to practice STR), is yielding me some good hauls. Even if the tactic does smack of Unusually Ruthless Reubens. Calm down, soldier, there is nothing 'unusual' about your behaviour. The maneuver you're describing is commonly called 'stealing' and has been a common tactic since the days of good ol' Vanilla JA2. The correct execution of 'stealing' would be like lockie wrote and should usually not involve bandaging. Advanced methods of stealing involve - shooting the target to the legs to make him collapse, then charging for him to beat him up - sneaking up on the target, then beating him up - if the target is armored, JHP, Glaser or Buckshot are perfect for scoring breath-damage

WIth the AR mod, stealing is a vey important thing for the player to do. The extra stuff you're scoring this way might just be enough to get your ass through the early campaign. :snake:

I would do that if I had the resources. At the time I had only five mercs (IMP sniper, Igor, Spider, Ira, and Meltdown) with mostly pistol and hollowpoint ammo, fighting Kingpin's heavily-armored goons. Annoyingly you can't steal stuff from someone if they're reduced to 'dying', and I had trouble getting Meltdown or Igor in close enough to inflict breath damage reliably--hence the bandaging. Now that I have enough weapons to equip the GIGN (a KAC PDW!), a reliable arms dealer to sell them to, and all the money I stole from Kingpin, I can start thinking about hiring martial-arts mercs.

(By the way, I've encountered a few bugs in that fight. There's the belt of 5.56 tracer ammo that shows thousands of rounds of ammunition, but drops to 170 when I loaded rounds into a rifle, and a crate of 5.56T with 0 rounds.)

EDIT: oh, and I've got a bug to report. I've been repeating that trick using Ira to bandage dying enemies and then patching them up to keep them alive for long enough to plunder their goodies. However, Ira seems to be permanently bugged now; she responds just fine outside of combat, but in combat she can't move or shoot. When I try the game freezes up, goes into calculations, and in the end does nothing.

Subject: Re: Arulco Revisited Mod v1.3 Posted by flagneau on Tue, 02 Oct 2012 20:44:09 GMT View Forum Message <> Reply to Message Sam_Hotteflagneau, maybe you haven't pressed the right download button yet (there are usually lots of ads having download buttons as well on file-upload.net. Its the small one right in the center of the page: having a white-on-green arrow pointing down right at its left and "download" written in small letters in the button.

Page 109 of 226 ---- Generated from The Bears Pit FDM needed to be update. So thats's ok now.

Thanks mate

Subject: Re: Arulco Revisited Mod v1.3 Posted by zivi7 on Tue, 02 Oct 2012 22:26:33 GMT View Forum Message <> Reply to Message This will probably make you laugh - but I never knew you could steal items from unconscious enemies. I don't see how to do it though, I tried the usual "pick up"-cursor but obviously that's not it. Would anybody explain how to do it?

Subject: Re: Arulco Revisited Mod v1.3 Posted by Gambigobilla on Tue, 02 Oct 2012 23:13:47 GMT View Forum Message <> Reply to Message For stealing the item in enemy hand: 1. Stand next to the enemy 2. Click on enemy while pressing CTRL

For stealing anything 1. Deplete enemy stamina (use stun grenades or punch him hard) until he faints 2. Click on enemy while pressing CTRL

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Wed, 03 Oct 2012 08:47:28 GMT View Forum Message <> Reply to Message It's also vital, that the "target" is in "weak" or "critical" state. If it isn't, stealing won't work!

Subject: Re: Arulco Revisited Mod v1.3 Posted by zivi7 on Wed, 03 Oct 2012 20:53:49 GMT View Forum Message <> Reply to Message JAsmineIt's also vital, that the "target" is in "weak" or "critical" state. If it isn't, stealing won't work!

Ah, that must have been the problem - I was trying it on enemies who were "dying" already. Thanks!

Subject: Re: Arulco Revisited Mod v1.3

Page 110 of 226 ---- Generated from The Bears Pit Posted by Sam Hotte on Wed, 03 Oct 2012 21:08:32 GMT View Forum Message <> Reply to Message As had been said here before: If your victims are already "dying" you need to bandage them back to at least "critical" to be able to rob them.

Subject: Re: Arulco Revisited Mod v1.3 Posted by PeTeTe809 on Sat, 06 Oct 2012 11:28:36 GMT View Forum Message <> Reply to Message I would like to use the tactical and strategic maps of AR, including the additional Sam Sites and the relocation of Bobby Ray to Estoni.

Would it be easier to import said features to the latest SVN release or rather add all features of the latest SVN to AR?

Subject: Re: Arulco Revisited Mod v1.3 Posted by lockie on Sat, 06 Oct 2012 11:39:40 GMT View Forum Message <> Reply to Message Quote:or rather add all features of the latest SVN to AR?

At your own risk ..

Quote:Would it be easier to import said features to the latest SVN release

Quote:What is your beef with AR mod as it stands ? All mods are a snap in time of their creators vision when they are released , willy-nilly additions from other mods should be discouraged , simply because unless specifically they have been made with another (joint) mod in mind , things will likely be broken . Try it out , it may work , it may not . Let us all know how the experiment goes , if you can be bothered . :armsfolded:

Subject: Re: Arulco Revisited Mod v1.3 Posted by PeTeTe809 on Sat, 06 Oct 2012 15:46:27 GMT View Forum Message <> Reply to Message So far adding the AR maps seem to work fine.

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Sat, 06 Oct 2012 21:37:38 GMT View Forum Message <> Reply to Message

Page 111 of 226 ---- Generated from The Bears Pit Concerning AR and different versions of v1.13:

AR was and is being developed to be used with the latest stable release of v1.13 (atm: 4870 + bugfixes). Why? -> Because for us it is most important to deliver a stable, balanced and fully compatible modification. Newer, unstable revisions of v1.13 "pop up" via SVN or SCIs much more often than new versions of AR. That is the main reason why we simply can't keep up with the development of unstable revisions. We don't have enough ressources to release a new version of AR every few weeks.

You're absolutely free to try and combine AR with other mods and with unstable revisions of v1.13 as much as you want. I'm also happy if you report how things work out or not.

Subject: Re: Arulco Revisited Mod v1.3 Posted by winehouse on Sun, 07 Oct 2012 01:39:33 GMT View Forum Message <> Reply to Message I have questions about the Arulco Revisited Mod. I have not downloaded it yet. Will it be updated? What do you have planned for it? Is it better than the aimnas? Does it have the inventory system like aimnas? Can I help in any way?

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Sun, 07 Oct 2012 12:40:08 GMT View Forum Message <> Reply to Message winehouseI have questions about the Arulco Revisited Mod. I have not downloaded it yet. Will it be updated? What do you have planned for it? Is it better than the aimnas? Does it have the inventory system like aimnas? Can I help in any way?

1) The AR mod is being updated as soon as enough content has been collected. 2) Further plans for the AR mod include better compatibilty with other versions of ja2 (v1.13) and also with certain item-mods. 3) AIMNAS and AR are different projects with different content. It really depends on individual taste if you prefer one or the other. 4) If you can help the project in any way by working on it depends on what you can/like to do. It also depends on how much one can depend on you, which is impossible to tell by 1 posting. What you can easily do however, is to install the mod, enjoy it and report some feedback.

Subject: Re: Arulco Revisited Mod v1.3 Posted by winehouse on Mon, 08 Oct 2012 00:05:15 GMT View Forum Message <> Reply to Message

Page 112 of 226 ---- Generated from The Bears Pit Basically all I want from aimnas is the pocket sizes and silhouettes. I actually would like reduced l.b.e. If I just ported over the pocketsize and silhouette xmls, would it work? Actually, let me try it and I will report back.

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Mon, 08 Oct 2012 08:05:28 GMT View Forum Message <> Reply to Message Yes. What you'rr describing should be doable pretty easily. Trying to use all features from aimnas and ar at the same time, especially the aimnas items would require some more work.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Slax on Mon, 08 Oct 2012 12:25:11 GMT View Forum Message <> Reply to Message Note that slapping AR maps over a recent SVN install (Data-1.13 folder) is easy peasy and works like a charm, new features and all. You just have to know what not to overwrite. Very much an oldschool Frankenstein method but if it works, it works. All this vfs malarkey gives me a headache. :crazy:

Subject: Re: Arulco Revisited Mod v1.3 Posted by winehouse on Mon, 08 Oct 2012 12:54:06 GMT View Forum Message <> Reply to Message JAsmineYes. What you'rr describing should be doable pretty easily. Trying to use all features from aimnas and ar at the same time, especially the aimnas items would require some more work.

Thank you for your support!

SlaxNote that slapping AR maps over a recent SVN install (Data-1.13 folder) is easy peasy and works like a charm, new features and all. You just have to know what not to overwrite. Very much an oldschool Frankenstein method but if it works, it works. All this vfs malarkey gives me a headache. :crazy:

How can I make pocket sizes, item sizes, and silhouettes show up in game through xml work, without manually doing EVERYTHING.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Slax on Mon, 08 Oct 2012 12:57:29 GMT View Forum Message <> Reply to Message

Page 113 of 226 ---- Generated from The Bears Pit Just a general statement. No idea what you guys are discussing.

Subject: Re: Arulco Revisited Mod v1.3 Posted by winehouse on Mon, 08 Oct 2012 13:02:36 GMT View Forum Message <> Reply to Message

Subject: Re: Arulco Revisited Mod v1.3 Posted by Slax on Mon, 08 Oct 2012 13:57:35 GMT View Forum Message <> Reply to Message Don't really see what the problem is though. Just check for any ini oddities (Ja2_Options) and modify the file accordingly manually instead of overwriting everything. Other than that, AR is just maps. Doesn't touch item xmls.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Inukshuk on Fri, 12 Oct 2012 20:53:36 GMT View Forum Message <> Reply to Message More Stealing Tactics:

Toggle Spoiler

One other thing to remember. Tear Gas and smoke grenades are suddenly much more useful (and gas masks for you) when you use them to help with stealing. Smoke to cover your guys as they pillage the downed enemies, and tear gas to get them down and keep them there. It can be devastatingly productive.

BTW, they don't have to be in a critical or seriously wounded state....just lying down and not 'Dying'. Shooting legs or stun grenades (or the tear gas) can leave very healthy enemies unconscious and lootable.

If you bandage a 'Dying' enemy to critical then loot him, be aware that he will pop up the next turn and try to kill you. Usually you need another guy nearby to help out with the looting, which you have only one turn (or less) to do.

And then there's the Athletics+Hand to Hand combo of traits. Run up, knock them down and they stay down much longer than if you don't have HTH. Plus..if I recall aright, it's cheaper to steal items in AP terms. Almost too easy.

Toggle Spoiler

Page 114 of 226 ---- Generated from The Bears Pit Have fun. Stealing opens up a whole new vista of tactics and fun. I spent a year doing almost only that in JA2 when I learned it could be done

Subject: Re: Arulco Revisited Mod v1.3 Posted by Sam Hotte on Sat, 13 Oct 2012 20:31:16 GMT View Forum Message <> Reply to Message The AP bonus for stealing (= picking up items) is IIRC not athletic but ambidextrous.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Julix on Sun, 14 Oct 2012 07:50:21 GMT View Forum Message <> Reply to Message Just started this on the newest version 56xx - and am encountering many stop watches. I assume that's because features aren't compatible yet. While you said that you don't know if they'd work together, I assume you do care if they work or not.

So when I give the letter to Fatima there's a stop watch where nothing works except quitting. [EDIT: I just tried again, and it didn't happen. So all is good, as long as you save often enough ] I'm getting some stopwatches when a lonely, wounded enemy that I stripped of all weapons gets an interrupt and sees me. I guess he doesn't know whether to hit me or run... :-S Might be the new interrupt system. I'll restart the game without it, and report back if I still get those. (just as info for other people trying this).

Subject: Re: Arulco Revisited Mod v1.3 Posted by Gambigobilla on Sun, 14 Oct 2012 08:15:52 GMT View Forum Message <> Reply to Message Bad install i'd say. I'm currently playing AR (lies.. I'm playing XCOM) with 5618 and everything seems fine. But there is another issue might make difference, i don't like vfs system so i put everything in "Data-1.13" folder and use 1.13 vfs file. That probably wouldn't change a thing. So i recommend reinstall from scratch but backup your saves.

Subject: Re: Arulco Revisited Mod v1.3 Posted by onkelfrosti on Thu, 01 Nov 2012 11:01:09 GMT View Forum Message <> Reply to Message Heyho

Great Mod Sometimes after liberating an sector game chrashes -.-

Page 115 of 226 ---- Generated from The Bears Pit BUT thats no problem, because of the save, made by the game...reload this save-game and all is fluffy btw...i play on insane with last AR...it is great

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Sat, 03 Nov 2012 09:28:48 GMT View Forum Message <> Reply to Message Hi onkelfrosti.

Good to hear that you like the mod.

Could you give more detailed information on when/how the game crashes? Maybe it's something that I might be able to take care of. Would also like to hear some more about how the game plays on insane - I never had the time to finish an insane campaign with the AR mod

Subject: Re: Arulco Revisited Mod v1.3 Posted by onkelfrosti on Sun, 04 Nov 2012 10:46:01 GMT View Forum Message <> Reply to Message the game crashes, when i conquered Drassen. I finished the sector and game crashes immitedialy after Ira starts her monolog about Drassen Mine. I do not know what happend, because of playing failsave-loading.

I had little bit changed things in the ini-editor before i began playing on insane: - Merc

Subject: Re: Arulco Revisited Mod v1.1 Posted by Mercenario on Wed, 14 Nov 2012 00:28:15 GMT View Forum Message <> Reply to Message I've found a couple of bugs/inconsistencies: -Firt of all, the "Come to my house" conversation with Kingpin doesn't trigger after defeating the 3rd/last opponent in the boxing ring. Instead, you can continue to bet, but won't have anybody to fight (they're all dead in my case). -8th Day and Tony is still stepping outside...WTF? -Devin doesn't sell anything.

EDIT: WAIT, ZOMGWTF! I've killed Hans, went to the backroom...and guess who was there? Well, Tony was there. Has he retired? Now all those "Tony stepped out" messages now make sense.

Page 116 of 226 ---- Generated from The Bears Pit EDIT2: Change INI to 100% Tony chance. Still...he is outside. Now that I remember, the first I went there, the "Hans is annoyed by that lesbian customer" didn't trigger, he directly came up with "Tony isn't here". Weird. Guess I'll have to start ALL OVER AGAIN.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Gambigobilla on Wed, 14 Nov 2012 01:41:36 GMT View Forum Message <> Reply to Message IIRC Tony stays where he is even when Hans says he stepped out. Also have you tried the side door? Then you won't need to talk with Hans.

Subject: Re: Arulco Revisited Mod v1.1 Posted by knightofni on Wed, 14 Nov 2012 02:33:04 GMT View Forum Message <> Reply to Message Problem is that if you do that, the whole Kingpin gang will attack you. I had to slaughter them all just to be able to sell to Tony.

Given the fact that BR is not available early on, maybe the mod could give 100% Tony chance as a default setting...

Subject: Re: Arulco Revisited Mod v1.1 Posted by Sam Hotte on Wed, 14 Nov 2012 14:38:57 GMT View Forum Message <> Reply to Message IIRC the Tony setting in the ini works only for new games (or at least before first visit to this sector).

@mercenario: Do you play AR 1.3 based on 1.13 v4870?

Subject: San Mona issues in AR v1.3 Posted by JAsmine on Wed, 14 Nov 2012 16:45:07 GMT View Forum Message <> Reply to Message Thank you for your feedback, Mercenario.

1) The AR mod does not change anything about the inventory of the merchants. If anything goes wrong here, it's likely to be either a bad install or a bug in the v1.13-release. If you can reproduce the bug, you should be reporting it in the v1.13 subforum. (I think there have been some reports with the same content?!)

Page 117 of 226 ---- Generated from The Bears Pit 2) The boxing sequence in San Mona is one of the most complex and bugged moments of the whole game. This has been like this since vanilla. Golden rule is: save you game before talking to darren (or even before entering the sector), and if anything seems suspicious -> reload. To make it clear: The AR mod does not change anything about the boxing sequence. If you encounter issues, they're bugs of ja2 (either vanilla or v1.13).

3) Tony and Hans: Again, the AR mod does not chance anything about Tony or Hans. If things don't work out as intended, you're most likely encountering a bug of v1.13 (by now, you can probably see the pattern behind all this... :headscratch: :nerd: ) The backdoor to Tony was created on purpose, to allow the player to visit him without having to deal with Hans. You can open the door with a regular key, which is placed somewhere inside the map (there are several keys in this map... take your time to look for them and you should be set.).

4) If you change "Tony chance", you should restart the game (=start a new game).

5) The INI file provided with the AR mod is 100% unchanged. It is in "stock v1.13" state. This was again done on purpose, because every player has his/her pwn preferences.

Subject: Re: San Mona issues in AR v1.3 Posted by Mercenario on Wed, 14 Nov 2012 20:32:30 GMT View Forum Message <> Reply to Message @Sam Hotte: Yes, I play with the latest Stable release. I can't stand the extra-JA1 mercs and other stuff (mostly "unpolished") of the latest release...

@Jasmine: Thanks for insta answer. Well, it all leads to the conclusion of a faulty 1.13-Ja2 Install. I mean, it's the first time in 2 years that that happens to me. Weird thing is, the GOG installer passed the integrity check and I downloaded 4870 1.13 fine without problems. Guess I'll start another game and see how it goes.

Haven't told you before: Excellent mod, although it needs a few changes here and there.Mostly balance (As I find it extremely odd rushing to a enemy base with coolness 5 and looting ak-47's and m4's with 4x scopes) If you, somehow, could manage to add new NPC's and quests...wow, that would rock.

Subject: Re: San Mona issues in AR v1.3 Posted by DepressivesBrot on Wed, 14 Nov 2012 20:48:01 GMT View Forum Message <> Reply to Message JAsmine2) The boxing sequence in San Mona is one of the most complex and bugged moments of the whole game. This has been like this since vanilla. Golden rule is: save you game before talking to darren (or even before entering the sector), and if anything seems suspicious -> reload. To make it clear: The AR mod does not change anything about the boxing sequence. If you encounter issues, they're bugs of ja2 (either vanilla or v1.13).

Page 118 of 226 ---- Generated from The Bears Pit 3) Tony and Hans: Again, the AR mod does not chance anything about Tony or Hans. If things don't work out as intended, you're most likely encountering a bug of v1.13 (by now, you can probably see the pattern behind all this... :headscratch: :nerd: ) The backdoor to Tony was created on purpose, to allow the player to visit him without having to deal with Hans. You can open the door with a regular key, which is placed somewhere inside the map (there are several keys in this map... take your time to look for them and you should be set.).I'm not sure you're getting off the hook that easily. Both the boxing event and (albeit to a lesser degree) Tony interact very closely with the maps. This expresses itself in requiring certain rooms, gridnumbers or doors both in the code and in .npc script files.

Subject: Re: San Mona issues in AR v1.3 Posted by Mercenario on Thu, 15 Nov 2012 01:11:21 GMT View Forum Message <> Reply to Message Oh crap. I changed the chance to 100%, started a new game, and even with that 100% he's still "outside". Besides, again, conversation between Brenda and Hans didn't trigger, he just came up with "Tony stepped out for a bit"

Subject: Re: San Mona issues in AR v1.3 Posted by JAsmine on Thu, 15 Nov 2012 06:46:17 GMT View Forum Message <> Reply to Message I will look into this and eventually come up with a solution.

As a workaround for the time being: search for the key to tony's backdoor and engage into conservation with him directly without dealing with hans or brenda.

Subject: Re: San Mona issues in AR v1.3 Posted by onkelfrosti on Thu, 15 Nov 2012 13:32:32 GMT View Forum Message <> Reply to Message I haven

Subject: Re: San Mona issues in AR v1.3 Posted by JAsmine on Thu, 15 Nov 2012 15:17:07 GMT View Forum Message <> Reply to Message DepressivesBrotBoth the boxing event and (albeit to a lesser degree) Tony interact very closely with the maps. This expresses itself in requiring certain rooms, gridnumbers or doors both in the code and in .npc script files. I'm aware of this entanglement and tried to be extra careful when changing maps with complex

Page 119 of 226 ---- Generated from The Bears Pit stuff going on in them. That's why in D5 (boxing), *most* npc-positions, roomumbers and doors are in vanilla state.

However, when reworking roomnumbers for C5 (Tony) in the last version of AR, I changed Tony's roomnumber by an oversight. This is most likely what seems to disturb the whole "Hans-Brenda-Tony"-sequence. But I wonder why it seems to work for some people? I'm also quite sure that I tested Tony before releasing v1.3. seems like I'll have to look into this some more...

Subject: Re: San Mona issues in AR v1.3 Posted by JAsmine on Thu, 15 Nov 2012 16:03:22 GMT View Forum Message <> Reply to Message The boxing sequence: I just tested the fighting sequence in AR v1.3 - it works. As I wrote before, I carefully tried to keep "key elements" of the map (D5) in vanilla state, to avoid making things worse than they already are.

I tested the whole fighting sequence (entering the club through conversation with spike, talk to darren, let spike go and get kingpin, let kingpin arrive, do the fights, be invited to kingpin's house, go to his house and get the chalice-quest) 3 times: - the 1st time, everything went exactly as intended - the 2nd time, the 3rd fighter knocked my merc unconscious and suddenly the whole kingpin-faction turned hostile on me and starte shooting - the 3rd time, everything was okay until I knocked out he 1st fighter. Then, Kinpin suddenly invited me to his house and I was unable to do more fighting. I could take KP's quest but after the dialogue (in KP's house) finished, KP was teleported back to the club where he stood until I left the map.

-> I conclude, that the boxing-sequence is working in AR. "Working" means, that the whole sequence is bugged, but the AR mod does not add any more bugs to it. The sequence works in AR just as good (or bad) as in stock v1.13.

RoWa21@boxing: The whole boxing stuff in San Mona is bugged (in every version of JA2 and 1.13). Sometimes it works, sometimes weird stuff happens. It seems we have to put some time into the boxing code to make it more stable ... (post taken from this thread)

Furthermore, I reverted some gridnos in C5 to vanilla state. Tony (and the sequence between Hans and Breanda) definitely works as it should now.

Subject: Re: San Mona issues in AR v1.3 Posted by Sam Hotte on Thu, 15 Nov 2012 18:00:59 GMT View Forum Message <> Reply to Message

Page 120 of 226 ---- Generated from The Bears Pit Can confirm this also for AR 1.2 (v4870 + bugfix): Hans/Brenda/Tony as well as Spike/Darren/KP worked as intended.

Subject: Re: San Mona issues in AR v1.3 Posted by DepressivesBrot on Thu, 15 Nov 2012 18:23:00 GMT View Forum Message <> Reply to Message One thing that just occurred to me: Hans will often try to fob off flunkies, so let a merc with better leadership talk to him.

Subject: Re: San Mona issues in AR v1.3 Posted by Mercenario on Thu, 15 Nov 2012 23:37:23 GMT View Forum Message <> Reply to Message I also thought the same. I used my IMP merc with 75 LDR...so...

Anyway, I've just reinstalled JA2, I'm gonna how it plays out.

EDIT: Well, reinstalling didn't fix a thing. I'll try this time to just install JA2 and 4870 without the update/quickpatch.

Mind you, what Im doing is to check whether it works is to hire a single merc, I CTRL+GABBI in Omerta, ALT+O, and then I teletransport to San Mona.

EDIT2: Nop, without the update/quickpatch, it still comes up with the same thing (Tony is out-Brenda won't talk to Hans).

EDIT3: Obviously, AR Mod has something to do with this, as I started a new game with just plain 1.13 INI and did the same test as describe above and the Hans-Brenda conversation came up. Checked it again just to be sure and it worked again. I'll re-download AR mod just to be sure.

EDIT4: Downloaded again. Still comes up with the same error. Devin still has nothing in his inventory. Ugh, I'll just wait for another update. In the meanwhile, I'll have to beat it. I hope that kind of error doesn't apply to other characters as well.

Subject: Re: San Mona issues in AR v1.3 Posted by markmid on Tue, 27 Nov 2012 01:55:57 GMT View Forum Message <> Reply to Message This looks amazing I shall be testing now! Many thanks for all the work that has gone into it so far, if I don't resurface with any comments, its because I am having too much fun

Page 121 of 226 ---- Generated from The Bears Pit Subject: Re: San Mona issues in AR v1.3 Posted by Flugente on Tue, 27 Nov 2012 18:34:30 GMT View Forum Message <> Reply to Message Forgive me if this has already been asked. I heard that your mod has pepper spray and tazers. What are the exact effects, ingame? Does pepper spray blind, and is the tazer a 'disguised' dart gun, or are there different effects?

Edit: Ignore what I did here.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Istrebitel on Thu, 29 Nov 2012 07:47:15 GMT View Forum Message <> Reply to Message KapnahI 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.

JA2 has general problems when stuff happens simultaneoncely that shouldnt happen simultaneoncely.

In case anyone ever gets bug like that, after you reload, in order to prevent this from happening again, order your mercs to march towards enemy group that is going to attack you. Then skip at least 1 minute. This will make enemies stop marching towards your sector. Then you can return your mercs back and enemy will have to start marching towards your sector again. This can be useful generally, and especially when you need to prevent this kind of bug.

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Thu, 29 Nov 2012 08:43:00 GMT View Forum Message <> Reply to Message @Istrebitel: Thank you for this helpful information.

Btw, I'm currently doing some 'final' testing on AR v1.4. If everything works out as intended, I will do a release of v1.4 within this year.

Subject: Re: Arulco Revisited Mod v1.3 Posted by winehouse on Thu, 29 Nov 2012 14:40:15 GMT View Forum Message <> Reply to Message

Page 122 of 226 ---- Generated from The Bears Pit What are some of the new features in your mod?

Subject: Re: Arulco Revisited Mod v1.3 Posted by Dyson on Thu, 29 Nov 2012 18:24:12 GMT View Forum Message <> Reply to Message I have a lot misses, especially in burst mode but in single shot, too. Even with machinegunners an within the range of the weapon and optics. Normally only the first shot hits. That happens in close range, too.

I'm using 5692 without overheating.

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Thu, 29 Nov 2012 19:02:35 GMT View Forum Message <> Reply to Message DysonI have a lot misses, especially in burst mode but in single shot, too. Even with machinegunners an within the range of the weapon and optics. Normally only the first shot hits. That happens in close range, too.

I'm using 5692 without overheating. The AR mod does not change anything about the way ncth or octh works. If there is really something 'messed up' about which prevents you from hitting, than it must be something else. Maybe you could be a bit more specific when describing your problem? Have you altered any ini's?

Subject: Re: Arulco Revisited Mod v1.3 Posted by Dyson on Thu, 29 Nov 2012 20:46:08 GMT View Forum Message <> Reply to Message JAsmine The AR mod does not change anything about the way ncth or octh works. If there is really something 'messed up' about which prevents you from hitting, than it must be something else. Maybe you could be a bit more specific when describing your problem? Have you altered any ini's?

I have only altered the militia settings (see_what_we_see...) It is like you have soldiers with only a low marksmanship skill. But I have Magic, Shadow and Kelly. I tried different guns (MG, SMG, AR, SR) in different situations (I have freed 3 cities and explored a lot). The Laptop says I have between 38% and 45% hits. Normally that's higher. Guns and Attachements are norally in goof condition (means, I reapir them often). It feels like the soldiers fail.

Page 123 of 226 ---- Generated from The Bears Pit On the other hand: I played the last JA2 in June and it was AIMNAS. Maybe it is normal behaviour but feels different to me.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Hazapuza on Thu, 29 Nov 2012 21:19:23 GMT View Forum Message <> Reply to Message Are you using NCTH? That might be the answer, it's still not properly configured in base 1.13.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Dyson on Thu, 29 Nov 2012 22:32:24 GMT View Forum Message <> Reply to Message Oh, ok.... Well, tha's it. I am using it. Thank you for helping

Subject: Re: Arulco Revisited Mod v1.3 Posted by nbhomie on Fri, 30 Nov 2012 14:13:01 GMT View Forum Message <> Reply to Message woooo~so good im love in it

Subject: Re: Arulco Revisited Mod v1.3 Posted by Vadim Dolvich on Sat, 15 Dec 2012 19:07:18 GMT View Forum Message <> Reply to Message Hello JASmine, first I would like to thank you and your team for creating this mod. Its very good and adds a refreshing change to the game.

I have a few questions about the game.

I just took over most of Chitzena except top right sector. I started training militia and I only noticed how high is the militia upkeep cost. I haven't played in quite some time but I don't remember getting costs over $1000 for militia, so I want to change it so that defending the town doesn't bankrupt me.

I tried editing the DATA AR/JA2 Options ini however even after changing the militia upkeep costs, the daily expenses remain at the same point. Will I have to start a new game to get the new costs used?

Page 124 of 226 ---- Generated from The Bears Pit Also I noticed something very odd, for some reason the mine wasn't paying up the money that it generated daily. This meant that I ran out of cash while I trained militia. Do I have to take over the town before I can start seeing returns on the mine?

Thanks in advance.

Subject: Re: Arulco Revisited Mod v1.3 Posted by JAsmine on Sat, 15 Dec 2012 19:16:07 GMT View Forum Message <> Reply to Message Hi VadimDolvich.

Concerning militia: Militia upkeep cost in AR is the same as in stock v1.13. The file data-ar\ja2_options.ini is in stock v1.13-state. I tend to lower militia upkeep cost in my games by 25-33% because I also think it's too much. Most changes in ja2_options.ini require a new game to take full effect.

Concerning mines: In order to get the full income of a mine, you'll have to take all town sectors and have 100% loyality. I's also important to note, that the income will be transfered not all at once bute in several small steps each day. This is vanilla JA2 behavior. But a mine will pay money as soon as you take it.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Vadim Dolvich on Sat, 15 Dec 2012 21:52:29 GMT View Forum Message <> Reply to Message Thank you, I imagined it would be something like that.

I just started a game with the latest version (1.13 5782) to see if I like the features and if it does, I'll try AR with the latest build.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Vadim Dolvich on Thu, 20 Dec 2012 16:57:47 GMT View Forum Message <> Reply to Message I've been testing it with the latest build, 5718 and so far there aren't as many problem as I initially believed.

Skills.ini and JA2Options.ini displayed some errors so I copy/pasted from the latest build into AR's and it worked just fine. The red errors that appeared on startup no longer appeared. Music and maps also worked well because I basically copy pasted everything missing from AR data folder

Page 125 of 226 ---- Generated from The Bears Pit from the latest build.

The only feature that is not working well is the canteen refilling function. I read in Flugente's thread that every map or an XML needs to be updated with water data so that the game knows if you can refill the canteens, and the type of water that you'll get by refilling.

I'll keep testing with the latest build and editing this post if I discover anything else not working.

Question: what does the motor oil item do? I tried mixing with gas to make an eagle explosive but it didn't work.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Sam Hotte on Fri, 21 Dec 2012 11:18:43 GMT View Forum Message <> Reply to Message Answer: nothing (in AR).

Subject: Re: Arulco Revisited Mod v1.3 Posted by IvanRa78 on Mon, 31 Dec 2012 15:50:37 GMT View Forum Message <> Reply to Message First of all, AMAZING mod,totaly new experiance, thanks. I have one question, i am at day 50 in the game, but there is no Bobby Rays guns, so when will they appear, when will they be available online, is there some triger,how to activate them.Or is there any way i can maybe manualy activate it, thanks

Subject: Re: Arulco Revisited Mod v1.3 Posted by Slax on Tue, 01 Jan 2013 06:07:45 GMT View Forum Message <> Reply to Message Read the FAQ, Iv78.

Subject: Re: Arulco Revisited Mod v1.4 Posted by JAsmine on Thu, 03 Jan 2013 22:44:25 GMT View Forum Message <> Reply to Message The next version of Arulco Revisited, v1.4, is on it's way to be released within some days. It was supposed to be out around x-mas 2012, but... RL.

After I've added some more stuff to it, v1.4 is now in it's final testing phase.

I've updated the first post of this thread with some more info.

Page 126 of 226 ---- Generated from The Bears Pit edit: lv78, if you haven't figured out by now, BR won't be available after liberating Drassen. You'll have to progress deeper into Arulco to unlock BR...

Subject: Re: Arulco Revisited Mod Posted by thunderboltcore on Fri, 04 Jan 2013 02:17:32 GMT View Forum Message <> Reply to Message Great mod. Got me hooked on to JA2 again. Can't wait for rev. 4 of AR.

Really appreciate the hard work done by Jasmine,DepressivesBrot , Flugente and Smeagol for JA2 community.

Subject: Re: Arulco Revisited Mod Posted by Slax on Fri, 04 Jan 2013 11:04:36 GMT View Forum Message <> Reply to Message 1.4. Neat!

Think I'll do a video run as long as there aren't any glaring bugs. Maybe throw IoV into the mix for kicks and giggles.

Still some of the best maps/gameplay out there, JAsmine. :ok:

Subject: Re: Arulco Revisited Mod Posted by ContraContrario on Sat, 05 Jan 2013 14:11:18 GMT View Forum Message <> Reply to Message HI !

Awesome mode ! Cant wait for 1.4 !

Short Question:

Is it possible to run AR with Arulco Folding Stock mod ?

Thanks for the Help!

Contra

Subject: Re: Arulco Revisited Mod Posted by Brujah on Tue, 08 Jan 2013 12:38:18 GMT

Page 127 of 226 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Gonna wait for 1.4 to install this mod.

Looking foward to.

Only thing I didn't like about the mod are the new songs, how do I recover all the original soundtracks?

Subject: Re: Arulco Revisited Mod Posted by lockie on Tue, 08 Jan 2013 14:19:42 GMT View Forum Message <> Reply to Message Honestly , you guys just want it all your way , and now ! Any mod has been made , balanced and altered to suit the mod-maker's own way of thinking , who then lets us have a chance to experience that particular way of playing . I'm sure the music can be altered , but at least have the decency to try to replace it yourself instead of complaining to the poor old , by now disheartened , modder lying collapsed on the floor in a heap crying cause no-one likes it ......

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Tue, 08 Jan 2013 14:46:00 GMT View Forum Message <> Reply to Message BrujahOnly thing I didn't like about the mod are the new songs, how do I recover all the original soundtracks?

Just (re-)move the music files from the music folder.

Subject: Re: Arulco Revisited Mod Posted by Brujah on Tue, 08 Jan 2013 16:17:03 GMT View Forum Message <> Reply to Message lockieHonestly , you guys just want it all your way , and now ! Any mod has been made , balanced and altered to suit the mod-maker's own way of thinking , who then lets us have a chance to experience that particular way of playing . I'm sure the music can be altered , but at least have the decency to try to replace it yourself instead of complaining to the poor old , by now disheartened , modder lying collapsed on the floor in a heap crying cause no-one likes it ......

All I said is that I didn't like the new music and that I'm asking for a safe way to remove it without messing with the other sounds.

Page 128 of 226 ---- Generated from The Bears Pit I didn't complain about the mod nor said it was bad.

Subject: Re: Arulco Revisited Mod Posted by lockie on Tue, 08 Jan 2013 17:33:53 GMT View Forum Message <> Reply to Message Quote:All I said is that I didn't like the new music and that I'm asking for a safe way to remove it without messing with the other sounds.

I didn't complain about the mod nor said it was bad.

I know that , but it is pretty disrespectful to complain about such a minor thing , these guys sweat blood to give you something to play with , constructive criticism is fine and bug hunting is great so , there you go

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Fri, 11 Jan 2013 17:00:53 GMT View Forum Message <> Reply to Message lockieQuote:All I said is that I didn't like the new music and that I'm asking for a safe way to remove it without messing with the other sounds.

I didn't complain about the mod nor said it was bad.

I know that , but it is pretty disrespectful to complain about such a minor thing , these guys sweat blood to give you something to play with , constructive criticism is fine and bug hunting is great so , there you go First of all thank you lockie for siding with us JA2 modders.

I can really asure you that of all aspects in my mod you could criticise, the music is the aspect in which I take least offense. That is because I didn't produce the music - I just selectef it (which still took lots of time). Furthermore, I also like the original music very, very much. Over all these years, ot never felt old or boring to me. I just came up with the alternatives to give the mod a different feel.

On release of v1.4: There will again be a delay of some days in my schedule because I couldn't find any time at all to even touch the mod once during this week. Things would really progress faster if I had a reliable beta tester working with me...

EDIT: I posted an official request regarding help: link to the job board

Page 129 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by Brujah on Fri, 11 Jan 2013 19:25:35 GMT View Forum Message <> Reply to Message Will it work with the unstable version of 1.13?

I tried mashing AR together with newer features like zombies, food, scuba etc but game crashed.

Nvm it worked, it showed a massive wall of errors and bugs for mixing both mods together in such lousy way but it worked.

Was looking foward to see food and zombies in these new maps.

Subject: Re: Arulco Revisited Mod Posted by Clarkew on Fri, 11 Jan 2013 20:21:59 GMT View Forum Message <> Reply to Message If you look in the error log under the profiles dir it lists the missing settings. just add the missing setting flags to the appropriate files in Data-Ar and profiles Ar and it works fine. He designed it around 4870 though so mileage may vary id imagine

Subject: Re: Arulco Revisited Mod Posted by Brujah on Fri, 11 Jan 2013 20:55:19 GMT View Forum Message <> Reply to Message From what I can see so far the game seems to set pretty much everything to either true or false automatically everytime it starts, I don't think messing around with it is necessary, it works just fine so far, though I didn't progress very far yet.

Error log:

Toggle Spoiler *** Fri Jan 11 17:17:12 2013 *** [ C861E-EOZSS-Z3GVP-0JY14-T5J8T ]

[2.2242e-005] : The value [JA2 Game Settings][TOPTION_SHOW_LBE_CONTENT] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used. The value [JA2 Game Settings][TOPTION_SHOW_LAST_ENEMY] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used. The value [JA2 Game Settings][TOPTION_ENABLE_INVENTORY_POPUPS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used. The value [JA2 Game Settings][TOPTION_ZOMBIES] = "" in file [Ja2_Settings.INI] is neither

Page 130 of 226 ---- Generated from The Bears Pit TRUE nor FALSE. The value FALSE will be used. The value [JA2 Game Settings][TOPTION_AUTO_FAST_FORWARD_MODE] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used. The value [JA2 Game Settings][TOPTION_QUIET_DOCTORING] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used. The value [JA2 Game Settings][TOPTION_QUIET_REPAIRING] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used. The value [JA2 Game Settings][TOPTION_QUIET_TRAINING] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used. The value [JA2 Game Settings][TOPTION_SHOW_MERC_RANKS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used. The value [Generic Traits Settings][SET_MINIMUM_ATTRIBUTES_FOR_TRAITS] = "" in file [Skills_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Generic Traits Settings][ALLOW_EXCEPTION_FOR_DR_Q] = "" in file [Skills_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Gameplay Settings][ROBOT_NO_READYTIME] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Shopkeeper Inventory Settings][FAST_BOBBY_RAY_SHIPMENTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Item Property Settings][SOLDIERCLASS_SPECIFIC_ITEM_TABLES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Laptop Settings][LAPTOP_MOUSE_CAPTURED] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Laptop Settings][BRIEFING_ROOM] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Strategic Gameplay Settings][ENABLE_ALL_WEAPON_CACHES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Strategic Gameplay Settings][ENABLE_ALL_TERRORISTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Strategic Gameplay Settings][ENEMY_CAN_SURRENDER] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Strategic Gameplay Settings][ALLOW_TAKE_PRISONERS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Strategic Gameplay Settings][DIRT_SYSTEM] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Strategic Gameplay Settings][ONLY_REPAIR_GUNS_AND_ARMOUR] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Strategic Gameplay Settings][ADVANCED_REPAIR] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Tactical Food Settings][FOOD_DECAY_IN_SECTORS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Fortification Settings][FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Tactical Zombie Settings][ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Zombie Settings][ZOMBIE_RISE_WITH_ARMOUR] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Zombie Settings][ZOMBIE_ONLY_HEADSHOTS_WORK] = "" in file

Page 131 of 226 ---- Generated from The Bears Pit [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Tactical Zombie Settings][ZOMBIE_EXPLODING_CIVS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Tactical Zombie Settings][ZOMBIE_CAN_JUMP_WINDOWS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Zombie Settings][ZOMBIE_CAN_CLIMB] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Weapon Overheating Settings][OVERHEATING_DISPLAY_THERMOMETER] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Gameplay Settings][ALL_NAMED_NPCS_DECIDE_ACTION] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Tactical Gameplay Settings][ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Tactical Gameplay Settings][ALLOW_COLLECTIVE_INTERRUPTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Interface Settings][NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Gameplay Settings][CAN_JUMP_THROUGH_CLOSED_WINDOWS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Gameplay Settings][DISPLAY_SCOPE_MODES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Tactical Gameplay Settings][USE_SCOPE_MODES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Tactical Gameplay Settings][WEAPON_RESTING_DISPLAY] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Gameplay Settings][WEAPON_RESTING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Gameplay Settings][ALLOW_WALKING_WITH_WEAPON_RAISED] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Difficulty Settings][ENEMY_ASSASSINS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Tactical Difficulty Settings][ASSASSINS_DISGUISED] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Tactical Interface Settings][HIDE_ENEMY_HEALTH_TEXT] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used. The value [Tactical Interface Settings][GRID_EXIT_IN_TURNBASED] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. The value [Data File Settings][USE_XML_TILESETS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.

For some reason it doesn't recognize the changes on INIedit or something... Not a problem since most of the stuff was on standard anyway and my tweaks on XML files seem to be working fine.

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Fri, 11 Jan 2013 21:31:11 GMT

Page 132 of 226 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Those errors mean that the according ini setting is not preset at all. So if you edited those values in a .ini this means the game is starting an the ini from adifferent place than you edited in. E.g. you edited in folder data-AR but game reads from data-1.13 or something else. Try starting game from within the ini-editor to make sure it is using the values you've just edited.

Subject: Re: Arulco Revisited Mod Posted by Brujah on Fri, 11 Jan 2013 22:13:25 GMT View Forum Message <> Reply to Message Sam_HotteThose errors mean that the according ini setting is not preset at all. So if you edited those values in a .ini this means the game is starting an the ini from adifferent place than you edited in. E.g. you edited in folder data-AR but game reads from data-1.13 or something else. Try starting game from within the ini-editor to make sure it is using the values you've just edited.

Good tip, thanks.

What I just did is I moved all the contents from 1.13 into AR data folder, overwrited everything.

Then I grabbed the "Maps" folder from ARdata and the "map" folder from AR's tabledata folder and overwrote with the one from 1.13.

Looks good so far, it's basically the newest 1.13 with AR's map, hopefully it won't need more than that to make it run smooth.

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Sat, 12 Jan 2013 16:34:17 GMT View Forum Message <> Reply to Message Brujah What I just did is I moved all the contents from 1.13 into AR data folder, overwrited everything.

Then I grabbed the "Maps" folder from ARdata and the "map" folder from AR's tabledata folder and overwrote with the one from 1.13.

Looks good so far, it's basically the newest 1.13 with AR's map, hopefully it won't need more than that to make it run smooth. Depending on what you want as your "final product", your procedure might or might not be the best solution.

Page 133 of 226 ---- Generated from The Bears Pit Most files inside the Data-AR folder are neccesary to make AR run 100% as it was intended. Some files are not too important and are only there for the sake of compatibility but this is only true for very few files.

So if you want "just the maps" from AR, you can simply copy-paste the maps folder from AR into v1.13 and there you go.

But if you want "the maps with full functionality" from AR, then you'll basically need all files from the data-ar folder.

Subject: Re: Arulco Revisited Mod Posted by Brujah on Sat, 12 Jan 2013 17:52:03 GMT View Forum Message <> Reply to Message JAsmineBrujah What I just did is I moved all the contents from 1.13 into AR data folder, overwrited everything.

Then I grabbed the "Maps" folder from ARdata and the "map" folder from AR's tabledata folder and overwrote with the one from 1.13.

Looks good so far, it's basically the newest 1.13 with AR's map, hopefully it won't need more than that to make it run smooth. Depending on what you want as your "final product", your procedure might or might not be the best solution.

Most files inside the Data-AR folder are neccesary to make AR run 100% as it was intended. Some files are not too important and are only there for the sake of compatibility but this is only true for very few files.

So if you want "just the maps" from AR, you can simply copy-paste the maps folder from AR into v1.13 and there you go.

But if you want "the maps with full functionality" from AR, then you'll basically need all files from the data-ar folder.

So far all events and items inside the map seem to work fine, I'll report if something weird happens.

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Sat, 12 Jan 2013 18:36:42 GMT View Forum Message <> Reply to Message

Page 134 of 226 ---- Generated from The Bears Pit Brujah: Did I get you right that right now you have only two data-folders?

1) Data and 2) Data-1.13

Subject: Re: Arulco Revisited Mod Posted by Brujah on Sat, 12 Jan 2013 21:10:49 GMT View Forum Message <> Reply to Message JAsmineBrujah: Did I get you right that right now you have only two data-folders?

1) Data and 2) Data-1.13

Nono... I'm running the mod with the AR data folder.

The difference is that basically I'm only using your map files.

1- downloaded AR, tried putting everything together like in 4870 and didn't work.

2- Copied all contents from 1.13 into AR folder (which basically turns it into standard 1.13).

3- Went to AR folder again and copied ONLY the map files into the 1.13AR folder with 1.13 unstable version content.

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Sun, 13 Jan 2013 09:57:57 GMT View Forum Message <> Reply to Message If you want the maps to work 100% as intended, you'll definitely need all files in the tabledata folder. Both subfolders: army and map.

If you want to merge AR with newest v1.13, you have to look up the xml and ini files which were updated since 4870 and update the files from AR with the new information. This takes longer than simply replacing the files but it will result in all new features working more or less as intended and AR working as intended.

Subject: Re: Arulco Revisited Mod

Page 135 of 226 ---- Generated from The Bears Pit Posted by FGBrooks on Mon, 14 Jan 2013 04:42:30 GMT View Forum Message <> Reply to Message Hi JAsmine,

I just finished version 3 tonight, and was very happy to read that a version 4 is about to be released. I have really enjoyed "Revisiting Arulco." I visited every map square, except for the island city of Orilla. I just couldn't find a way there. Any hints would be welcome. BTW, I really like your new music selections. Thank you for breathing new life into this wonderful game.

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Mon, 14 Jan 2013 06:21:52 GMT View Forum Message <> Reply to Message Hi FGBrooks. Nice to heat that you like the mod.

Concerning Orilla: You can get there by foot. Just assign a route on the strategic map and you can see that the island is loosely connected to the main land in O10/O11. Later, you can also safely reach the island with Skyrider's heli.

Subject: Re: Arulco Revisited Mod Posted by Voteslave on Tue, 15 Jan 2013 14:55:14 GMT View Forum Message <> Reply to Message thanks for updating this great mod - really looking forward to its release

Subject: Re: Arulco Revisited Mod Posted by Kapnah on Sun, 20 Jan 2013 13:09:33 GMT View Forum Message <> Reply to Message Perhaps its been reported already, but the roof above swimming pool in Balime (L 12) is not solid. You don't fall trough it but you swim on the roof

Subject: Arulco Revisited Mod v1.4 Posted by JAsmine on Sun, 20 Jan 2013 20:57:24 GMT View Forum Message <> Reply to Message AR v1.4 is here. Download and more info in the first post of this thread.

Page 136 of 226 ---- Generated from The Bears Pit @kapnah: Thanks for reporting this. Is fixed in v1.4!

Subject: Re: Arulco Revisited Mod v1.4 Posted by Slax on Sun, 20 Jan 2013 22:34:48 GMT View Forum Message <> Reply to Message Hopefully someone decides to port Flugente's food XMLs to work with AR. Wink wink.

Subject: Re: Arulco Revisited Mod v1.4 Posted by Voteslave on Mon, 21 Jan 2013 08:27:28 GMT View Forum Message <> Reply to Message Thanks - am going to try it with latest 1.13 SVN later today

EDIT I had a tip from JAsmine for anyone trying this : just replace the ja2_options.ini in DATA-AR folder with a new ini from your sci/SVN as the ini provided with AR is only an unodified ini from 4870.

This was the case with 1.3 and i'm assuming it still applies??

Subject: Re: Arulco Revisited Mod v1.4 Posted by johrael on Mon, 21 Jan 2013 11:09:16 GMT View Forum Message <> Reply to Message Not sure if this bug has been reported, but playing AR 1.3 and when I tried to recruit Maddog from Aldea, he keeps saying "I don't see myself working with you"... did I do something wrong? Or has the requirements to pick up Maddog has changed in AR?

Subject: Re: Arulco Revisited Mod v1.4 Posted by thunderboltcore on Mon, 21 Jan 2013 19:30:45 GMT View Forum Message <> Reply to Message @johrael, Try using a merc with higher leadership. Its not a bug.

Page 137 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod v1.4 Posted by johrael on Tue, 22 Jan 2013 02:00:10 GMT View Forum Message <> Reply to Message I used Stephen to talk to him, think he has like 50+ leadership... still the same.

Subject: Re: Arulco Revisited Mod v1.4 Posted by onkelfrosti on Tue, 22 Jan 2013 16:57:14 GMT View Forum Message <> Reply to Message new version i do not know, it

Subject: Re: Arulco Revisited Mod v1.1 Posted by Brujah on Wed, 23 Jan 2013 06:54:16 GMT View Forum Message <> Reply to Message What exactly is the town of Recreo? It kinda looks like a piece of Balime.

Subject: Re: Arulco Revisited Mod v1.1 Posted by FGBrooks on Thu, 24 Jan 2013 06:35:34 GMT View Forum Message <> Reply to Message Found what appears to be a major bug, concerning the "secret level" accessed from the old Demoville map.

After you win the underground battle, blow up the wall, and access the secret level, when you return to the U/G level, the entire level has reset: bad guys, locked doors, walls, the works. I had to use the cheat to get out of the mess.

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Thu, 24 Jan 2013 16:14:30 GMT View Forum Message <> Reply to Message onkelfrostinew version i do not know, it

Subject: Re: Arulco Revisited Mod v1.1

Page 138 of 226 ---- Generated from The Bears Pit Posted by FGBrooks on Thu, 24 Jan 2013 17:24:57 GMT View Forum Message <> Reply to Message Found a problem with A2 Chitzena. As soon as the battle ends, the game crashes to desktop as long as I am in the Tactical screen. If I immediately jump to the Strategic screen to pick up items into inventory I am OK, but as soon as I go back to Tactical, CTD.

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Thu, 24 Jan 2013 19:12:39 GMT View Forum Message <> Reply to Message Does the game just crash or is there some kind of message? Assertion failure? If so, could you maybe post a screenshot? Would make it much easier to analysze this issue.

Subject: Re: Arulco Revisited Mod v1.1 Posted by FGBrooks on Thu, 24 Jan 2013 19:37:24 GMT View Forum Message <> Reply to Message It just crashes: screen goes black, no message, then desktop appears. I did look in the Profiles directory and there were a string of crash reports with no info other then giving the basic game info (title, mod version). However, I found that if I advanced into B2, won the battle there, and then went back into A2, everything was fine. Very strange.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Shepard on Thu, 24 Jan 2013 19:42:55 GMT View Forum Message <> Reply to Message Great job on the mod! it is far more challenging and interesting as default campaing.

Game was working OK until I came to Estoni. I dunno why but now everytime when Enemy has a turn, loading bar stops at 1/4, waits for 30 seconds and then moves on. This happens every turn, so it takes painfully long to wait.

I tried to leave sector, come back...its the same. Any idea?

Subject: Re: Arulco Revisited Mod v1.1 Posted by JAsmine on Thu, 24 Jan 2013 20:10:37 GMT View Forum Message <> Reply to Message FGBrooksIt just crashes: screen goes black, no message, then desktop appears. I did look in the Profiles directory and there were a string of crash reports with no info other then giving the basic game info (title, mod version). However, I found that if I advanced into B2, won the battle there,

Page 139 of 226 ---- Generated from The Bears Pit and then went back into A2, everything was fine. Very strange. If a crash can't be reproduced and doesn't leave some sort of documentation, it's hard to find out what's going on. Do you have a savegame right before the crash that you could provide?

ShepardGreat job on the mod! it is far more challenging and interesting as default campaing.

Game was working OK until I came to Estoni. I dunno why but now everytime when Enemy has a turn, loading bar stops at 1/4, waits for 30 seconds and then moves on. This happens every turn, so it takes painfully long to wait.

I tried to leave sector, come back...its the same. Any idea? In which sector does thi happen - H6 or I6?

Subject: Re: Arulco Revisited Mod v1.1 Posted by FGBrooks on Thu, 24 Jan 2013 22:05:07 GMT View Forum Message <> Reply to Message Hi JAsmine,

I do have a save game when the crash occurs. What is the best way to get it to you?

I also found the crash report:

Problem Event Name: APPCRASH Application Name: ja2.exe Application Version: 1.0.0.1 Application Timestamp: 500f1022 Fault Module Name: ja2.exe Fault Module Version: 1.0.0.1 Fault Module Timestamp: 500f1022 Exception Code: c0000005 Exception Offset: 003d2917 OS Version: 6.1.7601.2.1.0.768.3 Locale ID: 1033 Additional Information 1: da0f Additional Information 2: da0f3db2029ce8bb9ca34979831277c0 Additional Information 3: bea7 Additional Information 4: bea7d790231e6b548417bf99507e8456

Subject: Re: Arulco Revisited Mod v1.1 Posted by onkelfrosti on Fri, 25 Jan 2013 04:58:05 GMT View Forum Message <> Reply to Message

Page 140 of 226 ---- Generated from The Bears Pit never mind...loaded an old savegame and i meant a surgery after merc was wounded

Subject: Re: Arulco Revisited Mod v1.1 Posted by Shepard on Fri, 25 Jan 2013 10:28:49 GMT View Forum Message <> Reply to Message 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

Subject: Re: Arulco Revisited Mod v1.4 Posted by JAsmine on Fri, 25 Jan 2013 10:52:07 GMT View Forum Message <> Reply to Message Okay. I'll investigate this issue and try to fix it.

Subject: Re: Arulco Revisited Mod v1.4 Posted by JAsmine on Fri, 25 Jan 2013 21:34:06 GMT View Forum Message <> Reply to Message @all: AR v1.4 can now be downloaded from Kermi's Archive! Thanks, Scheinworld for uploading it. Check the first post for the link.

Subject: Re: Arulco Revisited Mod v1.4 Posted by zivi7 on Sun, 27 Jan 2013 18:48:34 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod v1.4

Page 141 of 226 ---- Generated from The Bears Pit Posted by thunderboltcore on Sun, 27 Jan 2013 19:34:18 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod v1.4 Posted by Andris on Mon, 28 Jan 2013 14:22:47 GMT View Forum Message <> Reply to Message 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!!

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Mon, 28 Jan 2013 15:07:17 GMT View Forum Message <> Reply to Message 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_487 0.exe or

Page 142 of 226 ---- Generated from The Bears Pit 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_UpdateFo rRelease4870_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.

Subject: Re: Arulco Revisited Mod Posted by Miller on Tue, 29 Jan 2013 00:13:42 GMT View Forum Message <> Reply to Message 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!

Subject: Re: Arulco Revisited Mod Posted by Andris on Tue, 29 Jan 2013 10:06:14 GMT View Forum Message <> Reply to Message 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!

Page 143 of 226 ---- Generated from The Bears Pit Im just back after a 2 year break because my wife keeps telling me "YOU GOT MY EAR!" all the time

Subject: Re: Arulco Revisited Mod Posted by Kapnah on Tue, 29 Jan 2013 12:44:12 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod Posted by Flugente on Tue, 29 Jan 2013 19:34:54 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod Posted by lockie on Tue, 29 Jan 2013 20:14:13 GMT View Forum Message <> Reply to Message Could the 'bandage' action not be adapted for this action ?

Subject: Re: Arulco Revisited Mod Posted by Flugente on Tue, 29 Jan 2013 20:16:05 GMT View Forum Message <> Reply to Message Yes and no. Parts of it could be used, others have to be rewritten.

Subject: Re: Arulco Revisited Mod

Page 144 of 226 ---- Generated from The Bears Pit Posted by Kapnah on Tue, 29 Jan 2013 20:53:09 GMT View Forum Message <> Reply to Message 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 thx for replies and I guess I could have asked the question to all modders btw

Any way I hope you modders see this as a challenge

Subject: Re: Arulco Revisited Mod Posted by Dext3r on Wed, 30 Jan 2013 00:45:21 GMT View Forum Message <> Reply to Message Tried it out with Flugentes Food-Mod. Works good together, although there is obv. the problem that you won

Subject: Re: Arulco Revisited Mod Posted by Andris on Wed, 30 Jan 2013 08:41:51 GMT View Forum Message <> Reply to Message 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

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Wed, 30 Jan 2013 11:45:15 GMT

Page 145 of 226 ---- Generated from The Bears Pit View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod Posted by x4nPro on Wed, 30 Jan 2013 17:16:22 GMT View Forum Message <> Reply to Message 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!

Subject: Re: Arulco Revisited Mod Posted by Pariah on Thu, 31 Jan 2013 18:13:39 GMT View Forum Message <> Reply to Message 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).

Page 146 of 226 ---- Generated from The Bears Pit 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

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Thu, 31 Jan 2013 18:39:43 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Thu, 31 Jan 2013 20:40:16 GMT View Forum Message <> Reply to Message 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".

Page 147 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by DepressivesBrot on Thu, 31 Jan 2013 20:51:09 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod Posted by GASK3T on Thu, 31 Jan 2013 22:20:15 GMT View Forum Message <> Reply to Message with the Arulco Revisited mod on 1.13, how do you edit a MERCS stats?

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Thu, 31 Jan 2013 23:13:06 GMT View Forum Message <> Reply to Message Use 1.13's merc profiles editor (.exe file in main installation folder) Note: Changes requires start of a new campaign to take effect.

Subject: Re: Arulco Revisited Mod Posted by GASK3T on Thu, 31 Jan 2013 23:34:38 GMT View Forum Message <> Reply to Message 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?

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Thu, 31 Jan 2013 23:45:21 GMT View Forum Message <> Reply to Message 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

Page 148 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by GASK3T on Thu, 31 Jan 2013 23:47:31 GMT View Forum Message <> Reply to Message 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?

Subject: Re: Arulco Revisited Mod Posted by Brujah on Fri, 01 Feb 2013 10:10:25 GMT View Forum Message <> Reply to Message GASK3Thmmm 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.

Subject: Re: Arulco Revisited Mod Posted by Andris on Fri, 01 Feb 2013 10:12:32 GMT View Forum Message <> Reply to Message 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?

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Fri, 01 Feb 2013 15:39:19 GMT View Forum Message <> Reply to Message 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.

Subject: Re: Arulco Revisited Mod Posted by Andris on Mon, 04 Feb 2013 09:47:26 GMT

Page 149 of 226 ---- Generated from The Bears Pit View Forum Message <> Reply to Message 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 ?

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Mon, 04 Feb 2013 10:39:07 GMT View Forum Message <> Reply to Message 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).

Subject: Re: Arulco Revisited Mod Posted by GASK3T on Mon, 04 Feb 2013 23:34:31 GMT View Forum Message <> Reply to Message 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?

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Tue, 05 Feb 2013 00:06:58 GMT View Forum Message <> Reply to Message GASK3TI 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 Toggle SpoilerEstoni

Page 150 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by GASK3T on Tue, 05 Feb 2013 00:21:00 GMT View Forum Message <> Reply to Message What? you have just turned my little world upside down. thanks for the heads up.

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Tue, 05 Feb 2013 10:53:25 GMT View Forum Message <> Reply to Message Turned your world upside down? What do you mean?

Subject: Re: Arulco Revisited Mod Posted by Andris on Tue, 05 Feb 2013 12:38:37 GMT View Forum Message <> Reply to Message 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?

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Tue, 05 Feb 2013 14:11:22 GMT View Forum Message <> Reply to Message AndrisIs 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.

Page 151 of 226 ---- Generated from The Bears Pit 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).

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Tue, 05 Feb 2013 23:40:22 GMT View Forum Message <> Reply to Message @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.

Subject: Re: Arulco Revisited Mod Posted by Andris on Wed, 06 Feb 2013 12:29:27 GMT View Forum Message <> Reply to Message @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)

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Wed, 06 Feb 2013 14:52:06 GMT View Forum Message <> Reply to Message @Andris: No need to change this by hand. It's part of AR.

Subject: Re: Arulco Revisited Mod Posted by spaeR on Wed, 06 Feb 2013 17:24:52 GMT View Forum Message <> Reply to Message Hi JAsmine!

Page 152 of 226 ---- Generated from The Bears Pit Grat. for the great mod!

I have 2 question?

1) I want to modify the profiles (Prof.dat, Prof_Expert_TonsOfGuns.dat) but not work! Why? 2) Available new weapons for this mod? (perhaps the orig v1.13 weapons)!

... sorry the bad english:D

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Wed, 06 Feb 2013 17:57:51 GMT View Forum Message <> Reply to Message 1) In options.ini the READ_PROFILE_DATA_FROM_XML is set to TRUE. hence the games reads from the according XMLs not the prof.dat etc. Either change this to false, edit the *.dat files then start new campaign. Or leave it at true but then use merc profiles editor and/or XML editor (in your installation folder) to edit the according XMLs.

2) The orig v1.13 weapons are in AR. Despite that, AR is no item mod, so no, there are no new weapons in it.

Subject: Re: Arulco Revisited Mod Posted by spaeR on Wed, 06 Feb 2013 19:15:38 GMT View Forum Message <> Reply to Message THX!

The options.ini method is working, but then not wirk the new skill system! The profile editor not work! I change the values, but not change in the game!

Subject: Re: Arulco Revisited Mod Posted by spaeR on Wed, 06 Feb 2013 19:33:47 GMT View Forum Message <> Reply to Message Work with XML Copy editor! THX the help!

Subject: Re: Arulco Revisited Mod Posted by Larynx on Wed, 06 Feb 2013 22:10:39 GMT View Forum Message <> Reply to Message AndrisI didnt find anybody reporting this:

Page 153 of 226 ---- Generated from The Bears Pit -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? When Father Walker is drunk, he is supposed to drop hints about the Crepitus. Do you have the Crepitus disabled in the .ini file? I just tried getting him drunk with the Crepitus disabled, and he became pretty much nonresponsive (I had already gotten him to send food to the rebels).

Wait for him to sober up, and try again.

Subject: Re: Arulco Revisited Mod Posted by Andris on Thu, 07 Feb 2013 10:00:12 GMT View Forum Message <> Reply to Message NocturnalWhen Father Walker is drunk, he is supposed to drop hints about the Crepitus. Do you have the Crepitus disabled in the .ini file? I just tried getting him drunk with the Crepitus disabled, and he became pretty much nonresponsive (I had already gotten him to send food to the rebels).

Wait for him to sober up, and try again.

Thank you for your answer! Yes I was missing the Crepitus dialogue (because I disabled it for the first time ever lol), not the food dialogue. The History tab clearly shows that the food quest is progressing fine.

Has anybody else tried the mod with a new SCI? I have not yet had time to start a game. I took the 1.13 options ini and overwrote the AR options ini. Now I dont get errors on startup.

I have also deleted the AR mercprofiles xml and edited the 1.13 mercprofiles xml with the location data discussed here at this forum.

I have 2 problems now. Im confused 1)I dont know if deleting AR mercprofiles xml and editing the 1.13 xml was the correct thing to do to have the new(old) mercs working and Pablo and Maddog at the correct in my next game.

2)I have no idea which options.ini I have to modify now with Ini.editor to set my game up to my taste.

HALP!!! :computer2:

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Thu, 07 Feb 2013 16:56:25 GMT View Forum Message <> Reply to Message Andris1)I dont know if deleting AR mercprofiles xml and editing the 1.13 xml was the correct thing

Page 154 of 226 ---- Generated from The Bears Pit to do to have the new(old) mercs working and Pablo and Maddog at the correct in my next game.

2)I have no idea which options.ini I have to modify now with Ini.editor to set my game up to my taste. 1) AR ist compatible with the Deadly Games Mercs Add-on. You don't have to edit anything if you want to use the DG mercs add-on together with AR. More information on this issue can be found in Arulco Revisited.pdf !!!

2) You have to edit the INI files that are inside the Data-AR folder. You can select them in the INI editor. Again, more information on this issue can be found in Arulco Revisited.pdf !!!

Subject: Re: Arulco Revisited Mod Posted by Larynx on Thu, 07 Feb 2013 20:57:44 GMT View Forum Message <> Reply to Message JAsmine1) AR ist compatible with the Deadly Games Mercs Add-on. You don't have to edit anything if you want to use the DG mercs add-on together with AR. More information on this issue can be found in Arulco Revisited.pdf !!! I'm not using that add-on, but I got an in-game e-mail informing me that "Leech" had died in the Philippines. That seems strange.

Subject: Re: Arulco Revisited Mod Posted by Andris on Thu, 07 Feb 2013 23:16:29 GMT View Forum Message <> Reply to Message Hmm ok Total fail here with Latest SCI (5845) + AR. I dont know if I just messed up the install or the files are incompatible.

1)I have GUI errors when: saving, stealing 2)My changes in XML's dont show up ingame. 3)I have no idea why my game works in tactical like a fast forward movie. I hate the speed.

Reverting back to the supported SCI. That works perfectly

If anybody manages to successfully merge the latest SCI with the ini editor, XML editor and manual edit working properly, please post how you did it. Thanks!

I hope tbird reads this He loves to fiddle around with incompatible stuff

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Fri, 08 Feb 2013 11:15:42 GMT

Page 155 of 226 ---- Generated from The Bears Pit View Forum Message <> Reply to Message NocturnalJAsmine1) AR ist compatible with the Deadly Games Mercs Add-on. You don't have to edit anything if you want to use the DG mercs add-on together with AR. More information on this issue can be found in Arulco Revisited.pdf !!! I'm not using that add-on, but I got an in-game e-mail informing me that "Leech" had died in the Philippines. That seems strange. Which version of v1.13 are you using? If it's an unstable revision newer than stable 4870, then it probably has the DG mercs add-on already included. In other words: Is Leech available from the AIM roster?

Subject: Re: Arulco Revisited Mod Posted by JAsmine on Fri, 08 Feb 2013 11:25:37 GMT View Forum Message <> Reply to Message AndrisHmm ok Total fail here with Latest SCI (5845) + AR. I dont know if I just messed up the install or the files are incompatible.

1)I have GUI errors when: saving, stealing 2)My changes in XML's dont show up ingame. 3)I have no idea why my game works in tactical like a fast forward movie. I hate the speed.

Reverting back to the supported SCI. That works perfectly I simply can not guarantee for AR to be compatible with latest SCI. I have tested AR with unstable revision 5795 + Gamedir 1597 and I've modified some of AR's files to to make it compatile in most regards.

Concerning your issues: 1) Don't know what's going on, either. 2) I don't know if the XML editor fully supports the latest XMLs. You should edit the by hand to make sure that it works. 3) Have you searched the INI if this is connected to a new feature?

If you want to be on the safe side, use 4870.

Subject: Re: Arulco Revisited Mod Posted by Larynx on Fri, 08 Feb 2013 21:59:01 GMT View Forum Message <> Reply to Message JAsmineNocturnalI'm not using that add-on, but I got an in-game e-mail informing me that "Leech" had died in the Philippines. That seems strange. Which version of v1.13 are you using? If it's an unstable revision newer than stable 4870, then it probably has the DG mercs add-on already included. In other words: Is Leech available from the AIM roster? I'm using the official 4870 update - build 12.07.25. Leech was never available.

Page 156 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by Shepard on Mon, 11 Feb 2013 23:20:56 GMT View Forum Message <> Reply to Message Heya. How do I move mobile militia? I trained 10 of them, but the only thing I can do is to change color of sectors :/

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Mon, 11 Feb 2013 23:33:03 GMT View Forum Message <> Reply to Message You cannot move mobiles directly. You 'guide' them indirectly by changing the colors: [color:#33CC00]green[/color]: mobiles can patrol through this sector (meaning they can go into and out of this sector). [color:#FFFF00]yellow[/color]: mobiles can move into this sector but not out. [color:#FF0000]red[/color]: opposite to yellow; they won't go there but will move out from there.

So once a mobile squad has spawned in a sector, turn this sector red and a neighbouring to yellow. they will go to the yellow one. Turn this one red and the next yellow and they will march on to yellow. And so on. Or e.g turn all road sectors between Drassen and Omerta to green, everything else to red to make them patrol this street without further bothering about them.

Another way to 'pull' mobiles is to lead the way with a merc. mobiles like to follow you around ...

Subject: Re: Arulco Revisited Mod Posted by Shepard on Tue, 12 Feb 2013 15:59:08 GMT View Forum Message <> Reply to Message Aha! Ok, will try it out. Thanks!

Subject: Re: Arulco Revisited Mod Posted by tbird94lx on Wed, 13 Feb 2013 22:52:56 GMT View Forum Message <> Reply to Message been enjoying this mod and am using an earlier IOV weapons mod that dosnt require a special exe or anything..its about 99% stable..but sometimes get crash to desktop's when trying to pick up or enemy picks up item that may not match up right..just a warning for others that use this with other add-ons

Subject: Re: Arulco Revisited Mod Posted by Peal on Mon, 18 Feb 2013 18:08:14 GMT

Page 157 of 226 ---- Generated from The Bears Pit View Forum Message <> Reply to Message And total failure for me as well with Arulco Revisited on Revision5702 SCI by goc_man

Seems like the skill system is buggy, Danny for example is only a Doctor, but not Ambidextrous. MercProfiles.xml under 1.13 data has Ambidextrous for Danny.

Also other Mercs do have the problem, that they only have 2 Skills while in MercProfiles there are 3.

And on IMP creation, you can only choose 2 major skills like Gunslinger/Marksman and not Gunslinger/Marksman/Hunter

So there is a bug somewhere.

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Mon, 18 Feb 2013 18:20:34 GMT View Forum Message <> Reply to Message Peal, IMO you'd better either stick with tested stable release version as base for AR or go for latest SCI from Depri (in my sig.) if you want to try AR on newer, unstable version.

Subject: Re: Arulco Revisited Mod Posted by Peal on Mon, 18 Feb 2013 19:42:14 GMT View Forum Message <> Reply to Message Sam_Hotte... or go for latest SCI from Depri (in my sig.) if you want to try AR on newer, unstable version.

I'll do that and it will be bloody! Let's see if I can get the feature paradise of one of these Depri Builds to run with Arulco Revisited

Oh dear :grimreaper:

Subject: Re: Arulco Revisited Mod Posted by Peal on Tue, 19 Feb 2013 16:06:20 GMT View Forum Message <> Reply to Message SCI_Unstable_Revision_5718_on_GameDir_1572 with

Arulco Revisited (AR v1.4 20130120)

Page 158 of 226 ---- Generated from The Bears Pit Just copy and replace the Ja2_Options.ini and Skills_Settings.ini from 1.13 data to the AR data folder.

So far runs without issues! Later Unstable Builds causing bugs with the merc tables.

Subject: Re: Arulco Revisited Mod Posted by Peal on Wed, 20 Feb 2013 05:52:33 GMT View Forum Message <> Reply to Message and I also got IOV 915 rebalanced version to work with it, now im the most happiest nerd in town, by far!

Subject: Re: Arulco Revisited Mod Posted by nz_reg on Sun, 24 Feb 2013 02:02:53 GMT View Forum Message <> Reply to Message Pealand I also got IOV 915 rebalanced version to work with it How to do that, sir?

Subject: Re: Arulco Revisited Mod Posted by S3rialThrill3r on Wed, 27 Feb 2013 14:19:50 GMT View Forum Message <> Reply to Message I'm using the most recent stable release of 1.13 along with the DG Mercs add-on 3.0.

Got two queries. After installing the mod, I accidentally started a new game for 1.13 only. After seeing that the strategic map didn't contain the new towns, I started up AR through the INI editor as per the instructions in the PDF. It also said that replacing the line, "VFS_CONFIG_INI = vfs_config.JA2113.ini" with "VFS_CONFIG_INI = vfs_config.AR.ini" in the INI file enables the mod to start without the editor. Thing is, when I checked the INI file, that line was already there. Anyway, the ja2.exe starts AR now. I just don't know how I fixed that problem.

Edit: Oh, I get it. For some reason, changing from "vfs_config.JA2113.ini" to "vfs_config.AR.ini" in the dropdown menu in the INI editor (WITHOUT SAVING) still changes the INI file.

Also, I noticed when creating a male IMP that there are only three voices to choose from as opposed to four in 1.13. Why is that?

Subject: Re: Arulco Revisited Mod v1.3 Posted by smuck on Sat, 02 Mar 2013 15:47:17 GMT View Forum Message <> Reply to Message

Page 159 of 226 ---- Generated from The Bears Pit Playing v1.4 there's still an NPC at Drassen in a hut. "Some one is in this sector..." when you click NPC it says not finished, and there's no talk...

Subject: Re: Arulco Revisited Mod v1.3 Posted by Kapnah on Sun, 03 Mar 2013 00:10:25 GMT View Forum Message <> Reply to Message At Smuck That's probably Manuel, he's a recruitable merc if you have "deadly games merc's" installed. Don't ask me how to get it running couse I wanne know as well

At Jasmine.

Maybe its a good idea to write how to get DG mercs running in the pdf of AR. The link to DL DG mercs is very handy btw. Also I wonder why we cant enter A3 in right bottom from B3.

Subject: Re: Arulco Revisited Mod v1.3 Posted by Rednight on Sun, 03 Mar 2013 03:37:22 GMT View Forum Message <> Reply to Message

Hi,

Just got back to the Pit. Where does it stand with this mod? It looks great. Can't wait to get home and start setting up different mods. Also need to get back to my fanfiction for the JA2 world. Any suggestions where to post it?

Subject: Re: Arulco Revisited Mod Posted by Peal on Sun, 03 Mar 2013 04:09:33 GMT View Forum Message <> Reply to Message How to run IOV 928 with AR1.4 and Unstable Rev.

This is a little bit messy but If some missing starting gear is not a game breaker for you (See known bugs), this runs pretty stable. So these instructions aren't meant to be the best way, but it was my way and it worked for me.

SCI_Unstable_Revision_5718_on_GameDir_1572 with Arulco Revisited (AR v1.4 20130120) and IoV 928

Page 160 of 226 ---- Generated from The Bears Pit

1. Get a clean install of JA2.

2. Get SCI_Unstable_Revision_5718_on_GameDir_1572 from here : http://www.mediafire.com/?y3jh33fvhdfsh3n (Unstable 1.13 SCI).

3. Copy paste the Unstable_Revision (everything you download from the link above) into your new JA2 folder.

4. Get AR from http://www.bears-pit.com/board/ubbthreads.php/topics/298276/Arulco_Revisited_Mod.html#Post2 98276 follow the install instructions!

5. Just copy and replace the Ja2_Options.ini and Skills_Settings.ini from 1.13 data to the AR data folder.

6. Make a copy of folder Data-1.13 so you get access to the food items later. This copy will be called

Subject: Re: Arulco Revisited Mod Posted by Zalpha on Sun, 03 Mar 2013 07:41:16 GMT View Forum Message <> Reply to Message I just want to say thank you so much for this mod, I don't think I will ever play JA2 with out it. I just found out about this mod from the front page, haven't played JA2 for almost a year and found myself wishing I had know about this mod sooner.

I added Jagged Alliance Deadly Games Mercs with all speech for 1.13 mod into Arulco Revisited v1.4 and just replaced the Arulco Revisited area that Mercs with speech mod changed and it's working perfectly so far. http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/315871/1.html

Plus I get a 7th I.M.P. Merc which is awesome.

Is there any chance of adding more into the game? Maybe into the bottom right of seen (grayed out area) or maybe Caves to explore or secret area's/basements to go into? I find myself thinking if this what can be added, couldn't more be added?

Also this is the 1st time I haven't made it into Drasen in my 1st or 2nd day, took me awhile to make it there, awesome!

Subject: Re: Arulco Revisited Mod Posted by Seven. on Sun, 03 Mar 2013 11:38:26 GMT

Page 161 of 226 ---- Generated from The Bears Pit View Forum Message <> Reply to Message What should i do if i want to start training militia in checkpoints (roadblocks)? I think of defining them as hidden towns in cities.xml, is that enough or is there some other way? Do i need to start a new game for that? p.s. great mod! playing AR 1.3 now

Subject: Re: Arulco Revisited Mod Posted by Andris on Sun, 03 Mar 2013 18:33:37 GMT View Forum Message <> Reply to Message Tried to install everything as you wrote but I dont think I managed to do it correctly:

-Imp Mercs have missing items even though they are there in the impstartinggear.xml -Multiple warning messages at game start. -Ini editor does not work = I says "choose a game exe to proceed", and the field is greyed out...

Here how I installed it: 1-Clean JA 2 Gold install check

2-Get SCI_Unstable_Revision_5718_on_GameDir_1572 check

3-Copy paste the Unstable_Revision (everything you download from the link above) into your new JA2 folder. check

4- Get AR + install check

So far everything works fine

5-Make a copy of folder Data-1.13 so you get access to the food items later. This copy will be called

Subject: Re: Arulco Revisited Mod Posted by Peal on Sun, 03 Mar 2013 20:19:45 GMT View Forum Message <> Reply to Message Andris -Imp Mercs have missing items even though they are there in the impstartinggear.xml There are some minor issues with starting gear, I had some Mercs as well missing some items. I think this is not a game breaker, but it is messy. Could be Rev 5718 maybe Rev 5720 runs better but everything above rev 5720 doesn't work with AR. I guess we have to life with that.

Andris -Multiple warning messages at game start.

Page 162 of 226 ---- Generated from The Bears Pit Sry, I said this before but I did not include this in the steps, so I added:

5. Just copy and replace the Ja2_Options.ini and Skills_Settings.ini from 1.13 data to the AR data folder. if there is any warning messages at game start after step5 just tell me, or you could add the missing value just by yourself. You get the error report in the profile folder => UserProfile_JA2AR => ERROR_REPORT.iniErrorMessages

Andris -Ini editor does not work = I says "choose a game exe to proceed", and the field is greyed out...

Man I had this at some point on my tryouts as well but I cannot remember what it was. This is serious, and definitive not correct. I guess you replaced the JA2.ini from the IoV archive, don't do that, copy and replace only the stuff in the data-IoV folder to the data-1.13 folder.

For IOV you only need the stuff from the data-IoV folder, no .exe or .ini only the data. Copy and replace everything, do the same with the 2 patches.

You only need to backup the 1.13 folder if you wanna play with the new food items and gameplay. If you disable the food gameplay on a new game you don't have to edit the xml.

I did not modify the xml I played without the food changes, because the new food items aren't placed on the AR maps and do not spawn as 1.13 loot, you can only buy them at stores. Because of that I did not even modify the xml, I disabled the whole food gameplay. Better save than sorry. http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/314040/Re_IoV_Current_version_9 28.html#Post314040

You could ask WillyWonka

Subject: Re: Arulco Revisited Mod Posted by jpg on Sun, 03 Mar 2013 21:15:53 GMT View Forum Message <> Reply to Message Thanks peal, I followed your indications, the error messages disapeared after I copied both ini files from 1.13 data to AR data, but my mercs, both IMP and AIM, don't get any LBE or armor (I have armor and LBE in loot however).

Page 163 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by Peal on Sun, 03 Mar 2013 21:35:13 GMT View Forum Message <> Reply to Message Yep I remember this as well, I had several missing starting items, unfortunately I have no fix for that, hope this isn't a game breaker for you, you can see it as additional challenge ;D

Maybe rev 5720 works better, but everything above rev 5720 doesn't work with AR. Maybe there is someone with a better way to get all 3 Mods to work, this was my way and it worked for me!

Pro Tipp: Try to steal gear from unconscious elite enemy in the early game, this way you get all your armor and LBE gear you need.

@Jasmine Thank you so much!

Subject: Re: Arulco Revisited Mod Posted by Rednight on Mon, 04 Mar 2013 03:09:44 GMT View Forum Message <> Reply to Message

Nobody answered my question, but I think I'm getting the answers anyway it seems. Have to get back home and do all this. I have clean copies of JA2, so I can do a few mods.

Subject: Re: Arulco Revisited Mod Posted by Vince7403 on Tue, 05 Mar 2013 06:46:23 GMT View Forum Message <> Reply to Message You *can* play AR on new revisions, but it takes some work. You'll have to reorganize the XMLs according to the instructions here: http://www.bears-pit.com/board/ubbthreads.php/topics/313737/New_feature_Class_specific_gun. html#Post313737

Then, use the enemy/militia item choice XMLs from 1.13 gamedir 1591 or newer and place them in the Inventory folder.

Subject: Re: Arulco Revisited Mod Posted by S3rialThrill3r on Tue, 05 Mar 2013 07:54:41 GMT View Forum Message <> Reply to Message I'm getting a crash and I think it has something to do with this email I keep getting.

Page 164 of 226 ---- Generated from The Bears Pit

It usually happens not long after I let the time run on or immediately after I close the window. I don't think I can progress any further unless I prevent the email from coming up.

By the way, as someone mentioned earlier, Barry seems to have a mechanical skill level of 44.

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Tue, 05 Mar 2013 13:15:06 GMT View Forum Message <> Reply to Message S3rial, pls tell us which version of 1.13 (and additional modding etc.) you are using as base for AR. This is seeminglynot plain 1.13 v4870 release version, is it?

However this looks like it was meant to be a mail from M.E.R.C. about salary increase for one of your hired MERCs. Can you say who did a level lately (to narrow down on the potential cause)?

Subject: Re: Arulco Revisited Mod Posted by S3rialThrill3r on Tue, 05 Mar 2013 14:17:58 GMT View Forum Message <> Reply to Message I'm only using the latest stable release (4870) with the bugfix and the DG Mercs add-on (3.0) which is supposed to be fully compatible. I believe the most recent level-up came from Reuban, although I also hired Flo, Biff and Gumpy. I can't make sure by looking at the email now since the save isn't playing nice anymore. It crashes as soon as the email notification flashes on the laptop icon.

Could it be that the DG Mercs add-on is responsible for this (and perhaps Barry's abnormal mechanical skill)? I believe it was mentioned that AR doesn't alter mercenary stats, so that's got to be it right?

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Tue, 05 Mar 2013 14:46:05 GMT View Forum Message <> Reply to Message IIRC 44 MECH for Barry is perfectly normal for 1.13. But yes, i'd think that the DG-mercs thingie is somehow picking the wrong mail text or something the like ...

Subject: Re: Arulco Revisited Mod

Page 165 of 226 ---- Generated from The Bears Pit Posted by Kapnah on Fri, 08 Mar 2013 18:38:27 GMT View Forum Message <> Reply to Message There's part of fence behind the blind wall from the shop in Cambria (G9) The fence serves no purpose its just really annoying trying to climb on roof of the building, mercs keep going over the fence instead of climbing the roof.

Subject: Re: Arulco Revisited Mod Posted by cnagorneac on Tue, 12 Mar 2013 20:09:37 GMT View Forum Message <> Reply to Message Peal There are some minor issues with starting gear, I had some Mercs as well missing some items. I think this is not a game breaker, but it is messy. Could be Rev 5718 maybe Rev 5720 runs better but everything above rev 5720 doesn't work with AR. I guess we have to life with that.

What does that mean? I tried to launch the last SVN version with AR and it worked. Does it means that it is not working as intended? Just do not want to waste my time and realize that game is broken.

Subject: Re: Arulco Revisited Mod Posted by Parkan on Tue, 12 Mar 2013 20:16:08 GMT View Forum Message <> Reply to Message Sorry if my question posted already,is any chance to play new AFS 4.30 with AR-maps?If i use 5917 version of exe?

Subject: Re: Arulco Revisited Mod v1.1 Posted by az75 on Wed, 13 Mar 2013 08:38:23 GMT View Forum Message <> Reply to Message Congratulations for the excellent map works(sais Azazel). Finished the mod in latest version, novice, many problems encountered that have to do with 1.13.4870 not with your work... Manuel in D14 is unfinished work. The fights in San Mona are bugged, Darren sais we forfeit the match. Chitzena has no enemies to fight with (was that intended?). Bugged dying enemies on roofs, not falling. Miguel and Carlos won't join after 5 towns, old or new. Some crashes related to using explosive charges on doors or using HE rockets with the rocket rifle too. There might have been a problem with my installation, as i uninstalled 2/1 Metavira, then installed 1.13 and the 1.4 version of the mod. Thanks for giving me a reason to replay.

Page 166 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod v1.1 Posted by pheloncab on Thu, 14 Mar 2013 05:31:31 GMT View Forum Message <> Reply to Message AZ75- I'd recommend a reinstall, Some of those are 'generic' bugs but it sounds like your getting way more of them than you should.

Parkan i'm not an expert but from my experience Item mods like AFS do not work with MAP mods because the item #s placed on the map are not correct any longer. it also means even if it loads since many of the items have not been added into the maps all the non-bbyrays stuff tends to be unavailable.

Subject: One bug and minor complaint Posted by AquaRegia on Thu, 21 Mar 2013 01:06:23 GMT View Forum Message <> Reply to Message Awesome mod!! I found a bug in the attachment of the guns specifically the Russian guns. I cannot attach the Kobra reflex sight on any of my favorite AK-series assault rifle. I think the problem also goes for the same with Russian submachine guns and other weapons. The new aiming option does not reflect the old one. While using the the new aiming option, Leech cannot hit the side of barn with Kar 98, despite having best attachments, plus he's few feet away from an unsuspected enemy. It's as he's suffering from fatigued eyes. I'm trying to get Kobra reflex sight fix, but I cannot find files such as Items.xml or Wespons.xml in Data-AR folder.

Subject: Re: One bug and minor complaint Posted by Sam Hotte on Thu, 21 Mar 2013 01:11:36 GMT View Forum Message <> Reply to Message NitricRoundbut I cannot find files such as Items.xml or Wespons.xml in Data-AR folder. That's because AR uses stock 1.13 items. So they are rather in data-1.13 folder ...

Subject: Re: One bug and minor complaint Posted by AquaRegia on Thu, 21 Mar 2013 04:57:12 GMT View Forum Message <> Reply to Message I looked into Attachments.xml file under Data-1.13/TableData folder and checked 998 which is Kobra reflex sight tag in Items.xml. I matched the tag to attachmentIndex>998 which correspond to number tags that matches to the Soviet Bloc weapons. Everything appears to be normal. What am I missing?

Page 167 of 226 ---- Generated from The Bears Pit Subject: Re: One bug and minor complaint Posted by Istrebitel on Sun, 24 Mar 2013 13:44:21 GMT View Forum Message <> Reply to Message Hello

1. As reply to: Vince7403You *can* play AR on new revisions, but it takes some work. You'll have to reorganize the XMLs according to the instructions here: http://www.bears-pit.com/board/ubbthreads.php/topics/313737/New_feature_Class_specific_gun. html#Post313737

Then, use the enemy/militia item choice XMLs from 1.13 gamedir 1591 or newer and place them in the Inventory folder. I haven't seen any need to place xml files into different folders, it seems that all the files that come with AR are already correctly named and placed for the current latest unstable gamedir.

However, you do have to change MercProfiles.xml - copy 1.13 part of the file over AR file from uiIndex 244 to 251 inclusive (that's new DG mercs, without it you will have blank mercs in AIM with no name and no stats)

2. Tropical, Road @ C2 has a bug - left light is misplaced (at least in my playthrough the left gate to the encampment is not lit, but there is light in the forest to the northwest of it)

Subject: Re: Arulco Revisited Mod Posted by Fenomen on Fri, 29 Mar 2013 06:18:53 GMT View Forum Message <> Reply to Message Very Nice Mod. My only Gripe i cant find enough Medical Kits. On my Way to Omerta i found only 2 and none of the enemy Groups ever have one.

Any Advice?

Subject: Re: Arulco Revisited Mod Posted by Istrebitel on Fri, 29 Mar 2013 18:07:41 GMT View Forum Message <> Reply to Message Hmm, never have problem with those. If you loot San Mona you get plenty (four or more of big kits and several small). Especially in version 1.4 they placed extra medkits because they were pretty rare before (but still after you get your first bunch, you never run out).

Subject: Re: Arulco Revisited Mod Posted by Cerhio on Sat, 30 Mar 2013 01:25:08 GMT View Forum Message <> Reply to Message

Page 168 of 226 ---- Generated from The Bears Pit First off, great mod! JA2 is one of the only games I can run on my POS laptop but this mod along with 1.13 makes it more than bearable! I'm running the latest version of AR and SCI_Unstable_Revision_5718_on_GameDir_1572. I've just cleared Tixa but after saving and reloading my game, I can't move my mercs without the game shutting down abruptly without any error message. Does anyone have any clue if this is from an unstable version combined with AR or if it's a bug in JA2?

If this is completely unfixable, what would you guys prefer to play, latest AR with stable 1.13 or latest unstable 1.13? Some of those features are so tasty after playing stable 1.13 for so long.

Subject: Re: Arulco Revisited Mod Posted by Istrebitel on Sat, 30 Mar 2013 20:14:24 GMT View Forum Message <> Reply to Message Try to skip some time in strategic, that may help.

Subject: Re: Arulco Revisited Mod Posted by Istrebitel on Wed, 03 Apr 2013 17:08:39 GMT View Forum Message <> Reply to Message Bugs or inconviniences:

1) To west of Estoni there is a warehouse with loot. It containts "ammo belt" which is an item that looks like a shotgun clip, and contains ridiculous amount of ammunition (like, hundreds of thousands of rounds). It is worth $ 640 000! 2) There are still houses that have problems with placement of doors and containers. For example, in Cambria there is a house where after you open a door you cannot get out of the room because it blocks the only way out.

Subject: Re: Arulco Revisited Mod Posted by S3rialThrill3r on Fri, 05 Apr 2013 02:01:57 GMT View Forum Message <> Reply to Message Cerhio If this is completely unfixable, what would you guys prefer to play, latest AR with stable 1.13 or latest unstable 1.13? Some of those features are so tasty after playing stable 1.13 for so long.

If you decide to play with the latest stable version, keep in mind that it isn't fully compatible with the Deadly Games mercs addon, which is stated otherwise in the AR documentation. There is a game stopping crash which happens when you receive a buggy email from MERC.

Subject: Re: Arulco Revisited Mod

Page 169 of 226 ---- Generated from The Bears Pit Posted by Istrebitel on Fri, 05 Apr 2013 05:33:10 GMT View Forum Message <> Reply to Message I am playing latest unstable now and I have zero problems. Sure, crashes happen (so far, I'd estimate about 1 crash per 5 hours of play) but none of them are unavoidable (gamestopping).

Subject: Re: Arulco Revisited Mod Posted by wsmithjr2013 on Mon, 08 Apr 2013 00:09:05 GMT View Forum Message <> Reply to Message Recently found the Arulco Revisted mod and am very interested in checking it out. Quickly ran through the sectors of Omerta and am liking the new scenery. Thanks for all the time and effort put into the mod.

Was just wondering ... the Arulco Revisited PDF suggests not using more than 75,000 starting money. The Arulco Revisited Guide also suggested hiring a team that will get you by for two weeks without steady income. When I started an Experienced game, I started with the normal 35,000. I'm wondering what would be considered "balanced". Is it recommended to start with more than that; ie., $70,000-$75,000 for a "balanced" game. I realize the recommendation is "hard" but most other mods are enough of a challenge for me to play "experienced" so I wanted to at least start with that.

Thanks for any help/suggestions.

Subject: Re: Arulco Revisited Mod Posted by S3rialThrill3r on Mon, 08 Apr 2013 04:36:14 GMT View Forum Message <> Reply to Message wsmithjr2013Recently found the Arulco Revisted mod and am very interested in checking it out. Quickly ran through the sectors of Omerta and am liking the new scenery. Thanks for all the time and effort put into the mod.

Was just wondering ... the Arulco Revisited PDF suggests not using more than 75,000 starting money. The Arulco Revisited Guide also suggested hiring a team that will get you by for two weeks without steady income. When I started an Experienced game, I started with the normal 35,000. I'm wondering what would be considered "balanced". Is it recommended to start with more than that; ie., $70,000-$75,000 for a "balanced" game. I realize the recommendation is "hard" but most other mods are enough of a challenge for me to play "experienced" so I wanted to at least start with that.

Thanks for any help/suggestions.

It's probably best to pick what works for you. Personally, I ignore suggestions such as those and give myself heaps of starting money. Some people might think that wrecks the experience, but I prefer to play around with the better mercenaries simply because I find them to be the most interesting, personality-wise. Besides, I've already played through with some of the less

Page 170 of 226 ---- Generated from The Bears Pit experienced mercenaries such as Biff and Reuban, so I think I deserve it.

Subject: Re: Arulco Revisited Mod Posted by buuface on Mon, 08 Apr 2013 08:15:06 GMT View Forum Message <> Reply to Message This mod is super-difficult on expert and without 'enemies drop all items' (although i only play on iron-man mode) so i went for 100k starting cash.

Subject: Re: Arulco Revisited Mod Posted by Istrebitel on Tue, 09 Apr 2013 06:45:58 GMT View Forum Message <> Reply to Message If you do it right, you don't really have shortage of money in the game, no matter what you start with. Going to San Mona you already get ~$30000 for quest, fighting and selling loot to Tony. Then you can hire Kaboom for ~4000/14 days and he will earn you $5000/day there.

If you make effort to loot enemies, especially elites (very much possbile at night if you have patience) then you will have lots of loot to sell to Tony or with Alt+LMB (those leftover armors and facegear do stack up to a nice amount).

Don't train militia in Omerta from the start, so that you don't pay for that - you don't really need militia there anyway but if you want you can always do it later when you have at least two cities's incomes to support that.

Try to attack small patrols (6 people preferably) at night - you can loot every single one of them for big cash in at Tony.

Subject: Re: Arulco Revisited Mod Posted by buuface on Tue, 09 Apr 2013 11:33:27 GMT View Forum Message <> Reply to Message Hi Sorry i'm confused about what you mean by Kaboom can earn you 5000 dollars a day.. :confused:

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Tue, 09 Apr 2013 14:40:46 GMT View Forum Message <> Reply to Message He probably meant that you should use him for doing the extreme fighting tournament every 3

Page 171 of 226 ---- Generated from The Bears Pit days or so ...

Subject: Re: Arulco Revisited Mod Posted by Istrebitel on Tue, 09 Apr 2013 17:00:44 GMT View Forum Message <> Reply to Message You can do extreme fighting every day. Just leave Kaboom on the ring so he doesn't have to undergo a LDR check to enter the building.

Subject: Re: Arulco Revisited Mod Posted by buuface on Tue, 09 Apr 2013 17:02:57 GMT View Forum Message <> Reply to Message Can Kaboom actually win the fights? He has 'hand to hand' but his strength is only 87. I would have thought he'd take quite a beating. Why not use Griz, Bull or someone with Martial Arts?

Ohh its just one fight a day? Not three like the Kingpin initiation quest?

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Tue, 09 Apr 2013 17:04:43 GMT View Forum Message <> Reply to Message Or open your own entrance ... :bomb:

Yes, right, it's just 1 fight per night after the kingpin quest. And Bull and the others you mentioned are IIRC more expensive than 4000/2week, so kaboom would the most cost efficient boxer ...

Subject: Re: Arulco Revisited Mod Posted by Istrebitel on Tue, 09 Apr 2013 17:46:26 GMT View Forum Message <> Reply to Message I believe they aggro on you if you "open your own entrance". And I don't know how to have more than 1 fight per day (I thought it's possible via delaying the third victory but it doesn't seem so). Strength is 87 but other stats are great too (like Agi, Dex) and he's insanely cheap.

Subject: Re: Arulco Revisited Mod Posted by Sucho on Fri, 12 Apr 2013 23:04:44 GMT View Forum Message <> Reply to Message

Page 172 of 226 ---- Generated from The Bears Pit Hi there, don't know if I am on the right spot here, but want to say that I like your mod very much. New maps are really nice and smooth. It's so new and so familiar at the same time.

Keep up the good work.

Best regards, Sucho

Subject: Re: Arulco Revisited Mod Posted by Istrebitel on Sat, 13 Apr 2013 14:04:03 GMT View Forum Message <> Reply to Message Is this also a bug due to latest unstable:

Toggle SpoilerAfter reaching P1 island with $25 000 chest, when I use the "gate" to "teleport" back, I appear in P1 underground which is called "Aldea Factory". However, I appear in a room I cannot leave, because the door to that room is opened from the outside (from the secret room with a switch that's reached after you blow a barrel). The door cannot be blown up (tried with TNT). Dead end. No way to get out of there without cheating.

Subject: Re: Arulco Revisited Mod Posted by Cerhio on Fri, 26 Apr 2013 21:52:07 GMT View Forum Message <> Reply to Message Has anyone been having trouble with combat freezing during AI turns? I'm running 1.13 4870 with AR 1.4 and I've recently started having trouble while liberating Cambria.

Subject: Re: Arulco Revisited Mod Posted by lockie on Sat, 27 Apr 2013 14:43:19 GMT View Forum Message <> Reply to Message Is the clock still turning ?

Subject: Re: Arulco Revisited Mod Posted by Cerhio on Sun, 28 Apr 2013 08:22:26 GMT View Forum Message <> Reply to Message @lockie: Yes the clock keeps turning but slows down. Moving my cursor around is also slowed down.

Page 173 of 226 ---- Generated from The Bears Pit I also am mistake about the version, I'm using SCI_Unstable_Revision_5718_on_GameDir_1572.

Subject: Re: Arulco Revisited Mod Posted by lockie on Mon, 29 Apr 2013 10:06:31 GMT View Forum Message <> Reply to Message Try leaving it for a few minutes , go make some tea or something , sometimes it's just slow . Failing that reload and try again .

Subject: Re: Arulco Revisited Mod Posted by Falloutvictim on Tue, 07 May 2013 11:57:20 GMT View Forum Message <> Reply to Message Anyone knows how we change barrels in the game?

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Tue, 07 May 2013 12:50:54 GMT View Forum Message <> Reply to Message Pls. elaborate a bit which version of what exactly you are using ... In recommended setup (AR on 4870 stable) you need a barrel kit to transform a gun. Just use this like any other merge.

Subject: Re: Arulco Revisited Mod Posted by Falloutvictim on Tue, 07 May 2013 15:19:34 GMT View Forum Message <> Reply to Message You are right! Sorry for not mentioning that!

I installed the game, then the "Deadly Games Mercs with all speech for 1.13" version 3, and last the "Arulco Revisited on Revision5702".

The game features degradation of weapons, among other things, and merchants sell replaceable barrels. I can't seem to find how to change them from the weapon though.

Also I can't mount Kobra reflex sights on AK weapons... :'(

Page 174 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by Peal on Sun, 12 May 2013 10:28:53 GMT View Forum Message <> Reply to Message If I remember correctly he was west-west-south of drassen.

In AR bobby ray will be available later in the game, if I remember correctly this does not include skyrider, so he should be in the game.

Subject: Re: Arulco Revisited Mod Posted by onkelfrosti on Sun, 12 May 2013 11:55:25 GMT View Forum Message <> Reply to Message I have looked after him in every swamp sector near Drassen, that

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Sun, 12 May 2013 13:44:50 GMT View Forum Message <> Reply to Message There are AFAIK 4 possible sectors for Skyrider to show up: Toggle SpoilerD12, E14, B15 or C16 Maybe you missed one of them?

Subject: Re: Arulco Revisited Mod Posted by onkelfrosti on Mon, 13 May 2013 15:00:22 GMT View Forum Message <> Reply to Message I checked these sectors, but there is no Skyrider...as it is, my mercs go by icecream-truck now^^

Subject: Re: Arulco Revisited Mod Posted by Sam Hotte on Mon, 13 May 2013 15:05:14 GMT View Forum Message <> Reply to Message Did you talk to Waldo in Drassen (not sure if this was prerequisite for this quest, but can't hurt to do it [again] however)?

Subject: Re: Arulco Revisited Mod Posted by Kapnah on Mon, 20 May 2013 16:48:03 GMT View Forum Message <> Reply to Message About Dynamo

Page 175 of 226 ---- Generated from The Bears Pit I am not sure if its a AR bug but I freed him from Tixa and made him part of the team. He stays in cover position like civilians do. I can order him to run, walk and shoot but he won't ready his weapon and look.

Subject: Re: Arulco Revisited Mod Posted by Inukshuk on Wed, 22 May 2013 18:23:50 GMT View Forum Message <> Reply to Message Found what seems to be a bug. It may have been reported but has a spoiler in it so maybe it was buried somewhere. I've seen something like this (Mike semi-returning from the dead) reported but I wonder if the sector was important in this case.

Toggle SpoilerI killed Mike in the crossroads sector between San Mona and Drassen and collected all his gear, mostly by stealing while he was down before he died.(great placement inside the building BTW, better than the usual). Then later I attacked the new base NW of Drassen and after seemingly killing all enemies, the battle wouldn't end. I used CTRL GABBI then ALT E and saw Mike..'dying' inside the biggest building. I reloaded without the cheat, then stabbed the 'empty' ground where Mike had showed up and a stabbing noise and death happened and all of Mike's inventory (so a second G11 now) was left on the ground

Subject: Re: Arulco Revisited Mod Posted by Inukshuk on Wed, 22 May 2013 18:25:18 GMT View Forum Message <> Reply to Message Question: has any successfully tried combining the playable characters mod (the one that lets you recruit NPC's like Devon etc (recently Carmen I think)) with AR 1.4?

Subject: Re: Arulco Revisited Mod Posted by onkelfrosti on Wed, 22 May 2013 20:18:16 GMT View Forum Message <> Reply to Message @Inukshuk: this bug is allready reported...some pages earlier I found this bug too...so Mike is allready there again, but instead of dying...throw him a grenade in front of his bodypos and your problem is solved^^ (save game before using cheats, keep this in mind, reload and solved) someone played on sci-fi mode? where are the crepitus??? after Tixa, they appaer nearly same time i entered the cave under the prison...then arriving at the mine and nothing in there

Page 176 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by SharkD on Fri, 24 May 2013 02:59:55 GMT View Forum Message <> Reply to Message OMG! Thank you!!! I have been waiting for someone to release a NEW mod!! :bluecool: :biglaugh:

I will play this when I am done with my current campaign.

Too bad though that after so many years the quests in 1.13 are still hardcoded to the same NPCs and locations.

Subject: Re: Arulco Revisited Mod Posted by Emufarmers on Fri, 24 May 2013 15:35:10 GMT View Forum Message <> Reply to Message onkelfrostisomeone played on sci-fi mode? where are the crepitus??? after Tixa, they appaer nearly same time i entered the cave under the prison...then arriving at the mine and nothing in there I remember encountering that in 1.12, actually. I painstakingly combed through the mine, expecting the crepitus to pop out at any moment, and...nothing. It seemed like it might have something to do with sending in multiple squads without switching sectors, but I don't really know. After some reloading I got the crepitus to appear.

But just to be sure, you did go down past the first level of the mine, right?

Subject: Re: Arulco Revisited Mod Posted by onkelfrosti on Fri, 24 May 2013 18:25:23 GMT View Forum Message <> Reply to Message I stood in the Crepitus Queens layer and on the stratigic-screen was mentioned still in fighting...but no Reload and Reload and better immediately going after the information that a mine is shut down

NOW i have better armor because of gelee royal

Subject: Re: Arulco Revisited Mod Posted by SharkD on Mon, 27 May 2013 12:56:12 GMT View Forum Message <> Reply to Message See here.

Page 177 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by Wokkel2 on Mon, 27 May 2013 13:12:20 GMT View Forum Message <> Reply to Message Thanks, I know that one, and I searched all the Hamous places at least twice. Does AR introduce new locations for the truck?

Subject: Re: Arulco Revisited Mod Posted by MasterN on Mon, 27 May 2013 16:39:42 GMT View Forum Message <> Reply to Message Not to my knowledge, and the pdfs don't suggest otherwise.

Subject: Re: Arulco Revisited Mod Posted by Flugente on Mon, 27 May 2013 19:07:29 GMT View Forum Message <> Reply to Message Hamous' location is set in Scripts/StrategicEventHandler.lua (nowadays, not sure about AR, as its based on 4870).

HAMOUSid,HAMOUSx,HAMOUSy,HAMOUSz = CheckNPCinSector(Profil.HAMOUS)

if ( CheckNPCLife(Profil.HAMOUS) > 0 and CheckMercIsDead (Profil.HAMOUS) == false and CheckMercIsDead (Profil.PROF_ICECREAM) == false and (not ( (gWorldSectorX == HAMOUSx) and (gWorldSectorY == HAMOUSy) and (gWorldSectorZ == 0) )) ) then

-- Ok, HAMOUS's sector not loaded, so time to move! -- Might be same sector as before, if so, oh well! i = math.random(1, 5) if i == 1 then -- G6 AddNPCtoSector (Profil.HAMOUS,6,7,0) AddNPCtoSector (Profil.PROF_ICECREAM,6,7,0) elseif i == 2 then -- F12 AddNPCtoSector (Profil.HAMOUS,12,6,0) AddNPCtoSector (Profil.PROF_ICECREAM,12,6,0) elseif i == 3 then -- D7 AddNPCtoSector (Profil.HAMOUS,7,4,0) AddNPCtoSector (Profil.PROF_ICECREAM,7,4,0) elseif i == 4 then -- D3 AddNPCtoSector (Profil.HAMOUS,3,4,0)

Page 178 of 226 ---- Generated from The Bears Pit AddNPCtoSector (Profil.PROF_ICECREAM,3,4,0) elseif i == 5 then -- D9 AddNPCtoSector (Profil.HAMOUS,9,4,0) AddNPCtoSector (Profil.PROF_ICECREAM,9,4,0) end end

Subject: Re: Arulco Revisited Mod Posted by weidox on Mon, 27 May 2013 21:34:02 GMT View Forum Message <> Reply to Message IstrebitelImportant bug in AR 1.4: Smullgers do not actually turn hostile. Even if you beat them in the face or steal their stuff, they just ignore you. Or even start to fear you (they run away from you constantly). I'm using Using SCI_Unstable_Revision_6077_on_GameDir_1676. Having the same issue with smugglers. In addition, Manuel and Maddog are missing from their supposed to be places. I do find mercenaries are missing because I did delete MercProfiles.xml from AR installation as I wrongfully thought it will be outdated version which will disable newest 1.13 mercs. Actually, it seems to be only partially outdated by now and so few last merc changes are corrupted. Probably having free Manuel and Maddog could still be better than some dozen corrupted mercs. By the way, I did not find Manuel in Chitzena too. And I fear now if I will find Pablo in Estoni.. Also I deleted few other files which I really think shouldn't have been in AR. One thing I'm not sure - if an option is missing from .ini file in AR, will it be read from 1.13 folder file?

Deleted files are: APBPConstants.ini (truly outdated), Ja2_Options.INI (truly outdated), Skills_Settings.INI (truly outdated), Tabledata/MercProfiles.xml (that was half wrong to delete), and CTHConstants.ini (actually I did not delete this one as it did not change between AR and 6077).

Also, I did delete all Binarydata folder - I don't know what's exactly here and I doubt if it was right to delete as I'm not sure if having a fresh 6077 Binarydata folder is better than AR version.

Subject: Re: Arulco Revisited Mod Posted by weidox on Mon, 27 May 2013 22:22:19 GMT View Forum Message <> Reply to Message Trying to fix the issue with my deletion of MercProfiles.xml, I took a fresh 6077 file and after comparing with AR file, changed coordinates for Maddog, Pablo and Manuel and did put file into AR folder. Not sure if it had any effect as I cheat teleported to Estoni and Pablo is missing (did not

Page 179 of 226 ---- Generated from The Bears Pit have hopes for Maddog and Manuel). But BobbyRays shipments are arriving even without Pablo so game is still playable.

Subject: Re: Arulco Revisited Mod Posted by weidox on Mon, 27 May 2013 22:30:28 GMT View Forum Message <> Reply to Message And by the way (personal opinion), probably it would be more beneficial if AR evolves around unstable releases like DL and UC mods are doing. Though, it's great to have a plain map mod (and so nicely balanced), as I don't always feel other mods are going right way with item modifications..

Subject: Re: Arulco Revisited Mod Posted by Wokkel2 on Tue, 28 May 2013 12:05:48 GMT View Forum Message <> Reply to Message Thanks Fluguente. AR has the same code. Checked again and found nothing but bloodcats, so it seems my game has glitched. Nevermind, got the hummer now.

Subject: Re: Arulco Revisited Mod Posted by choijaeho on Thu, 30 May 2013 06:09:06 GMT View Forum Message <> Reply to Message IstrebitelImportant bug in AR 1.4: Smullgers do not actually turn hostile. Even if you beat them in the face or steal their stuff, they just ignore you. Or even start to fear you (they run away from you constantly).

Same here with r6104 gamedir1678

Most likely this is due to newly introduced prisoner of war feature, as they share the same CIV_GROUP_NAMES defined in TableData\CivGroupNames.xml (uiindex 21)

This can be fixed by creating another entry in CivGroupNames.xml and assigning every smuggler NPC to this new faction, but this approach is very frustrating as batch conversion of NPCs doesn't seem possible. You'd have to open every single map file with smugglers in it and then assign them with a new CIV_GROUP. Every single one of them.

If you know how to code, you can change hardcoded POW_PRISON_CIV_GROUP in overhead types.h to something else and this can fix the problem (at least temporarily for current revision anyway)

I noticed another glitch in r6104 CIV_GROUP_NAMES not displaying even with INDIVIDUAL_CIVILIAN_NAMES = TRUE in Ja2_Option.ini

Page 180 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by angelztearx on Fri, 07 Jun 2013 03:56:11 GMT View Forum Message <> Reply to Message Is there any way to bump up resolution for AR to 1920 by 1080? Or are we limited to default 1024 by 768? On 4870 stable release and not yet ready to try the more experimental releases...

Subject: Re: Arulco Revisited Mod Posted by Wokkel2 on Fri, 07 Jun 2013 12:06:57 GMT View Forum Message <> Reply to Message Funny thing happened in the Balime museum. The museum guard was in his appartment in the back of his office. A militia entered the appartment. Nothing happened, until one of my mercs entered the apartment from the office. Then suddenly the guard became hostile, and shot the militia. Next turn another militia rushed in and killed the guard. The merc could just grab the chalice and walk away without anyone caring about it. Easiest chalice ever!

Subject: Re: Arulco Revisited Mod Posted by Headhunter on Sat, 15 Jun 2013 13:31:21 GMT View Forum Message <> Reply to Message Is it just me or is militia worse in AR than in vanilla 1.13?

Subject: Re: Arulco Revisited Mod Posted by lepacka1 on Sun, 23 Jun 2013 09:23:05 GMT View Forum Message <> Reply to Message hi. I have problem - fall game - with at work mercenaries Lucky of AIM

[51.1036] : ERROR : ======Sun Jun 23 02:19:04 2013 ======File : ..\src\Core\vfs_file_raii.cpp Line : 34 Location : vfs::COpenReadFile::COpenReadFile

file "SPEECH\174_012.gap" does not exist (000,006,008,012,035,058,073,077) waw files ok and subsequent game fall at read position saved [214.642] : ERROR : ======Sun Jun 23 11:52:42 2013 ======File : ..\src\Core\vfs_file_raii.cpp Line : 40 Location : vfs::COpenReadFile::COpenReadFile

Page 181 of 226 ---- Generated from The Bears Pit Could not open file : SavedGames\SaveGame07.sav

[214.645] : ERROR : ======Sun Jun 23 11:52:42 2013 ======File : ..\src\Core\vfs_file_raii.cpp Line : 40 Location : vfs::COpenReadFile::COpenReadFile Could not open file : SavedGames\SaveGame08.sav

[214.647] : ERROR : ======Sun Jun 23 11:52:42 2013 ======File : ..\src\Core\vfs_file_raii.cpp Line : 40 Location : vfs::COpenReadFile::COpenReadFile Could not open file : SavedGames\SaveGame09.sav

[219.18] : ERROR : ======Sun Jun 23 11:52:46 2013 ======File : ..\src\Core\File\vfs_file.cpp Line : 146 Location : vfs::TFile::close [SavedGames\SaveGame07.sav] - Could not close file : 6 stack_trace.log [138.227] : Backtrace: [Temp\files.dat] - Error when opening file : 2 [138.227] : Backtrace: Could not open file : Temp\files.dat [138.234] : Backtrace: [Temp\NpcQuote.tmp] - Error when opening file : 2 [138.235] : Backtrace: Could not open file : Temp\NpcQuote.tmp [149.134] : Backtrace: [Temp\files.dat] - Could not close file : 6 [214.64] : Backtrace: [SavedGames\SaveGame07.sav] - Error when opening file : 2 [214.641] : Backtrace: Could not open file : SavedGames\SaveGame07.sav [214.643] : Backtrace: [SavedGames\SaveGame08.sav] - Error when opening file : 2 [214.644] : Backtrace: Could not open file : SavedGames\SaveGame08.sav [214.645] : Backtrace: [SavedGames\SaveGame09.sav] - Error when opening file : 2 [214.646] : Backtrace: Could not open file : SavedGames\SaveGame09.sav [219.179] : Backtrace: [SavedGames\SaveGame07.sav] - Could not close file : 6 [219.18] : Backtrace: [428.176] : Backtrace: Could not delete file [428.189] : Backtrace: Could not delete file : ShadeTables\RGBDist.dat my installation: ja2 gold + patch 1.12 JA2_113_FullRelease_English_4870.exe + update Arulco_Revisited_(AR_v1.4_20130120).7z JA1DGmerc V.3.0_do Arulco_Revisited.zip

Lucky speak french files 174_xxx.gap isnt not found in JA2_113_FullRelease_English_4870.exe

Page 182 of 226 ---- Generated from The Bears Pit SCI_Unstable_Revision_6116_on_GameDir_1678.7z please: 1) delivere files 2) what create\repair gap file

Subject: Re: Arulco Revisited Mod Posted by axor01 on Fri, 19 Jul 2013 12:42:28 GMT View Forum Message <> Reply to Message Hi mercs; can this AR be played with latest 113 SCI unstable versions?

Subject: Re: Arulco Revisited Mod Posted by lockie on Fri, 19 Jul 2013 15:52:59 GMT View Forum Message <> Reply to Message As I say to all such requests , try it and see . You only risk a duff install , obviously you'll havbe copied a spare just in case .

Subject: Re: Arulco Revisited Mod Posted by Cerhio on Sun, 21 Jul 2013 18:17:25 GMT View Forum Message <> Reply to Message axor01Hi mercs; can this AR be played with latest 113 SCI unstable versions?

The latest working unstable version was posted a couple pages back.

Does anyone know if there is any work being done on future updates? I'm dying to play this with one of the newer unstables. Some of those features are too great to give up!

Subject: Re: Arulco Revisited Mod Posted by lockie on Sun, 21 Jul 2013 20:39:32 GMT View Forum Message <> Reply to Message JASmine hasn't been here for a time now , try the latest builds anyway !

As I said the post above yours , have a copy just in case , nothing to be lost except some time .

Page 183 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by dzidek1983 on Fri, 06 Sep 2013 08:03:53 GMT View Forum Message <> Reply to Message i instaled it with no problems yesterday... what a great fun mod.. i love it.. the new or "old revamped" maps are excellent i really can only recommend it to all that want something "new" in their JA2 gameplay

Subject: Re: Arulco Revisited Mod Posted by Buggler on Sun, 08 Sep 2013 06:55:52 GMT View Forum Message <> Reply to Message The much-appreciated Arulco Revisited (AR) gets its latest 1.13 pampering

How to run AR with the latest 1.13 2014 Stable (7435)? Prerequisite: latest 1.13 2014 Stable 7435 SCI + AR thread here; thepit.ja-galaxy-forum.com/index.php?t=msg&th=22153&goto=335685&#msg_335685

1. Install AR v1.4 as per normal.

2. Overwrite with Strohmann's AR 1.4 fixes (20131204) (alternatively, ignore this post's instructions and try Strohmann's NCTH Rebalance Mod for AR)

3. Delete these 4 INIs in Data-AR folder. Quote:APBPConstants.ini CTHConstants.ini Ja2_Options.ini Skills_Settings.ini AR will use 1.13 INIs. For those using custom INIs in UserProfile_Mod folder, copy those INIs to UserProfile_JA2AR folder.

4. Overwrite Data-AR\Tabledata\MercProfiles.xml with Data-1.13\TableData\MercProfiles.xml. then Edit Data-AR\Tabledata\MercProfiles.xml Quote:Search for Maddog & change to: 11 7 (1.13 value is 6, 9)

Search for Pablo & change to: 6 8 .. .. 13 (1.13 value is 13, 2 & 2)

Page 184 of 226 ---- Generated from The Bears Pit Search for Manuel & change to: 14 4 (1.13 value is 2, 2) 5. Overwrite the 3 INIs in Profiles\UserProfile_JA2AR folder with Profiles\UserProfile_JA2113 folder. Quote:Ja2_mp.ini Ja2_Settings.INI Ja2_sp.ini Do step 4 & 5 whenever the 4 files gets updated in 1.13.

Now whip out your guns, it's time for another visit. (Read Arulco Revisited.pdf if you are still clueless on how to start the mod.

Changelog: Toggle Spoiler20131209 - Updated Strohmann's AR 1.4 fixes - Integrated AR MainMenuBackgrounds 20130912 - Added Strohmann's AR 1.4 fixes - Added Manuel's sector coordinates (thanks Strohmann)

Subject: Re: Arulco Revisited Mod Posted by Slax on Tue, 10 Sep 2013 04:23:57 GMT View Forum Message <> Reply to Message @Buggler :bow: Good times!

Now if only someone would patch in appropriate water sources and such for Flugente's mods... :whistle:

Subject: Re: Arulco Revisited Mod Posted by dzidek1983 on Thu, 26 Sep 2013 13:42:44 GMT View Forum Message <> Reply to Message on bug i found... Matt the miner wont recognize his brother Dynamo for a Rep boost in Alma....

Subject: Re: Arulco Revisited Mod Posted by ShaakA on Fri, 04 Oct 2013 10:55:53 GMT View Forum Message <> Reply to Message Hi Guys,

Page 185 of 226 ---- Generated from The Bears Pit New here in Bear's Pit, been playing JA2 long time since it first came out, but always plays vanilla and just started playing again lately and stumbled upon here, anyways DLed this mod yesterday and been playing lightly, just early stages of game and with recommended settings, anyhow a big thanks to Jasmine and Beka for the mod, been a blast playing it and oh to all modders here for the 1.13, now i know why i spend those nights years ago staying late playing vanilla JA2.

Cheers and Big Thanks.

Subject: Re: Arulco Revisited Mod Posted by Cerhio on Sun, 06 Oct 2013 20:34:40 GMT View Forum Message <> Reply to Message Whoa, is this for the latest unstable version or just the latest stable version?

Subject: Re: Arulco Revisited Mod Posted by GFox on Sun, 06 Oct 2013 20:48:10 GMT View Forum Message <> Reply to Message Cerhio Whoa, is this for the latest unstable version or just the latest stable version?

It's for the latest stable version. It can be played with the newer unstable versions but since there has been some changes to the file structure (among other things), you at least have to manually move some files to their correct places. There might be some other stuff as well.

If you want to play it with Strohmann's quite excellent NCTH overhaul, he has been kind enough to make a patch for it: http://www.bears-pit.com/board/ubbthreads.php/topics/314623/

Subject: Re: Arulco Revisited Mod Posted by ShaakA on Thu, 10 Oct 2013 23:16:23 GMT View Forum Message <> Reply to Message Don't know whether this bug is reported or not and possibly not only a bug but also an exploit.

In the secret sector of P1 from the you know where (dont want to spoil) there are 8 elite guards, which are counted as civilian and they dont turn hostile at first only if you attack them first, is it meant to be like that? Cause it makes them too easy.

I notice that each of them carry the same set of equipment, namely Dyneema set armor (Hat, Armor and Legging), A VSS-Vintorez Silent Sniper Rifle attached with PSO-1 Scope with 1 spare

Page 186 of 226 ---- Generated from The Bears Pit clip of 9x39mm ammo, A Flare and A NVG-III. Not a bad loot if you manage to snag them all. A set of this is a good loot from any battle and imagine 8 set of those, sell for some good money and will bump your gear by good amount, and the remaining unused can be sold for extra cash. So 8 set one time is not bad, and easy too if you got some MA merc, since they dont turn hostile first close them in and snag the goodies 1 at a time, taking all the loot will be harder then collecting them. But it gets better, leave the sector, dont forget the rest of the loot there and most important the key. You'll be back in the sector before, simply drop all the goodies and reenter the sector P1, and voila the civilian all back alive, again with the same set of loot, knock em out and snag the loot. Back to the previous sector and then reenter, rinse and repeat and you got infinite amount of money.

Extra info: Used 4870 stable build and played on experienced AR.

Subject: Re: Arulco Revisited Mod Posted by Kasar on Fri, 11 Oct 2013 09:17:17 GMT View Forum Message <> Reply to Message Where does this mod get it's merc speech files from?

I just downloaded it, and was making my first IMP and noticed there are only 3 male voices, with the # 3 voice copied over the #4-#7 voices.

I would like to put # 4 back in, and I have made my own # 5 I would like to put back in as well - but it doesn't seem to read from the usual place standard 1.13 reads from.

(or is it that IMP male # 4, 5, 6 and 7 are just all set to use voice # 3 somewhere else, bypassing them actually using speech file 192, 193, 194 and so on...)

Thanks!

Subject: Re: Arulco Revisited Mod Posted by Parkan on Fri, 11 Oct 2013 21:01:07 GMT View Forum Message <> Reply to Message KasarWhere does this mod get it's merc speech files from?

I just downloaded it, and was making my first IMP and noticed there are only 3 male voices, with the # 3 voice copied over the #4-#7 voices.

I would like to put # 4 back in, and I have made my own # 5 I would like to put back in as well - but it doesn't seem to read from the usual place standard 1.13 reads from.

(or is it that IMP male # 4, 5, 6 and 7 are just all set to use voice # 3 somewhere else, bypassing them actually using speech file 192, 193, 194 and so on...)

Page 187 of 226 ---- Generated from The Bears Pit Thanks!

Those voices made by me.And they use only same english subtitles like imps voices number 1-3.The voice in russian.Their files are in data-1.13 folder:Battlesnds,Speech,Mercedt directories.

Subject: Re: Arulco Revisited Mod v1.1 Posted by mor on Thu, 17 Oct 2013 19:45:22 GMT View Forum Message <> Reply to Message I don't know about the rest but so far I am completely outgunned and outmatched. I have been doing really well until I got to dresden, which I took by pure luck during a night/rain sneaky assault, which turned to be not so sneaky, when a lighting-bolt revealed a horde of 20 soldiers surrounding my position... luckily they were in perfect groupings for my 4 grenades Anyway, I had no chance reaching the mine, let alone defend a counter attack, so I doubled back to san mona, so I can sell some weapons and boxing prize and try to take chitzena mine and camp there until I can double my manpower and fire power.

IMO the map designs are fantastic I really enjoy the new maps, but so far I find very little place for tactical gameplay in the cities, where i usually defend against an endless horde. Hopefully this will improve after I'll double my manpower and my weapon quality/seletion.

Subject: Re: Arulco Revisited Mod v1.1 Posted by dzidek1983 on Fri, 18 Oct 2013 07:01:19 GMT View Forum Message <> Reply to Message weapons are EASY to find if you travel the sectors by foot... all the sectors

Subject: Re: Arulco Revisited Mod v1.1 Posted by mor on Fri, 18 Oct 2013 10:42:13 GMT View Forum Message <> Reply to Message yeah I did that with most sectors along the road from Chitzena to Drassen, it was a great help and with the extra money from san mona and Chitzena mine I returned to Drassen and pushing full speed ahead. Before i tried to bleed them during night ops which was a mistake, taking city sectors by day is MUCH easier. I just hope I'll have enough explosives, grenades etc for the upcoming counter attack.

Page 188 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod v1.1 Posted by dzidek1983 on Fri, 18 Oct 2013 13:11:09 GMT View Forum Message <> Reply to Message in 1.13 i realized the daylight is easier then night especially vs heavy guarded sectors its a sniper game

Subject: Re: Arulco Revisited Mod v1.1 Posted by mor on Fri, 18 Oct 2013 16:53:52 GMT View Forum Message <> Reply to Message you can still do it on lower difficulty levels or in the wild and its lot of fun. I also used it for a blitz attack, in a sector I didn't cared for. A horde of gun wielding militia dropping on you is not a bad thing if they are on your side

Subject: Re: Arulco Revisited Mod v1.1 Posted by dzidek1983 on Sat, 19 Oct 2013 11:00:40 GMT View Forum Message <> Reply to Message dont get me wrong, you can still doi t at night, no problem, its just that daylight with the arrival of 10x scopes and sniper trait became much easier then it was... f.ex. try capturing the Cabria Sam Site at both times at night if you are to loud you have no chance getting to the fences cos of the lights and the snipers around the towers during day you take some desert camo and deploy from safe distance killing the snipers and soldiers that come to see whats going on during a storm its even more silly when you have full blown hunter/ranger... basically bad weather means night time conditions but without the night goggles affecting this... and enemy soldiers rarely have the hunter trait... this means a hunter will see 50% further then the enemy... at mid gmae Igor did that Site alone during a storm at day light...

Subject: Re: Arulco Revisited Mod v1.1 Posted by Bidius on Fri, 25 Oct 2013 17:10:00 GMT View Forum Message <> Reply to Message Hey guys, I've been using this mod for a good while now, I really like it!

But I've found a bug, not sure how to go about fixing it, at the grid of D13 (Drassen Mines) rounds seem to bounce off the "Ceiling" or something similarly strange happening...

As you can tell this gets hard for suppression, because all of my bullets fired at high arcs (it doesn't seem to happen to 7.62x25 or rounds with similar trajectories)

Page 189 of 226 ---- Generated from The Bears Pit I'm also worried that I'll find more sectors with this behavior, has anyone else seen this kind of activity? Has anyone else been able to fix it?

Subject: Re: Arulco Revisited Mod v1.1 Posted by Strohmann on Sat, 26 Oct 2013 01:56:07 GMT View Forum Message <> Reply to Message Hi all, a new update of my mod is out and this time modified version of the AR maps are included, and i need some beta tester for them.

Details are here.

Subject: Re: Arulco Revisited Mod v1.1 Posted by Thor972 on Fri, 01 Nov 2013 16:20:57 GMT View Forum Message <> Reply to Message Just a question.

I want to give the calice to yanni and I don't find him ? He is in new location ?

Subject: Re: Arulco Revisited Mod v1.1 Posted by Larynx on Fri, 01 Nov 2013 21:04:50 GMT View Forum Message <> Reply to Message WiddyI want to give the calice to yanni and I don't find him ? He is in new location ? He should be in sector A2. At night, he goes to his hut by the southern end of the road. During the day, I think he'll be in the ruins.

Subject: Re: Arulco Revisited Mod Posted by abradley on Fri, 01 Nov 2013 23:43:46 GMT View Forum Message <> Reply to Message Buggler[color:#CC6600]The much-appreciated Arulco Revisited (AR) gets its latest 1.13 pampering[/color]

How to run AR with the latest 1.13? Prerequisite: [color:#3333FF]latest 1.13[/color] {Snip}Am having problems. Have followed your instructions several times and end up with the

Page 190 of 226 ---- Generated from The Bears Pit standard map to play on. Like, when the troops arrive at a9 they see troops in a8 but a8 ain't an industrial area, this is the same for all the 'Revisited' map changes.

Am using the 113.exe, when trying to use the 'Revisited' exe there are startup errors.

Must likely it's my error, but have installed several times checking each step carefully.

Subject: Re: Arulco Revisited Mod Posted by Strohmann on Sat, 02 Nov 2013 17:16:27 GMT View Forum Message <> Reply to Message Which startup errors? This is a sign your installation is likely messed up.

Subject: Re: Arulco Revisited Mod Posted by K0ukku on Sun, 03 Nov 2013 13:12:59 GMT View Forum Message <> Reply to Message I don't get it. AR 1.4 requires 4870 1.13 to play, but "The much-appreciated Arulco Revisited (AR) gets its latest 1.13 pampering" instructions is still not compatible with unstable versions? What?

Subject: Re: Arulco Revisited Mod Posted by Strohmann on Sun, 03 Nov 2013 18:02:16 GMT View Forum Message <> Reply to Message How so?

Subject: Re: Arulco Revisited Mod Posted by BruteForce on Mon, 04 Nov 2013 23:37:04 GMT View Forum Message <> Reply to Message I noticed that no cut scene triggered when I took Drassen, is that normal with this mod? Or maybe a bug?

Subject: Re: Arulco Revisited Mod Posted by cowhide on Tue, 05 Nov 2013 00:47:22 GMT View Forum Message <> Reply to Message BruteForceI noticed that no cut scene triggered when I took Drassen, is that normal with this mod? Or maybe a bug?

Page 191 of 226 ---- Generated from The Bears Pit If I remember correctly Drassen includes more sectors. Look to the East

Subject: Re: Arulco Revisited Mod Posted by abradley on Tue, 05 Nov 2013 03:08:43 GMT View Forum Message <> Reply to Message StrohmannWhich startup errors? This is a sign your installation is likely messed up. Mercprofile.xml was messed up when I added Maddog, Pablo, and Manuel.

OK now.

Thanks for your fast reply.

Subject: Re: Arulco Revisited Mod Posted by BruteForce on Tue, 05 Nov 2013 12:40:00 GMT View Forum Message <> Reply to Message LukeBruteForceI noticed that no cut scene triggered when I took Drassen, is that normal with this mod? Or maybe a bug?

If I remember correctly Drassen includes more sectors. Look to the East

Yeah I got all 4 of them though

Subject: Re: Arulco Revisited Mod Posted by K0ukku on Sat, 09 Nov 2013 22:10:09 GMT View Forum Message <> Reply to Message Well, I followed the instructions to install AR 1.4 over latest 1.13 unstable release by Deprissivebrots SCIs. Game launches fine, I can start a new game and no errors, but when I talk to fatima and then go to Dimitri and finally go to the basement, the game just keeps loading and loading and loading and nothing happens. Any ideas?

Thanks for help.

Subject: Re: Arulco Revisited Mod Posted by Strohmann on Sun, 10 Nov 2013 17:04:23 GMT View Forum Message <> Reply to Message What does loading mean, the loadscreen with bar or the infamous deadlock clock ingame?

Page 192 of 226 ---- Generated from The Bears Pit Does this problem persist through several new games? Does it get triggered, if multiple mercs enter the basement (did you try with a single one?)? Do certain mercs trigger this behaviour? Also check you pms.

Subject: Re: Arulco Revisited Mod Posted by Slax on Sun, 10 Nov 2013 17:57:51 GMT View Forum Message <> Reply to Message Never seen a locked loading screen before so I imagine it's a pathing issue. I've had NPCs lock my game up (especially Fatima) a few times when I somehow managed to block her "cutscene" route with a merc or two.

Subject: Re: Arulco Revisited Mod Posted by K0ukku on Tue, 12 Nov 2013 18:16:14 GMT View Forum Message <> Reply to Message Yeah, it seems to be a pathing issue, cos it loads in the tactical screen, so this is the "infamous deadlock". So the game waits in the basement for Manuel and other to rebels to come and start the conversation.

Subject: Re: Arulco Revisited Mod Posted by Dershamc903 on Mon, 02 Dec 2013 22:39:49 GMT View Forum Message <> Reply to Message I've installed the latest SVN as of November 29 and then followed Buggler's steps to get Aruclo Revisited to work with it. However the whole game is in what I think is Polish and unfortunately I can't make heads or tails out of it to play it. I did play the SVN by itself prior and it was in English, but after I installed Arulco Revisited it's now in Polish, any idea on how to revert it back to English?

EDIT: Never mind I fixed the issue by reinstalling it.

Subject: Re: Arulco Revisited Mod Posted by massiive on Fri, 27 Dec 2013 18:39:17 GMT View Forum Message <> Reply to Message Hi everyone!

Just stumbled upon this mod a couple of days ago and so far I love it! I also saw today that Dimitri added all former mercs from deadly games for 1.13, for what i understand his add should be compatible with JA2AR? I've tried to add it but it just seems not to work for me? I've tried to start a new save but still no new mercs in either AIM or MERC. Anyone here know if it works? and how

Page 193 of 226 ---- Generated from The Bears Pit should I install it correctly?

PS. I bought the game through DS.

Thanks for the help!

UPDATE*

Hm, just recieved a mail from AIM saying that Snake died in combat, feels like something got right atleast

Subject: Re: Arulco Revisited Mod Posted by Shodan13 on Tue, 31 Dec 2013 17:56:59 GMT View Forum Message <> Reply to Message Hey, I did the 1.13+AR pampering and got it to work without problems, until I get the Madlab event after which I get an error message saying something in line 775 of meanwhile.cpp. The autosave doesn't either work or I don't know where they go. Any way to fix it without restarting without Scifi turned on?

Here's some log too:

[59.9973] : ERROR : ======Tue Dec 31 19:46:36 2013 ======File : ..\src\Core\vfs_file_raii.cpp Line : 34 Location : vfs::COpenReadFile::COpenReadFile

file "TableData\Map\H8_0_ExtraItems_Experienced.xml" does not exist

[60.0137] : ERROR : ======Tue Dec 31 19:46:36 2013 ======File : ..\src\Core\vfs_file_raii.cpp Line : 34 Location : vfs::COpenReadFile::COpenReadFile

file "TableData\Map\H8_0_ExtraItems" does not exist

Subject: Re: Arulco Revisited Mod Posted by Buggler on Tue, 31 Dec 2013 18:58:10 GMT View Forum Message <> Reply to Message @massiive Make a copy of ur JA2 folder out to some location as long as it's not within ...\Program Files (x86) or ...\Program Files folder.

Page 194 of 226 ---- Generated from The Bears Pit Ja2 is portable, so you can have a few copies lying around. More importantly, for easy experimentation and explosion.

U can try copy AR files first before Dimitri's files. Then do this if necessary.

Edit Data-AR\Tabledata\MercProfiles.xml Quote:Search for Maddog & change to: 11 7 (1.13 value is 6, 9)

Search for Pablo & change to: 6 8 .. .. 13 (1.13 value is 13, 2 & 2)

Search for Manuel & change to: 14 4 (1.13 value is 2, 2) That's all I can help on v4870.

------@Shodan13 What version of SCI and Ja2.exe are you using?

Make sure both are up to date.

If it still fails, upload your savegame just before the error message, will take a look.

Then check back this post on NEXT YEAR!

------Welcome to the pit. (Some bears r hibernating in e winter months while others down under r frolicking in e sun)

Edit: Here's the get-around save; Madlab quest is botched though. https://www.mediafire.com/?xg70856zsc0sk04 I'm using a modified r6715 to tweak, so probably have to download e newer EXE/build.

You are probably only getting the latest game files from SVN. So should also have known that it does not come with the required EXE/build. (Analogy: Running a v1.2 program on v1.4 game files does not usually bode well)

Page 195 of 226 ---- Generated from The Bears Pit Get the latest build from Depri's thread. Read e whole post, he does not write fluff. 2nd post is also gd info for newcomers.

Subject: Re: Arulco Revisited Mod Posted by Shodan13 on Wed, 01 Jan 2014 05:05:19 GMT View Forum Message <> Reply to Message Buggler@Shodan13 What version of SCI and Ja2.exe are you using?

Make sure both are up to date.

If it still fails, upload your savegame just before the error message, will take a look.

Then check back this post on NEXT YEAR!

------Welcome to the pit. (Some bears r hibernating in e winter months while others down under r frolicking in e sun)

My ja2.exe is version 6446, not sure what the SCI is, but I used the SVN to get 1.13 like a week ago. I'd be happy to just get rid of the madlab prompt. I haven't tested an earlier save with the madlab trigger in the INI set on higher than 35% progress.

Here's a save, hope it helps: https://www.mediafire.com/?c2zh4xqi6haogr4

Subject: Re: Arulco Revisited Mod Posted by Shodan13 on Wed, 01 Jan 2014 16:57:06 GMT View Forum Message <> Reply to Message Ok, setting the progress threshold for Madlab in the INI to 100 and redoing the last sector seems to be a viable workaround.

Subject: Re: Arulco Revisited Mod Posted by zg0301zg on Mon, 27 Jan 2014 02:01:07 GMT View Forum Message <> Reply to Message I have installed and run it, started playing, guess what: 1st , mercs moving backwards ? wtf 2nd, if you press menu settings while in game and get back u cant see merc squad list wtf? 3rd I hate new system of AP, old system was better, anyhow, mod looks great but these things are a bit annoying

Page 196 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by JMich on Mon, 27 Jan 2014 08:07:52 GMT View Forum Message <> Reply to Message Neville1st , mercs moving backwards ? wtf Tap alt. You alt-tabbed out of the game, then when you got back into it the alt key is still registered as pressed. Tap it to return to normal.

Neville2nd, if you press menu settings while in game and get back u cant see merc squad list wtf? No idea about this one

Neville3rd I hate new system of AP, old system was better, You can change max AP to 25 by modifying the APBPConstants.ini in Data-AFS directory (or if not there, in Data-1.13), but in my opinion, the 100 AP one gives more flexibility. Let's take for example 2 pistols that both required 2 APs to fire in the 25 AP system. In the 100 AP systems, those 2 AP should be 8 (just multiply by 4), but in reality they can be any number from 6 to 10, thus simulating easier/harder to shoot with pistols. Same thing for raising rifles. Instead of 3/25, you can have 10/100 or 14/100, thus making some weapons better than others. I'd suggest playing one game with 100 AP, and if you still can't stand it, change the AP_MAXIMUM in the ini to 25.

Subject: Re: Arulco Revisited Mod Posted by cowhide on Wed, 09 Apr 2014 19:31:46 GMT View Forum Message <> Reply to Message Started my first game with AR , truly amazing!! Is this compatible with arulco folding stock?

Subject: Re: Arulco Revisited Mod Posted by Reinaard on Mon, 21 Apr 2014 11:07:10 GMT View Forum Message <> Reply to Message New features like "A.I. Medics and Officers" and others, do they work with this mod or will they cause ... problems?

Subject: Re: Arulco Revisited Mod Posted by Shanga on Tue, 22 Apr 2014 07:28:04 GMT View Forum Message <> Reply to Message Each full mod is only compatible with the v1.13 it has created with. Some issues with backwards compatibility have been solved through the years, but nevertheless using a newer v1.13 will always lead to funny (or not) outcomes. Use at own risk.

JA2 v1.13 will never be fully backwards compatibile. It's like asking to grow bananas on the Bikini

Page 197 of 226 ---- Generated from The Bears Pit atoll after you blew a nuke. Yeah, might work, but you might not like what happens after you eat them.

Or to put it otherwise, you can dive in like this... Toggle Spoiler

And come out like this... Toggle Spoiler

Subject: Re: Arulco Revisited Mod Posted by Azure_Repeater on Sat, 26 Apr 2014 12:58:27 GMT View Forum Message <> Reply to Message Just like what Shanga said. Arulco Revisited v1.4 is made for stable release 4870. Additionally, I've heard that there are compatibility patches to make AR v1.4 fully compatible with the latest unstable builds. They are probably found in Strohmann's Stock Data Overhaul thread. Although, I've never tried playing AR with the latest unstable builds, but this is what help I can give you.

Subject: Re: Arulco Revisited Mod Posted by Azure_Repeater on Fri, 16 May 2014 09:40:21 GMT View Forum Message <> Reply to Message Was Arulco Revisited compatible with AIMNAS? I've heard that AR was compatible with AIMNAS, but I am not certain if that's true.

Subject: Re: Arulco Revisited Mod Posted by Gambigobilla on Fri, 16 May 2014 12:49:43 GMT View Forum Message <> Reply to Message They are both map mods, take a guess.

Edit: Technically AIM is an almost total conversion.

Subject: Re: Arulco Revisited Mod Posted by Azure_Repeater on Fri, 16 May 2014 13:17:13 GMT View Forum Message <> Reply to Message (Sorry, kinda a hurry right now)

Since AR and AIMNAS use different maps, I never believed that AR is compatible with AIMNAS. However, one may probably delete the bigmaps so they can play the AR maps and still have the AIMNAS items?

Page 198 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by Seven. on Fri, 16 May 2014 13:21:39 GMT View Forum Message <> Reply to Message Repeater1947 you can mix AR with Aimnas v21 (for small maps), but it will take some time and the result will depend on your modding skills Also, there will be problems with NADA items, so you will need to remove all 1.13 items from maps, leaving only vanilla items.

As for recent versions of Aimnas, you will also have to scale down weapon ranges and such.

Subject: Re: Arulco Revisited Mod Posted by Karnov on Tue, 20 May 2014 11:44:27 GMT View Forum Message <> Reply to Message I would just like to say a big thanks to all those involved in AR, once I set it up properly (RTFM!) its a hugely absorbing and entertaining mod, part guerrilla war part scavenger hunt, just wish I had more time to play

Subject: Re: Arulco Revisited Mod Posted by Lejardo on Sun, 08 Jun 2014 11:36:05 GMT View Forum Message <> Reply to Message The best ja2 113 mod I've played! Great! Thanks for your excellent works!

Subject: Re: Arulco Revisited Mod Posted by Bearpit on Fri, 13 Jun 2014 08:18:04 GMT View Forum Message <> Reply to Message Much appreciation to the developers of Arulco Revisited. This is such a wonderful and well thought out mod.

What a creative effort on all those new maps however the enemies are so capable, persistent and difficult to deal with plus the financial situation is very tight until a couple towns are taken .... just scraping through so it's a challenge.

I'm playing on novice level with Bobby Rays set to minimum V1.13 guns but still having difficulties working out the huge variety of ammo types but overall it's manageable.

Questions for anyone who might have played it through ?

1. What are the most effective weapons suitable for night operations which can be silenced and have a reasonable range .... reasonable is about 20.

Page 199 of 226 ---- Generated from The Bears Pit 2. What is the best scope or laser unit suitable for night operations ?

3. Are there any weapons of reasonable range which allow for both a silencer and flash suppressor to be fitted as i note some pistols are capable of though their range is too limited to be practical ?

Subject: Re: Arulco Revisited Mod Posted by lockie on Fri, 13 Jun 2014 11:54:29 GMT View Forum Message <> Reply to Message Good to see you back playing Fred , AR is a very nice mod , I've got a game going on , 93 days in and 25% of the map conquered only ! 1. I usually equip my guys with P90's , silenced , range not great but it's effective enough . 2. Lam 200's usually . 3. Sorry , dunno !

Subject: Re: Arulco Revisited Mod Posted by Shank on Sat, 14 Jun 2014 01:13:18 GMT View Forum Message <> Reply to Message fantazmaIstrebitelImportant bug in AR 1.4: Smullgers do not actually turn hostile. Even if you beat them in the face or steal their stuff, they just ignore you. Or even start to fear you (they run away from you constantly).

Same here with r6104 gamedir1678

Most likely this is due to newly introduced prisoner of war feature, as they share the same CIV_GROUP_NAMES defined in TableData\CivGroupNames.xml (uiindex 21)

This can be fixed by creating another entry in CivGroupNames.xml and assigning every smuggler NPC to this new faction, but this approach is very frustrating as batch conversion of NPCs doesn't seem possible. You'd have to open every single map file with smugglers in it and then assign them with a new CIV_GROUP. Every single one of them.

You know, this is ... criminal This is exactly what I was doing - AR to latest SCI. Thanks God the map editor is working under Wine in , XML editor is always-broken due to being based on .net.

So, why haven't you guys updated the original first post with post nr #324886??

Page 200 of 226 ---- Generated from The Bears Pit Issues when installing AR over lastest SCI: - group conflict "prisoners" vs "smugglers" - at least one loadscreen absent (one of the sectors near Omerta) - new mercs have cost 0$ and have zeros in stats, that results in their instant death when hired: ebstern, stella, hector, mouse, koolhan, melfield, mitch, smoke.

Basically, without mention of the post above, most players will be playing half-broken game on latest SCI...

Please fix that, dear Administrators!

Kudos to Strohmann, Buggler and Google+My brain (for issuing a search "Arulco revisited smuggler locations"; ps. yes, I was lazy to rework all the maps manually, it looks like laziness sometimes really pays off )

Subject: Re: Arulco Revisited Mod Posted by demonbreather on Mon, 16 Jun 2014 04:08:44 GMT View Forum Message <> Reply to Message Found a bug!

It's not game-breaking, and I'm not sure if it's actually related to Arulco Revisited, but that's what I'm currently playing, so... yeah.

I have 2 IMPs and I noticed that one of them has gone totally silent. No kill celebration comments, no selection acknowledgement, no nuthin'. The other is still chatting away, so I'm wondering if it's the specific voice I chose (male 3, btw). The only other detail that may or may not be connected is that the switch from speaking to not happened in or around Cambria.

As I said, it's definitely not game-breaking, but the lack of speech is quite noticeable, and I'm hoping someone has a suggestion for how to fix this. If not, well, consider this a run-of-the-mill bug report.

Subject: Re: Arulco Revisited Mod Posted by Larynx on Mon, 16 Jun 2014 10:07:27 GMT View Forum Message <> Reply to Message demonbreatherAs I said, it's definitely not game-breaking, but the lack of speech is quite noticeable, and I'm hoping someone has a suggestion for how to fix this. You may have accidentally activated the mute function. Right-click on the merc's portrait at the bottom of the tactical map. That should bring up that merc's inventory and such. Over on the left, below the merc's portrait, is the mute switch for that merc.

Page 201 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by dbonar on Wed, 16 Jul 2014 22:08:54 GMT View Forum Message <> Reply to Message I'm getting back into Arulco Revisited so I figured I'd try a new install.

Fresh install of JA2 Extracted SCI Revision 7337 to JA2 directory Extracted AR 1.4 to JA2 directory Extracted SDO_GameDir_r1894 to JA2 directory Extracted AR+SDO Random Item maps to JA2 directory

I'm starting from the ini editor with vfs_config.AR.ini- selected mod JA2_6692.exe - selected executable Data-AP\JA2_options.ini - selected INI

I get a black screen for a sec before it pops up a JA2 Fatal Error "could not initialize library [Data\Ambient.slf] in : profile [SLF libs], path [Data\Ambient.slf]

The only thing that seems odd about my installation is that there were very few things that want to overwrite in the whole process. I let windows extract things into my JA2 directory which is not under programs or other protected spots.

Subject: Re: Arulco Revisited Mod Posted by Cerhio on Fri, 25 Jul 2014 22:22:16 GMT View Forum Message <> Reply to Message @Mad Marcus: You're definitely not going to get any mods to work with AR let alone any newer unstable versions. A few pages back a couple people have mentioned the latest unstable you can get working but from my experience, you can't get too too far with Unstable+AR. I usually either run into a battle that causes the game to crash for no reason or try to attach certain attachments to guns that just cause the game to crash without warning. Your best bets are A) Play with the latest compatible unstable + AR and pray to god you don't get a random crash or B) Play through the latest unstable 1.13 AND THEN play the latest stable 1.13+AR and just roleplay that you're "revisiting arulco" and can't use any new features (ie. radio, etc) because the situation in the country is so bad roleplaying is usually have I keep from breaking immersion lol

Subject: Re: Arulco Revisited Mod Posted by Strohmann on Fri, 25 Jul 2014 23:15:10 GMT View Forum Message <> Reply to Message Arulco Revisited is compatible with SDO revison 7337. He already got an answer per pm, although he posted in the "wrong" thread.

Page 202 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by Schneider8 on Tue, 02 Sep 2014 09:33:07 GMT View Forum Message <> Reply to Message Guys, I used to play with drop all items, because it's most realistic. Is it really that bad to play AR with that option on?

Subject: Re: Arulco Revisited Mod Posted by Seven. on Tue, 02 Sep 2014 10:51:04 GMT View Forum Message <> Reply to Message Schneider8 you will likely ruin the balance - economy and gun progression, and you will have a lot of micromanagement with all that hundreds and thousands of items you have to sort afer each battle, decide what to keep and what to sell etc.

Subject: Re: Arulco Revisited Mod Posted by onkelfrosti on Mon, 08 Sep 2014 20:00:43 GMT View Forum Message <> Reply to Message what about the new stable version?

Subject: Re: Arulco Revisited Mod Posted by Stargazer4 on Mon, 15 Sep 2014 20:55:28 GMT View Forum Message <> Reply to Message Seconding the question about the compatibility with the new 7435 Stable version.

Subject: Re: Arulco Revisited Mod Posted by Slax on Mon, 15 Sep 2014 21:27:30 GMT View Forum Message <> Reply to Message

Eyes open, people.

Subject: Re: Arulco Revisited Mod Posted by Seven. on Sat, 27 Dec 2014 17:18:52 GMT View Forum Message <> Reply to Message

Page 203 of 226 ---- Generated from The Bears Pit New strategic map from [color:#006600]GreenEyes[/color] (ja2.su) link

Preview: Toggle Spoiler

Subject: Re: Arulco Revisited Mod Posted by demonbreather on Fri, 15 May 2015 21:38:56 GMT View Forum Message <> Reply to Message Possible bug?

Playing AR 1.4 (most current I could find) + 7435_7609 (most current stable release if I'm not mistaken?). No other mods, but I did tweak INI settings (nothing crazy though).

Anyway, my issue is when I click the button in the inventory screen to auto-drop my large TIMS bags I crash to desktop. It actually works sometimes, but occasionally a blue asterisk appears on the bag icon and it won't drop to the ground. At this point, clicking the drop button once more, or clicking the asterisked bag, the crash predictably repeats.

I made 3 IMPs so I'm attempting to drop multiple bags at the beginning of each battle, and I can typically only drop the first one without issue.

The error message is roughly: Assertion failure line 60 in Item types (something like that, but the line 60 part is correct).

I'm very early in this playthrough so I just got a Malice large bag, but I haven't noticed if it causes the same crash.

Not sure if this is AR-related, or maybe an issue caused by making more than 1 IMP or what, but I feel like it would be more well-known if it happened all the time.

EDIT: Error message: Assertion Failure in line 60 of ./Item Types.cpp Also, Malice bag does not cause a similar issue.

EDIT 2: Started over to tweak some settings and rebuild my IMPs. Only made 2 this time instead of 3, (decided not to make a spy) and I haven't had any crashes. If anything else comes up, I'll try to find an AR Bugs thread (just realized I may be posting in the wrong spot).

Subject: Re: Arulco Revisited Mod Posted by Burns on Sat, 18 Jul 2015 13:57:23 GMT View Forum Message <> Reply to Message Did AR move the final location of Diedranna? She is not in the Palace nor in the underground

Page 204 of 226 ---- Generated from The Bears Pit shelter in Meduna. I... don't feel fulfilled until I find her.

Subject: Re: Arulco Revisited Mod Posted by CVB on Mon, 28 Mar 2016 16:49:42 GMT View Forum Message <> Reply to Message sevenfm wrote on Sat, 27 December 2014 18:18New strategic map from [color:#006600]GreenEyes[/color] (ja2.su) link

Preview: Toggle Spoiler

May I uses this for the next AR release?

Subject: Re: Arulco Revisited Mod Posted by Seven. on Mon, 28 Mar 2016 17:01:47 GMT View Forum Message <> Reply to Message CVB wrote on Mon, 28 March 2016 21:49May I uses this for the next AR release? Sure, the map was made by GreenEyes and is free for use in any mod. Original link here: https://yadi.sk/d/D9-GGPLFdZghv

Though personally I don't like too swampish coloring, and it's not very sharp comparing to original map.

Subject: Re: Arulco Revisited Mod Posted by gimmehints on Sat, 13 Aug 2016 23:43:23 GMT View Forum Message <> Reply to Message Hi! I started on AR two days ago, when I slapped the download from the first post onto 7609. So far everything is fine (just cleaned out all omerta sectors, so its not like I've been playing much), and I run with all new settings except food and AP for inventory. Two stacked IMPs with meltdown, fox, gary, grizzly, igor, hector and ira. All have contracts for two weeks, leaving me broke. however, related to my current "correct ini file" question http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23152&start=0& I am wondering if everything is in order - I#ve grown fond of the tactical minimap overlay for the last enemy in the sector, and it didn't work in omerta. I checked, and it's still set to true (filled in rectangle over location). Is that feature gone, or am I operating with the wrong ini file after all? There is no

Page 205 of 226 ---- Generated from The Bears Pit data-AR/ja2_options.ini in the AR folders, nor any other ini than modsettings.ini. Help?

Also, while I'm here - any chance i can pay that team from loot alone (selling high ticket items in san mona presumably to offset the 20% sell to locals price)? Everyone is due to level up soon, one hire already has. Or do I need to (try and) take a mine ASAP? And another thing, is max team size still 32? I ran into that limit with my last 7609 ironman game, much to my dismay. Also, can I correctly assume I can tweak a running AR game re sell to locals percentage if I run afoul of finances while testing out the mod? edit: "mark last enemy" became active again in san mona and around it. Nvm.

Subject: Re: Arulco Revisited Mod Posted by Vadim Dolvich on Sat, 10 Jun 2017 16:54:22 GMT View Forum Message <> Reply to Message I just want to add the following to anyone who wanted to try AR with an unstable release. I'm currently running with the latest unstable SCI. All I had to do was copy Skillsettings.ini and CTHconstants.ini from Data/1.13 to Data/AR, overwriting as needed. That made the errors during startup to go away. Then make sure the ini editor is pointing at the Arulco revisited vfs config and the arulco revisited JA2 Options, then you can play to your heart's content.

Subject: Re: Arulco Revisited Mod Posted by Raccoon on Sun, 09 Jul 2017 14:19:43 GMT View Forum Message <> Reply to Message Question regarding Manuel, i remember him being in a sector near Drassen from my last playthrough. Now ive already been to that sector, however he wasn't there. Is his appearance connected to game progress? My Progress is mostly determined by sector control and uncovering, so its fairly low right now. Should i return later on or are things just broken because im running AR on the latest dev build?

Subject: Re: Arulco Revisited Mod Posted by GASK3T on Mon, 04 Feb 2019 16:50:22 GMT View Forum Message <> Reply to Message Just curious...and not sure if this is the thread to ask....but is everyone using the vanilla maps while playing 1.13? What is the recommended map pack that pairs easily with 1.13???

Subject: Re: Arulco Revisited Mod Posted by Fan on Thu, 07 Feb 2019 08:27:30 GMT View Forum Message <> Reply to Message

Page 206 of 226 ---- Generated from The Bears Pit @GASK3T, you must look around in this forum. There are many mods which are based upon 1.13 p. E. 1.13-wildfire, 1.13 UC, 1.13 DL, 1.13 AR, 1.13 VR etc. All are played with the maps of 1.02 till 1.12 Ja2 from these original mods, some lateron changed. The first maps of original 1.13 were played with Vanilla Maps and the quests of this.

You can play them all, for they are working all. I like Vengeance Reloaded because you are able to engage many RPCs. In Deidranna lives you may have TERRY SLAY (one of the terrorists in Vanilla) from the beginning (instead of Dimitri) p. E. In Urban Chaos you may have ROSEBUD from the beginning, but no weapons!!! IMO the difficultiest mod because of perhaps three sorts of enemies. In Arulco Revisited you must renounce BOBBY RAY for a long time, because you can't get him in DRASSEN but lateron in the mod. Thrilling! By the way, my idea. In Wildfire IMO you must have a specialist in explosives because of the many mines and a specialist in heavy weapons because of the many platforms.

Now you may have the choice!

Last but not least: I'm a German and have understood your question and you have understood me

Subject: Re: Arulco Revisited Mod Posted by GASK3T on Fri, 08 Feb 2019 13:55:07 GMT View Forum Message <> Reply to Message Your I understood your English very well. Thank you.

Good breakdown. I have played Arulco Revisited and wildfire and liked it very much. I will have to check out Urban Chaos and Deidranna lives.

Subject: Re: Arulco Revisited Mod Posted by Kitty on Tue, 16 Apr 2019 02:06:17 GMT View Forum Message <> Reply to Message @ Fan: You mentioned 1.13 AR. I could find the others you mentioned, but not this one. I have tried to update AR to newest 1.13 recently, but failed big because of lacking knowledge and tools that drove me mad. So I will try to improve my knowledge and then may try it again. But if there is allready a 1.13 AR thats probaly rather useless. And since you've been involved in creating AR, if I understood correctly, do you know what is the status of permission to update and/or tweak AR.

Page 207 of 226 ---- Generated from The Bears Pit I've tried to pm JAsmin. Strohmann and CVB asking about permission, but no answer so far (which was another reason I stopped trying to update for now). So if there is a 1.13 AR I would be very interested how it was done for learning reasons. Or did I misunderstood your answer to Gask3t and there is no 1.13 AR?

Subject: Re: Arulco Revisited Mod Posted by LatZee on Sat, 20 Apr 2019 20:59:41 GMT View Forum Message <> Reply to Message I think he was talking primarily about mods like Urban Chaos or Deidrana Lives which predate 1.13, but have later been recreated on 1.13 base, so there is both a standalone UC mod for vanilla JA2 and a 1.13 UC version built from it. Unlike them, AR has always been 1.13 mod, there is no standalone version. So there is no other version, 1.13 AR is the only one that exists.

Strohmann's version (+ CVB fixes) is latest there (publically :p) is, and should still be, well, almost usable with latest SCI, if you ignore newer features. So that should be your starting point. Also, you probably shouldn't worry about permissions, Strohmann never had any from Jasmine, CVB didn't from Strohmann neither... that's the nature of projects like this, people come, people go. So, be respectful, don't try to pass other people's work as you own, and everything should be alright.

So, what is bothering you with tools? I see you mention editor problems which i can't replicate (just dropped Data-AR into clean latest SCI installation and editor seems to work normally), but honestly do you even need the editor? Quick look tells me that no map have been touched in base 1.13 since 2012, so whatever new features were added since the creation of Strohmann's version probably don't need changing anything on the maps. That means that Notepad++ (or any other text editor of your choice) should be the only tool you need.

Subject: Re: Arulco Revisited Mod Posted by Gopas on Mon, 22 Apr 2019 08:46:41 GMT View Forum Message <> Reply to Message Hello to everyone, haven't been around in a while.... I am away from my good pc where 1.13 + AR run fine. I am trying to set it up on an old pc that works on Windows XP and i see some issues....

The welcome screen for AR, the one with all the vegetation, doesn't show, instead it shows the classic screen with the 1.13 logo. Also, when looking through the roster, the alumni, both in AIM and Merc, have all of their stats at 0. Furthermore, when i try to contact them in AIM, they do have voice but their mouths do not move, neither do they change expressions. My guess is that something is amiss or i am doing something wrong. Perhaps both. It would appear that Dimitri's mod, Deadly game mercs with voices , it's included in the AR 1.4 or the Stable 1.13 with the 7609 update, just doesn't work properly for some reason.

Page 208 of 226 ---- Generated from The Bears Pit Any advice, tips, hints can be helpful. Also, if someone can point me to a place where i can download Dimitri's Deadly Games with Voices mod, it will be grant. I have been scouring the Pit, Kermi's depository and the internet in general, with no success sadly. Thank you all in advance for all the support and possible help.

Subject: Re: Arulco Revisited Mod Posted by Hawkeye on Mon, 22 Apr 2019 09:11:39 GMT View Forum Message <> Reply to Message Here's the Deadly Games mercs thread, some of the downloads still seem to be available, though not sure which one you'd need. http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=19442&prevloaded=1&&start=0

Subject: Re: Arulco Revisited Mod Posted by Kitty on Mon, 22 Apr 2019 17:18:24 GMT View Forum Message <> Reply to Message @ LatZee: Thanks for answer. So I misunderstood what is meant by 1.13 mod. Lack of english skills on my side, I guess.

The permissioon thing sounds good, I sure didn't want to pass things as my own. And as you hint that there are non-publically version, that gives me hope that I might figure out a way, too.

As for tools, I'd say my biggest problem is the human factor, that's me. I lack to much knowledge by now. I started with zero knowledge. Just looking into the scripts and xmls of 1.13 and mods and then using trial and error to find out what is happening. And reading threads and ask questions. Map-editor works just fine, only the factions can't be changed by any editor higher then 8517. I needed to change the smuggler faction of AR since it otherwise collide with factions added by 1.13 after AR release (and plan to expand them a little, to make them "useful" anyhow, make the decission if to attack them or not a little more tricky. I found a way by just using 8517 to do this and then copy the maps to 8673 and do the other changes. That's doable, but rather unconvinient. Like, if I changed factions this way and then changed item-placement and then wanted to do another faction change on the map I basicly throw away item-placement by doing the faction change with older editor if I use the newer items like facemask, camera, etc. needed for newer features. And made me unease with using map-editor, since I didn't know if there are might be other things not working too. So, that said, it is very cool that you said, you couldn't reproduce it. That gave me a hint that I, again, should look into my installment, although I don't know what might be the problem. But it is a first hint, so thanks. As for mapss themselves, you are right there haven't been much cahnges needed, just adding a desktop-pc where 1.13 lua-scripts refering to one and AR maps don't have them and other rather cosmetical stuff . Changing placements, like you said, can be done with notepad++ and a lot of patience and typing - but again, I needed to find out by trial and error how this works. But that's probably the way everybody has to start.

Page 209 of 226 ---- Generated from The Bears Pit Other tools like sti-editor or jsd-edit also were/are though to undertand for me, but those are completely lack of knowledge on my side and I learned allready more about them. Some features like overlapping airspace with more sam-sites then the vanilla ones might never by solveable by me alone, I finally found a way to shut them down with covert-op feature hacking, but by doing so, the second airspace-tab shows no colour for them, no more colours available, as far as I understood (Ineed numbers higher then 32 and those are not available and I have no clue at all how to add colours, that might need coding skills which I lack totally - but yes, I bought a book for C++ starters, so, you see, I realy try to learn)). Other things like changing item-attachments or so, are still on my list, but I haven't looked much into it and don't want to change tooo much anyway. Just being able to put lockpicks or other small stuff in the trousers or vests might be cool, but on the other hand I've seen recently that AV isa doing this and I don't want to steal ideas. Anyway, I won't look into this before having finished to solve my basic problems. Like I said, my biggest is my lacking knowledge, the human factor. So I'd rather keep learning stuff for a while now and try to apply to my little project. But keep otherwise a little more quiet about it until I can show some results. I like to ramble too much. which might can be seen in my recent posts - human factor again :-)

Subject: Re: Arulco Revisited Mod Posted by LatZee on Mon, 22 Apr 2019 18:27:17 GMT View Forum Message <> Reply to Message Well, in all that, you might split that project into two parts, one would be just updating AR to be fully compatible with latest SCIs, and then additionaly add your own twist as an addon. That way, you'd give people choice if they happen to not like your changes/additions but like "original" AR.

Issues with factions I think were solved by CVB, he moved the smugglers to spot 23 in CivGroupNames.xml (that is kept empty to leave space for UC factions) and updated maps, so that shouldn't be a problem, but if he missed something, using older editor shouldn't be a problem.

MercProfiles.xml is out of date also, but that is easily fixable by just grabbing the new one and changing locations of Manuel and Maddog (and possible some other people that I forgot :p). That should be all that's needed.

SectorNames.xml needs updating to add support for some newer features like militia volunteers, mine workers and bandit raids. I've actually done that by just taking the values from WF maps and adjusting locations. So if you haven't been through that, I can send it to you.

SamSites.xml might be problematic. Not neccessarily because it's complicated, but because last time I took a look, it seemed to me that coverage for SAM sites 5 and 6 doesn't work at all (or at least doesn't show at air control map). Might be Flugente changed some things when adding that overlapping feature and didn't expect more than standard 4 SAM sites, so someone more familiar with the code might have to take a look.

Page 210 of 226 ---- Generated from The Bears Pit That should probably be all the xml work needed to bring AR to par with new SCI. That leaves only other 90% of work to do, namely Lua scripts :p

Without taking a closer look, I think that mainly 4 things need to be looked at there: Hacking, new merchants, intel, and quests generally. Might be I forgot something, of course :p

Hacking I never gave a try neither took a real look at scripts, so really can't tell anything about it :p it might be fixable by just adjusting locations in Lua script, or things might need to be added on maps, so editor.

New merchants shouldn't be a problem, it just a question of looking through maps and updating their locations in the script so they aren't placed in stupid positions.

Intel is similiar, most stuff should work out of the box, only locations where you need to take photos should have to be updated. It is again, just checking the map and adjusting the script... for example, if a script for Drassen SAM photo says it should be taken in room number 6 (numbers pulled straight out of my ass :p), on AR maps, SAM computer might be in room 15 or something, so just those room numbers need to be changed, and posibly added for additional SAMs and/or other noteworthy attractions :p

And last, but certainly not least, quests. Now, in theory AR was designed to work with standard quests, so quest related stuff is not moved from the locations on vanilla maps, and then the rest of changes are built around that. So quests should just work... in practice, quests were always the most finicky part, so that would probably require a fair bit of testing.

And then, you could start on doing whatever else you want, but with that I'm not going to be much help as my knowledge of STI/JSD stuff is really limited :p

Subject: Re: Arulco Revisited Mod Posted by Kitty on Tue, 23 Apr 2019 00:03:51 GMT View Forum Message <> Reply to Message Thanks for the detailed answer!

Splitting things up might be better, letting people choose is a fair point. And it'll probably save me some time, too.

I wanted to leave 23 in civGroups free like done in 1.13. And Flugente added a bunch of other script placed groups i didn't want to mess with. At the momemnt I put smugglers into group 100, just to be save if he adds 30 more next week (which probably would be cool) :) After my first impression, that this will hinder me to do things, I cooled down and see using two mapeditors rather as an annoying, but totally working thing. But yeah, still annoying (still have to look into my installment again). I also intend to add more factions, mostly just for adding and/or altering story. Depends also on if I find out how to edit the emails, which seems to be hardcoded and therefore out of reach for me now.

Page 211 of 226 ---- Generated from The Bears Pit So far I made changes to mercprofiles, sectornames, movement costs xmls(also needed for volunteers to define a farm as farm and for diseases to define swamp as swamp and so on, Flugente kindly pointed me to this). For sectornames I just used 1.13 and added the missing AR sectors and changed names where needed. Same with mercprofiles, took 1.13 and just changed the placements of maddog, manuel, etc. For hacking, script added merchants and photos I allready checked the tiles of placement, roomnumbers, direction of sam-terminals, etc. in AR and compared to 1.13 and started to change numbers in scripts where nescessary and added pc-furniture where missing. Most could be left untouched, but I looked up all anyway. This requires some more ingame testing to see if and how it works. For instance, I allready realized that script added npcs in basements seemingly doesn't work as I thought, needs further investigation. In factories AR added npcs as workers, that collide with script added factory-workers in some places, too. Probably I should clean all AR maps from items and npc's anyhow and then add back later. Still need to find out if script-added npcs are count towards the max-placement in editor or instead to max in civs per sector in ja2ini. And I have to look at Orta again, the placemts of needed stuff for some stuff is working, for others not - maybe I typed the wrong numbers or something else went wrong. And Orta is rather important for hacking featutre, don't want to mess it up.

For Flugentes Bountyhunt quest I had to change some maps of AR, otherwise the bountyhunters would spawn in walls or in deep water lake. And I have to look into dynamic-restrictions.xml. Militia is handled different in recent builds and doesn't have this xml anymore, needs some testing on my side. modsettings-ini also has new entries, e.g. ASD helicopter. I also still need to add heli-stis to meduna airport for ASD and change estoni map, since heli otherwise would land halfway in a building if in tactiacal and landed. And I'm pretty sure, that after more ingame testing I'll come across more things. sam-sites are somehow handled different now. they have to be named 1,2,4,8 and so on - that's what xml-description says. So sam 5 and 6 need to be 16 and 32 in the row-table at the end of xml. Otherwise they won't shoot down skyrider (probably not working at all, I assume. At least thats what I think after testing other numbers). But since AR added a couple of computers and alike itself, I might can produce a cheesy story on them to explain lacking colours in airspace-view (something like "run by navy, uses different software and deflection" or simular meh). Anyhow, I'm glad I was able to make them work at all and being able to shut them down by hacking.

All this extra computers should be given some text (make lua-entries for them) or they will produce just standard text from 1.13 which might be odd. This might be a tricky part for splitting things up. I also experimented with adding new mercs (in MERC and on map), needs some more testing and again - split up.

And you are absolutely right, 90% is lua-scripts (mostly overhead and strateticmap). Which works much better since i use notepad++ instead of standard windows notepad :)

Most of the typing allready is done, but testing has to be done in real-game, sofar I have tested while in cheat mode. This most likely will result in some more typing. And to avoid doing item-placement over and over again, I decided to do this as a last step (at least things like camera

Page 212 of 226 ---- Generated from The Bears Pit and facemask which are connected to newer features should be added in early game maps/merchants since one can't order them due to late bobby ray). Other changes I should really split up. And since RL also has to be lived, all this will need some time :)

I also started to change some tilesets. Adding heli-sti, sandbags and concertina where needed and wanted. And most of all I realy would love to expand the military harbour and need boats for this. I made some pixel-drawn boats out of truck-sti and even some bigger ones, but struggle with jsd. Got some advive from hawkeye on this and have to try if I'm capable to follow. This also should file under "split up".

So, thanks again for detailed answer, that reasured me that I'm not completly thinking wrong what needs to be done, highly wellcomed feedback- thanks. And most of all for advising to split things up. The moment I read it, I thought, geez- this is so obvious, sigh. o.o

And uups, I rambled on again - sorry folks, might be a build-in feature of mine. ^.^

Subject: Re: Arulco Revisited Mod Posted by LatZee on Tue, 23 Apr 2019 11:23:15 GMT View Forum Message <> Reply to Message Well, you seem to be pretty solidly on top of things then, so giving up shouldn't be an option :p

As for factions, 23 and 24 will always be left open in base 1.13 because UC 1.13 version uses them for their additional factions. Since using both AR and UC at the same time is not something that anyone will ever do as it makes no sense, using that space is pretty fine, and shouldn't be a problem, but, hey, do things your way :d

As for SAM sites 5 and 6, I think that at some point I converted the xml file into the new format (1, 2, 4, 8, 16, 32) and it might even work correctly in the game (as for actually shooting things down), but that overlapping air control map is not showing it at all. If i had to guess, I'd guess that Flugente defined colors for SAMs 1, 2, 4 and 8, and their combinations, but not for additional SAM sites above that, so that is probably unsolvable by modding means alone at this point.

When you think that you have things ready for some additional testing, put it up somewhere, might give it a run or two :d

Subject: Re: Arulco Revisited Mod Posted by Kitty on Sun, 05 May 2019 17:32:24 GMT View Forum Message <> Reply to Message

Page 213 of 226 ---- Generated from The Bears Pit One of my major traits is being stubborn, sadly combined with a minor trait low frustration. For the good and the bad... :)

I slowly crawl on. Just wanted to add that if I say most is lua, this includes finding out which xmls are connected to some lua-stuff. Like adding script-merchants needs lua and merchants.xml as well as entries in additionaldealerinventory, even the blackmarket needs a bllank entrie in additionalinventory, although it's inventory is handled in lua. So, it's a slow, time consumimg process with a lot of trial-and-error, the worlds oldest scientific method.

But since I started focussing a little more on doing a AR-Update alone (before expanding it later on) it went faster. Until I got sucked into a problem and my thoughts stroll away to some "hm-might-be-possible-let's-try".

Subject: Re: Arulco Revisited Mod Posted by Seven. on Wed, 22 May 2019 23:48:49 GMT View Forum Message <> Reply to Message Looks like C14 map has a bug, missing containers. Toggle Spoiler

Subject: Re: Arulco Revisited Mod Posted by Kitty on Thu, 23 May 2019 00:01:51 GMT View Forum Message <> Reply to Message In C13 one container , way, right above fabric sometimes, too. Also H2 inside fence, beside small building and in G2 sometimes too irrc. Mostly "Dead Airstrip" tilesets. Replacing these bathfurniture with containers and re-save did the trick for me. (All for AR) Apeared with JAsetdat.xml on and off, so probably not related to that.

Subject: Re: Arulco Revisited Mod Posted by Kitty on Thu, 23 May 2019 00:14:47 GMT View Forum Message <> Reply to Message ATM I try to give the new connected PCs and Cabinets some usefull text, try to balance the new script-merches inventory. All Factions I wanted to change I gave new civ.edt too. Might be very wise to let someone with better english have a look. Since I try to split up things into "patch only" and "expanded" , New hostile faction(s), map-changes over what is needed for new feautures and so on will be in "expanded" only. At least the "patch only" has came pretty far.

Subject: Re: Arulco Revisited Mod

Page 214 of 226 ---- Generated from The Bears Pit Posted by Seven. on Thu, 23 May 2019 11:22:26 GMT View Forum Message <> Reply to Message Kitty wrote on Thu, 23 May 2019 05:01In C13 one container , way, right above fabric sometimes, too. Also H2 inside fence, beside small building and in G2 sometimes too irrc. Mostly "Dead Airstrip" tilesets. Replacing these bathfurniture with containers and re-save did the trick for me. (All for AR) Apeared with JAsetdat.xml on and off, so probably not related to that. In my case the problem was with the cargo.jsd patch from here: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=24027&start=0& Looks like putting it into tilesets 17, 19, 20 and 35 in Data\Tilesets breaks compatibility with mods. After removing these new cargo.jsd files, sector looks ok. For Arulco Revisited, it's new cargo.jsd in tileset 19 which causes problem with containers, don't know if 17, 20 or 35 also cause bugs in other sectors.

Subject: Re: Arulco Revisited Mod Posted by Kitty on Thu, 23 May 2019 16:19:10 GMT View Forum Message <> Reply to Message Oh,oh. I used that jsd, too. It's been a while, so I better check in which tilesets I put the new one (it seems at least 19 and 35) and where it's taken from slf. And since I moved things from 8673 to 8675 recently I might have missed things while moving. In my schedule I wanted to finally try to fix my newboat.jsd at weekend and since I allready got the advice to first try simpler jsd like containers, this is a good oportunity to look into which container.jsd i put where.

Subject: Re: Arulco Revisited Mod Posted by BlueWarrior on Wed, 29 May 2019 05:44:12 GMT View Forum Message <> Reply to Message Is Arulco Revisited and Arulco Vacation compatible with each other?

Subject: Re: Arulco Revisited Mod Posted by Hawkeye on Wed, 29 May 2019 07:38:57 GMT View Forum Message <> Reply to Message They are two different mods altogether but both based in Arulco and still following the main storyline of Deidranna. So I'd say no.

Subject: Re: Arulco Revisited Mod Posted by edmortimer on Wed, 29 May 2019 12:49:40 GMT View Forum Message <> Reply to Message

Page 215 of 226 ---- Generated from The Bears Pit Hawkeye is correct - they are not compatible as both are overhaul mods that change lots of the same stuff in different ways.

Subject: Re: Arulco Revisited Mod Posted by BlueWarrior on Fri, 31 May 2019 18:27:08 GMT View Forum Message <> Reply to Message Thank you guys

Subject: Re: Arulco Revisited Mod Posted by BlueWarrior on Fri, 31 May 2019 18:28:25 GMT View Forum Message <> Reply to Message The M1919A6 is mostly chambered in .30-06, Does anyone know has to Change Calibers?

Subject: Re: Arulco Revisited Mod Posted by nod on Fri, 07 Jun 2019 16:05:29 GMT View Forum Message <> Reply to Message Hi, just wanted top drop in to show how happy I am that someone's working on my fav JA2 1.13 mod!

There were times I was considering to try and update it myself but I could never push myself to do necessary trial and error learning and all the work... I would have never finished it.

Glad to see someone with actual passion and determination to push through! Wishing you all the best Kitty, can't wait to play this great game and mod again! Also very curious about your own additions in due time :)

Subject: Re: Arulco Revisited Mod Posted by BlueWarrior on Tue, 18 Jun 2019 04:57:16 GMT View Forum Message <> Reply to Message My shipments from Bobby Ray's is not arriving at the airport. Is there a bug? Is it because of Overnight Express?

Subject: Re: Arulco Revisited Mod Posted by Kitty on Wed, 19 Jun 2019 20:02:50 GMT View Forum Message <> Reply to Message

Page 216 of 226 ---- Generated from The Bears Pit BlueWarrior wrote on Tue, 18 June 2019 07:57My shipments from Bobby Ray's is not arriving at the airport. Is there a bug? Is it because of Overnight Express? If Bobby Ray is available I assume you liberated the right airport. If deliveries don't arrive most likely this is, in my experience, connected to the settings in the ini-editor. If you scroll down in ini-editor, somewhere close to the bottom there is an entry for bobby ray. Look at the settings there. If you have left those untouched sofar there is a possabilty to either get your stuff stolen or the whole shipment being lost. You can change this settings to avoid such behaviour, but probably you have to go back to a save game before you have made your order. Proper descriptions can be found in ini-editor.

Subject: Re: Arulco Revisited Mod Posted by Kitty on Wed, 19 Jun 2019 20:15:04 GMT View Forum Message <> Reply to Message @ nod :

Thanks for encouragement. I can't say when I'm finished but I'm on it. Right now I'm playtesting a lot and that's rather time-consuming. I allreday found out that I have to re-think volunteers because the way I did you'll gain way too much. This and other balancing stuff will take a while. So, I'm begging you and everyone for a little patience.

Subject: Re: Arulco Revisited Mod Posted by nod on Thu, 20 Jun 2019 08:45:15 GMT View Forum Message <> Reply to Message @Kitty

I'm trying to make my posts in a way that won't make it look like I'm rushing you - and it's way harder than it seems! :] However - I am really not, honestly. Take as much time as you deem necessary. Release your work when YOU think it's ready for it.

On the other hand - for you to be satisfied with it, it doesn't need to be absolutely perfect. Nothing is, really. Don't be afraid releasing your work with some known minor issues. You may iron those out later, if you still have patience for it. ;)

That could also adhere to how you work on the mod in general. What I mean is - this is a big game. Mods overlaid on it make it even bigger. That means ALOT of work, and I'd imagine (and your earlier posts seem to confirm that) much of it is tedious. My advice is: when working on a feature, don't try to force your way through it, if it gets too tedious. Set yourself a milestone, reach it, then move on to something else until you feel like you can come back to it. Like, eg: "Those freaking map changes take way too long, I'd rather be doing something else rn. I'm gonna do 4 more sectors - I'll have 30 done. I'll move on to [X] and come back to map changes some time later". It's almost like your passion for a project is a resource you have to manage ;DD Also, when returning to a suspended feature after a time, you have greater knowledge on how your project

Page 217 of 226 ---- Generated from The Bears Pit unfolds as a whole, which may affect the way you do things when u return to it.

Now, you seem to have a great deal of work done already (woooo!), so this advice comes WAY late, but whatever ;D If I've made it again look like I'm rushing - sorry! >.< Take your time. Have fun with it. Cheers!

PS. As you can see I too have a strong proclivity towards rambling xd

EDIT: removed an emoji that somehow appeared totally out of place :s

Subject: Re: Arulco Revisited Mod Posted by Kitty on Fri, 26 Jul 2019 19:21:24 GMT View Forum Message <> Reply to Message @ nod

Thanks for the advice and encouraging words.

I must admit, that I already jump back and forth between things I try to implement/solve :) Some stuff turned out a major hindrance, some went just fine.

I also changed my view of a possible time when I will be "finished". When I started this, I thought about two or three weeks, but now I allready spent months and think it will most likely turn out to come close to a year or even more.

Somehow hooked on this :s , even so whenever I think it's close another issue jumps to my eye that I hadn't realized sooner.

I'm learning a lot and this and the feeling when something turened out like assumed sure is fun for me ^.^

Right now, I continue implementing the Additional Merchants in AR-Cities (those in the shops) and playtesting if they work and how much I messed up balance by adding to much good stuff and so on. And I also have transferred stuff to newest 1.13-build (8681/2476).

Subject: Re: Arulco Revisited Mod Posted by HellsWind on Mon, 29 Jul 2019 13:33:42 GMT View Forum Message <> Reply to Message Hello.

Page 218 of 226 ---- Generated from The Bears Pit I'm trying to figure out how to get AIMNAS (items) to work with Arulco Reloaded (maps).

Could anyone nudge me in the right direction please?

Subject: Re: Arulco Revisited Mod Posted by Zalpha on Mon, 09 Sep 2019 22:11:19 GMT View Forum Message <> Reply to Message I love this mod, it is one of my favorites so thank you for making it. I don't think it will ever be updated but I still enjoy playing it none the less.

Subject: Re: Arulco Revisited Mod Posted by Kitty on Mon, 09 Sep 2019 23:34:31 GMT View Forum Message <> Reply to Message Successfully triggered :)

I currently try to update it. Most new features I got working, a few still need some more work. Since I started with zero knowledge, each and everytime I run into something, I first must try to learn it. I try to do two versions. One "just" being a basic update and another with stuff added by me. Ever since Latzee mentioned that I should think about people that might not like what I've added, I ended up doing this two version-thing. I think he has a fair point.

This will take longer, but also, while learing things I wanted to add, I stumble across stuff that had to be fixed in basic-version, too. For example: While trying to add a new basement, I found some wall-segments that didn't provide any cover. It took me a while to figure out why. In the jsd (structure definitions) for the sti (graphics) few wall segments for basement walls were wrong (90 degree angle). So I had to learn about jsd, fix this and then added it for both versions. I'm also more then happy, that with the latest build, the map-editor problems I had, were solved. Item placement and new groups of civilians (like the smugglers) where a real pain to deal with before.

I don't dare to state any time anymore. Everytime I thought that soon I'll be finished I run into something while playtesting. All I can say is, that I'm working on it and ever since I overcome the frustrations of the time I started, I'm pretty convinced that I'll finish it also. It would be a shame to stop after all the progress made, it's rather finetuning now then anything else. But without this finetuning some things would be odd, so...

While waiting I highly recommend using AR with the new exe by sevenfm and/or in combination with SDO-mod. That's my favourite for AR.

Page 219 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by Hawkeye on Mon, 16 Sep 2019 00:59:52 GMT View Forum Message <> Reply to Message

Subject: Re: Arulco Revisited Mod Posted by Kitty on Thu, 23 Jan 2020 05:13:57 GMT View Forum Message <> Reply to Message Due to RL I can't spend as much time on updating AR for recent v1.13 versions as wanted, so I say it's finished when it's finished, but February/March (2020) seems an realistic goal for putting up first public playtesting of the plain update version. The expanded version still lacks some permissions for other peoples stuff I like to use, it's kinda difficult to get even in touch with those. I will create a new subthread in AR-thread when I upload stuff. :)

Subject: Re: Arulco Revisited Mod Posted by Hawkeye on Thu, 23 Jan 2020 06:13:12 GMT View Forum Message <> Reply to Message Good to hear Kitty. Even if it's a small update, it will be a better mod than it was before you began working on it.

Subject: Re: Arulco Revisited Mod Posted by nod on Mon, 27 Jan 2020 09:41:40 GMT View Forum Message <> Reply to Message Awesome news, can't wait to try it out! (+)

Subject: Re: Arulco Revisited Mod Posted by Vritran on Tue, 18 Feb 2020 21:01:52 GMT View Forum Message <> Reply to Message I have just started playing AR and enjoying it better than Vanilla so this is excellent news.

Looking forward to any updates on this. Keep up the good work.

Subject: Re: Arulco Revisited Mod

Page 220 of 226 ---- Generated from The Bears Pit Posted by Kitty on Wed, 25 Mar 2020 15:07:15 GMT View Forum Message <> Reply to Message Kitty wrote on Thu, 23 January 2020 07:13..., but February/March (2020) seems an realistic goal for putting up first public playtesting of the plain update version. ... I'm fine, but I have to deal with lot's of unexpected stuff for me and my surroundings, due to guess-what. So March won't be a thing anymore. As long as circumstances allow me to do, I will continue with this, but stating a time is impossible at the moment.

But I'm allready searching for useable graphics of toilet-paper, so that hoarding them ingame will be possible, too.

Stay save

Subject: Re: Arulco Revisited Mod Posted by Kitty on Sat, 18 Apr 2020 16:17:39 GMT View Forum Message <> Reply to Message Still working on this Ar update. I hope being able to upload at least a w.i.p.-version soon for playtesting by you. Will annonce here.

Subject: Re: Arulco Revisited Mod Posted by nod on Sun, 19 Apr 2020 12:02:50 GMT View Forum Message <> Reply to Message Nice! Also thanks for the updates, Kitty (+)

Seems like I'll have to go back to checking this page daily, then :d

That said, no pressure! And more importantly: Stay safe!!

Cheers :)

Subject: Re: Arulco Revisited Mod Posted by Omega on Thu, 23 Apr 2020 20:27:31 GMT View Forum Message <> Reply to Message Kitty wrote on Wed, 25 March 2020 17:07Kitty wrote on Thu, 23 January 2020 07:13..., but February/March (2020) seems an realistic goal for putting up first public playtesting of the plain update version. ... I'm fine, but I have to deal with lot's of unexpected stuff for me and my surroundings, due to

Page 221 of 226 ---- Generated from The Bears Pit guess-what. So March won't be a thing anymore. As long as circumstances allow me to do, I will continue with this, but stating a time is impossible at the moment.

But I'm allready searching for useable graphics of toilet-paper, so that hoarding them ingame will be possible, too.

Stay save

Understanable! Thank you for your work so far :)

Subject: Re: Arulco Revisited Mod Posted by Kitty on Mon, 18 May 2020 04:02:00 GMT View Forum Message <> Reply to Message AR itself was created by Beka and JAsmin, Strohmann updated it before, CVB made a patch to fix some things and I'm just trying to carry this on and do the next update.

And it's getting closer.

I'm trying to get familiar with some of the cloud-providers, GitHub and ftp-stuff, in order to decide what might be most usefull in the long run.

It will be split up into two steps. First there will be a plain update to at least 8796\2531 (Mai2020), I'm running testruns on this now. Purpose is to provide a version with changes to AR only where nescesary for newer features (e.g. availability of disease-protection in early game). This gonna be a version where I allready am aware of some things I still need to finish\add\tinker on. Like further tuning the daily routine of civilians like factory workers: go to work, go to bath, go to bed, etc. I allready did this on some maps, but I will keep updating this along with updates to next 1.13-versions to come. This will only mean, they behave like normal, therefore not hindering to play anyhow. But if I wait to upload until every detail is finished, it will take too long for my liking. The default-ini-settings will have some of the most recent features enabled, to showcase them a little (like the Sector-Ambient_Sounds by sevenfm), but that's optional to use for the player as allways.

In a further step, I'll provide a version of AR, where I will change things. Added\changed maps, including basements, more tilesets, some changes to npc-scripts, former AIM and MERC as RPG on map, hopefully a new merc with new voicing, new factions, some other goodies, etc. I got permission and started to update the additional mercs by Flugente for this, that either will be included directly or will be optional for those who want to try them, not yet decided. Overall, in this version the land will be changed, Deidranna is ruling for more then twenty years after all. Any upload for this, will take a little more time, but I allready have done maps, scripting, RPG on map. I can't code, so probably no new quest (some stuff is hardcoded), but I plan to change existing ones and do what I can with npc-scripts and lua.

Some lingering idea is also to make a version with random-scaled-items, like in the SDO-version available for 7609-AR. But that's just an idea atm. Speaking of SDO and other item-mods, I'm not

Page 222 of 226 ---- Generated from The Bears Pit aware of a version of those for recent 1.13. Doing this now might would lead to loosing focus, so I don't plan for this atm, maybe next year :) Since step one needs to be uploaded first, it feels rather ridiculous even thinking about this.

If you scroll up the thread, you might start thinking: "So what? That's what you allready said a few times, when are we gonna see this step-whatsoever?" Soon, that's probably the best I can say. Closer as you think, further then you hope. The ones pressuring the most are me, myself and I. ^.^

Thanks for the patience and the encouraging words. (+)

Subject: Re: Arulco Revisited Mod Posted by SharkD on Sat, 30 May 2020 03:58:22 GMT View Forum Message <> Reply to Message Can't wait! Thanks.

Subject: Re: Arulco Revisited Mod Posted by weidox on Mon, 12 Oct 2020 16:59:10 GMT View Forum Message <> Reply to Message Waiting.. Belowed JA2.. Half year passed without news..

Subject: Re: Arulco Revisited Mod Posted by Kitty on Mon, 12 Oct 2020 18:03:45 GMT View Forum Message <> Reply to Message weidox wrote on Mon, 12 October 2020 19:59Waiting.. Belowed JA2.. Half year passed without news.. If you are looking for latest version of JA2 v1.13, try this https://jenkins.maeyanie.com/job/JA2%20SCI/

If you are waiting for news about AR-update, then it's shame on me ^.^

I don't dare to state any date of release for AR-update. But, I'm still working on it.

I know, I'm too slow. But there is progress and I won't give up.

Update has catched up to ~8819 (at the moment, newest is 8898).

Page 223 of 226 ---- Generated from The Bears Pit My decission to split things up into "just an update" and "expanded version" is often backfiring on progress, but I still think that's the way.

So, I know it sucks, but all I can do is to appologies for getting everyones hopes high and then taking sooo long.

And the, probably, good news: It isn't dropped, it's worked on and planned to be released.

Sorry for the wait.

Subject: Re: Arulco Revisited Mod Posted by Kitty on Fri, 26 Mar 2021 22:20:55 GMT View Forum Message <> Reply to Message Just saying that I'm still working on update. And yes, I'm aware that I'm slow, sorry.

Currently saved maps to 8955, started playtesting with this version. Need to do cleanup of Tilesetfolders (incl. work with dat and xml dealing with tilesets). Still need to replace some placeholder text for PCs and Bookshelves. Shouldn't be that hard to achieve, I'm facing no more technical difficulties/questions. The remaining factor is time, but it's serious not much work left.

Anything else seems to be working, as far as my playtests revealed (Feature I haven't looked in at all is "Food", so that's missing so far).

Done:

- looked into all features that anyhow influence maps and updated and/or added xml and lua files nescessary - take a glimpse at how many features Flugente alone has added since 7609 to get the idea (I'm glad he did those, but I may develop allergies against lua)) - changed maps and tilesets where needed to achieve post-7609 features to work - fixed errors found in original - learned how to do this from scratch and on the way - learned that my time management could use serious improvement

Further planned:

- Started working on maps without items, hoping that this will achieve compability to LatZees recent SDO update. - once Tileset-cleanup finished, make fortification plans for reasonable sectors (already changed K6 from Flugentes example in Profiles) - made additional maps and additional sti for future expansion (won't be in normal update) - some minor changes to npc-scripts for future expansion (won't be in normal update) - look into Food-Feature (item placement, npc-dealers-inevntory, etc)

I started with the hilarious assumption to finish in weeks time - and here we are, about two years later. So, no. I won't state any release time. That failed far to often, sorry.

Page 224 of 226 ---- Generated from The Bears Pit But, it's in progress and not dumped.

Subject: Re: Arulco Revisited Mod Posted by nod on Tue, 30 Mar 2021 10:07:17 GMT View Forum Message <> Reply to Message YOOO that's awesome news, thank you! You're amazing (+)

But also: GODDAMMIT MAN, I don't give a #### about (placeholder) text for some shelves or computers, JUST RELEASE IT ALREADYYYYY!... lol jk, jk - you do you at your own pace <3

Subject: Re: Arulco Revisited Mod Posted by edmortimer on Tue, 30 Mar 2021 22:53:54 GMT View Forum Message <> Reply to Message Quote: But also: GODDAMMIT MAN, I don't give a #### about (placeholder) text for some shelves or computers, JUST RELEASE IT ALREADYYYYY!.. :d OK, tomorrow. I need to check all the files for compilation.

Subject: Re: Arulco Revisited Mod Posted by weidox on Tue, 04 May 2021 20:42:00 GMT View Forum Message <> Reply to Message Just to say, I'm waiting for AR.. I'd not care about food system if that makes release faster. Remember disabling it on the spot when it came out, only annoyance in game.

Subject: Re: Arulco Revisited Mod Posted by Kitty on Tue, 04 May 2021 21:04:23 GMT View Forum Message <> Reply to Message weidox wrote on Tue, 04 May 2021 23:42Just to say, I'm waiting for AR.. I'd not care about food system if that makes release faster. Remember disabling it on the spot when it came out, only annoyance in game. Same, that's why I haven't looked into it yet (will do this after initial upload). All that's left is cleaning up some mess I made to tilesets (and adjusting ja2set.dat and ja2setdat.xml to this) and some playtesting. And even that is close to be finished. Already talked to Latzee about what he needs me to do for SDO combination. So, just a little ...

Page 225 of 226 ---- Generated from The Bears Pit Subject: Re: Arulco Revisited Mod Posted by Raccoon on Thu, 15 Jul 2021 00:55:59 GMT View Forum Message <> Reply to Message Yo, just returned to JA2 after a long break and am super excited to see someone is working on an AR update! Hope you are doing okay there Kitty, looking forward to your release. As previously stated neither do i mind some features not working yet, i'd be happy with just an updated AR.

Anyway just wanted to pop in, show my appreciation and highlight that people are still very much waiting for this release :d (+)

Take care, stay healthy

Subject: Re: Arulco Revisited Mod Posted by firebat on Fri, 16 Jul 2021 14:53:20 GMT View Forum Message <> Reply to Message Yes, please +1 Patience game for a month right now (no pressure intended)

But, did someone ever played a vanilla game after the release of a real good definitve edition? Yeah, that's what Arulco Revisited did to me ;)

Best regards

Subject: Re: Arulco Revisited Mod Posted by darth_taurus on Sat, 25 Sep 2021 19:07:47 GMT View Forum Message <> Reply to Message Hi! Just to stress up what everyone said: big thanks for your effort and please feel no pressure! Nevertheless - do you have any updates? :)

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