#194954 - 26 August, 2008 02:55 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: Jelinobas]
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 Drill Sargeant
Posts: 275
Loc: Netherlands
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> The 'exe' Version is older then the ..080813 one and this Version comes not from me. I figured it out already. Check dates and Ja2_Option.ini.
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#195057 - 27 August, 2008 10:02 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: LLVI]
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 Captain
Posts: 1382
Loc: Bremen, Germany
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I just came across another nasty bug. Don't know if it's a problem of the WF mod, or of 1.13 in general. As you can only have 2 cars, I dismissed the El Dorado in order to replace it with the Hummer. The El Dorado has the unwelcome feature to shrink morale of drivers after some time, but is quite useful in the beginning. Problem now is, that the game crashes, as soon as I enter the sector where my Ice cream Truck is parked, and the Trcuk got the Hummer picture as well. Quite weird. Even worse is, that Skyrider all of a sudden dissapeared. Don't know, what's up with that... Argh! So my advice: Don't dismiss your vehicles, this will lead to unwanted results. Edit: Just made a test run in a new game, first I got the Hummer, then the El Dorado. I dismissed the El Dorado and searched for Hamous. Found him, recruited him and got the Ice cream Truck, all with out problems... guess that problem is a bit complicated. In my real game I can't even enter L10 anymore. Always get CTD as soon as my mercs get in sight range of the Hummer. Wow, this really sucks. :-/ Guess my game is broken... *grrr* 
Edited by smeagol (27 August, 2008 11:34 AM)
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#195066 - 27 August, 2008 11:51 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: smeagol]
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 Drill Sargeant
Posts: 275
Loc: Netherlands
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The El Dorado has the unwelcome feature to shrink morale of drivers after some time, but is quite useful in the beginning.
Was that the reason i killed my weeping IMP's ? I even made some new IMP's with friendly instead of agressive attitude. Damn'd stinked pimp car.
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#195072 - 27 August, 2008 12:29 PM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: smeagol]
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 Captain
Posts: 1382
Loc: Bremen, Germany
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Oh my, it even gets nastier... on the crossroads between Cambria SAM and Tixa are some tanks, in the first run they could be destroyed quite easily, but now one of them is invincible. :-/ Neither LAW, nor Mortar, nor Grenades or any other kind of explosives damages it. The other tanks in the sector can be destroyed as usual. Damn.
I have solved this problem by editing the map (replacing the tanks with normal dudes), if you'd experience a similiar problem feel free to drop me a message and I can send the map to you. I think that probably has to be fixed in the next release...
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#195104 - 28 August, 2008 02:15 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: Blue_Fox]
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 Drill Sargeant
Posts: 275
Loc: Netherlands
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The El Dorado has the unwelcome feature to shrink morale of drivers after some time, but is quite useful in the beginning.
Was that the reason i killed my weeping IMP's ? I even made some new IMP's with friendly instead of agressive attitude. Damn'd stinked pimp car. Yes... did a test with previous savegame. After dismiss the Eldorado and loss a sector morale didnt go done where it was before going down by my IMP. No weeping IMP  *Edit... Can it also effect wenn hire Mercs from AIM? All Good Mercs have bad feeling about it. Didnt do anything else then normal. Chitzena 100% loyal, Omerta free of enemies. North West Sam Site Veteran Militia. Day 9, progress 18/18, balance 170.000 $ by now. Hmmm, time for Drassen ?
Edited by Blue_Fox (28 August, 2008 05:27 AM)
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#195138 - 28 August, 2008 07:08 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: the scorpion]
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Civilian
Posts: 4
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Hi guys,
first of all thanks for all the great work you guys are doing!!keep it up!!
can someone help met with this? i can unzip the first file but the second gives an error... i think i'm doing something wrong...
Download the 2 files for english version. Watch out that the file name doesn't have a (1) in it. Unzip the first archive with 7-zip. If that worked out you'll have the bigger archive that can be used like stated in the readme.
^^i can't find anything about it in the readme though....
thanks
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#195150 - 28 August, 2008 09:04 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: Scheinworld]
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Civilian
Posts: 4
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ah i got it working now thank you..
@team keep up the good work!!
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#195167 - 28 August, 2008 12:34 PM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: the scorpion]
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 Captain
Posts: 1382
Loc: Bremen, Germany
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smeagol's posting doesn't say the failsafe wasn't functional. it rather sais it's buggy in a different way. If by failsafe you mean the message that you get when trying to obtain a third vehicle, no that I didn't get, as I already dismissed that El Dorado waaaaaaay earlier. In fact so early, that I didn't even have a save game anymore, when I still had the El Dorado. I thought it would be possible to just dump that car and get the other to replace it (that morale thing was bugging me). On my first try I was able to get the Hummer, but then the strange things began to happen... Skyrider was no longer there and the Ice Cream Truck suddenly had the pic of the Hummer. When I entered a sector where both cars were present -> CTD. Therefore I reloaded a game prior to entering L10 and doublechecked, wether Skyrider was still around at his base. Yupp, he was still there. I entered the sector and prepared to fight. Raised my sniper scope on my newly acquired Barret M82 to spot the first enemy and BAMM -> CTD. :-( I tried this several times, always with the same result. Then I tried something different. I went to the crossroads, where the 3 tanks are placed. I managed to take the first one out with grenades (because LAW hits on tanks don't count for the statistic, also pretty dumb... same happens by the way sometimes if you engage bloodcats. Those hits just don't count and screw up the total hit percentage. And I'm a dude that reloads after every missed shot in order to keep my 100%. Yeah I know, something not everyone appreciates, but that's my play style and it served me well... anyways), but the second was totaly invincible. Not even a scratch from anything. I got a bit pissed about that and in the end I just started a new game. This time I started with Drassen airport and just Ira and 2 Imps. I managed to find Hamous rather quickly and I'm now on my way to collect Maddog, Shank and Dynamo. After that I try to get the Hummer. Hope it works out... Later on more...
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#195463 - 31 August, 2008 04:19 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: SpaceViking]
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 Drill Sargeant
Posts: 275
Loc: Netherlands
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SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE = TRUE Difficulty level = Insane Day 1 B1 Chitzena, midnight.
Enemy dropped Nigh Vision III & Steyr Scout, but just 1 7.62x51MM 10
Slow Progress ?
Maybe because i took over Sam site D2 before attacked Chitzena, I found Hamous early stage
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#195509 - 31 August, 2008 06:56 PM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: Blue_Fox]
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 General
Posts: 6343
Loc: Australia :D
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Slideways through life Original 1.13 SCI Creator *Updated*
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Thats a specifically equipped weapon for one of the Chitzena guards. I got a scout there too. Didn't get the NV3 goggles though...
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#195530 - 31 August, 2008 11:46 PM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: Kaerar]
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 Drill Sargeant
Posts: 275
Loc: Netherlands
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Drassen sometimes a Scout too. Well, im happy with it. In the 1.13 version (not WF) i always send one merc to H14 Alma to knock down a guard for a NV3  To tun to Balime is to extreem. Selection is Great so it takes time to buy them at BR.
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#195560 - 01 September, 2008 03:23 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: Blue_Fox]
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 Captain
Posts: 1382
Loc: Bremen, Germany
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Might either be because of insane difficulty or maybe that dude had some pre-set equipment, can't remember if I placed anyone with a Scout Tactical there... hmm maybe that dude on top of the lighthouse had it? A little report from my new game: My first major attack was Tixa. No problems there. Afterwards I went for Orta, after healing in Estoni and recruiting Maddog. My team then included only 2 Imps (Night ops Sniper and Night Ops Stealth), Ira, Maddog, Shank and Dynamo (all pretty much untrained). I hired three AIM dudes for one day to make the breakout from Tixa possible (without Magic I wouldn't have been able to pick those locks, Fidel took care of the mines and Shadows equipment was quite nice, as well...). Orta really is teh nutz. Still around 500 items in the basement waiting to get collected... had to get a car for that purpose... But I also wanted some regular income first, thus I took Cambria mine and the sector north of it. I then trained some militia and set up to get the Hummer. Very tough fight in L10. At the moment I'm cruising with my Hummer (yeeha, this game it worked... finally!), to enter Cambria from the east. On my way there also sweeped the weapon cache on the road between Balime and Alma (which was guarded by an incredible 4 soldiers !). But compared to Orta the loot there was rather laughable. Anyways... Can't wait to get my fingers on the Light Fifty I left in Orta basement.  Didn't make sense at that time to take it with me, my sniper had some lousy markmanship when I took Orta. Now she's already up to about 85 (starting with 50). Shooting legs with HP ammo works wonders in boosting marksmanship. ^^
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#195562 - 01 September, 2008 03:56 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: smeagol]
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 Drill Sargeant
Posts: 275
Loc: Netherlands
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Why Magic wenn you get Dynamo, he pick locks in Tixa after clear the sector... You can talk to him throught hte cell door. Take Barry instead of Fidel. Train some explosive yourself with help of Barry. My IMP (Electronic-Sniper)starts with 90Dex-90MEC-90WIS-20EXP and now has 91 and also gain 2 experience levels by placing them, also gain 3 Wisdom  Wenn have very high DEX-MEC not need lockpicker trait. She now has Lvl 9, 96 DEX 97 MEC pick all lockers. IMP Day 3 cleared all north-west with Hamous the spotter  Damm Hamous say "SI" 1001 times, but still LvL 3. Need update his wisdom somehow  Now standing infront of Grumm, but go back to Chitzena. Mad Psycho team, Fidel, Razor & Haywire controle Drassen. Ira & Dimitri training Militia. But this is not the topic for this information. *** Hans in a pain in the butt. My IMP has Leadership 80, still he only want give some massage, ne inventory. Is this some kind off bug ? Only the first time i was allowed to go to Tony, after gave that PunkHead (forgot her name) the video.
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#195618 - 01 September, 2008 08:59 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: Jelinobas]
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 Drill Sargeant
Posts: 275
Loc: Netherlands
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Have liberate Cambria, Drassen & Chitzena. Carlos in Drassen, but Miguel has nothing to say anymore. Leadership 80 My IMP almost die in last sector. Only used all the time quicksave, and one stupid act was i was searching for the last one and quicksave same moment she spotted me. Was close, hamous could finish her off  Do i need to wait till next day or do i need 4 towns for Miguel?
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#195877 - 04 September, 2008 01:36 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: Blue_Fox]
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 Merc
Posts: 45
Loc: Germany
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WF6.06-Mod
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#195888 - 04 September, 2008 05:17 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: Jelinobas]
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 Drill Sargeant
Posts: 275
Loc: Netherlands
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Read post above... Have liberate Cambria, Drassen & Chitzena. Carlos in Drassen, but Miguel has nothing to say anymore. Leadership 80 Also Omerta is free.
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#196466 - 16 September, 2008 10:52 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: Jelinobas]
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 N.C.O.
Posts: 342
Loc: Baltic Sea, Germany
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A.I.M.
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Hello JA2 community, I've uploaded the Russian version: "WF6.06-Mod_beta_for_JA2_1.13NIV2315". "Danke" Jax  and special thanks goes to inshy (I suppose), right?!? Best regards; Schein...
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#196502 - 17 September, 2008 07:08 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: inshy]
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 N.C.O.
Posts: 342
Loc: Baltic Sea, Germany
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A.I.M.
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Yes inshy you are the man in the background, but very hardworking, I know.  So more and more people will test the "WF6.06-Mods_for_JA2_1.13NIV" by Jax and smeagol in the near future. Thats a good example for the international networking and also a good sign for the active community. Keep up the good work!  Best regards; Schein
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#196659 - 19 September, 2008 03:05 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: lockie]
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 Merc
Posts: 45
Loc: Germany
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WF6.06-Mod
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getting the 'cannot init font file\largefont1sti.' message , when starting the exe . what am I doing wrong ? hmmm witch exe in witch configuration?
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#196713 - 19 September, 2008 12:18 PM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: smeagol]
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 General
Posts: 5276
Loc: Scotland
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just hit Chitzena , guy's ,I AM impressed . Seriously good so far , sneaky mines , like the new faces (where did they come from ?)I had just started original WF , but now, sod those graphics  Some extra voices and lines ? This weekend should be a blast ! Maybe it helps having a 22 inch monitor , but resolution is very sharp , seems to have more map to see ? I'll report more soon . 
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#196738 - 19 September, 2008 04:06 PM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: lockie]
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 Recruit
Posts: 5
Loc: US, California
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So I have been playing WF 1.13 alot lately. Maps are freaking great! The new LBE items are great. However I'm having loads of problems.
I start my game take Drassen, train militia, find Skyrider, take SAM site, then I take Chitizena, train militia, defend so on. Now It seems like once I take the SAM site under Chitizena every time a city is attacked the game hard locks can't do anything. (still testing) I even did a fresh install not modifying anything and still the same thing happens. The only way I found around this is to cheat and alt+o before they enter a city. The game only hard locks when a city is attacked (with militia inside). This all starts happening around day 20.(every time)
I'm pretty sure I installed everything correctly. Copied data 1.13 folder and renamed it. Put it back in ja2 root dir, extracted WF zip into ja2 overwrite all. placed 2112.exe
Playing on Insane, tons of guns, BR awesome, Sci-fi and Realistic.
Dual Core 3.16 4870 HD Radeon 4 GB RAm Vista 64 ultimate sp1
UAC is turned off. Game is run as administrator.
I have no more hair left =(
Edited by MadReaper (19 September, 2008 04:07 PM)
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#196777 - 20 September, 2008 05:55 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: HashiriyaR32]
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 Merc
Posts: 45
Loc: Germany
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WF6.06-Mod
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Hi. I'm having a problem with Wildfire, especially with the Militia. In regular 1.13, I was allowed to call militia from adjacent sectors as reinforcements. However, in Wildfire, it's not happening. I checked the INI editor, and allow reinforcements was on, mobile milita was on, and they were allowed to be called to non-city sectors. I think it may be because I set the max number of militia per sector to 40.
Please help, as it's making some parts of the game MUCH harder than they already are. In Version 2112 max militia is 32 per sektor. More makes troubles and crashes.
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#196778 - 20 September, 2008 06:00 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: MadReaper]
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 Merc
Posts: 45
Loc: Germany
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WF6.06-Mod
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So I have been playing WF 1.13 alot lately. Maps are freaking great! The new LBE items are great. However I'm having loads of problems.
I start my game take Drassen, train militia, find Skyrider, take SAM site, then I take Chitizena, train militia, defend so on. Now It seems like once I take the SAM site under Chitizena every time a city is attacked the game hard locks can't do anything. (still testing) I even did a fresh install not modifying anything and still the same thing happens. The only way I found around this is to cheat and alt+o before they enter a city. The game only hard locks when a city is attacked (with militia inside). This all starts happening around day 20.(every time)
I'm pretty sure I installed everything correctly. Copied data 1.13 folder and renamed it. Put it back in ja2 root dir, extracted WF zip into ja2 overwrite all. placed 2112.exe
Playing on Insane, tons of guns, BR awesome, Sci-fi and Realistic.
Dual Core 3.16 4870 HD Radeon 4 GB RAm Vista 64 ultimate sp1
UAC is turned off. Game is run as administrator.
I have no more hair left =(
Hmm... please send a savegame to jelinobas@yahoo.de
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#197077 - 23 September, 2008 10:06 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: Jelinobas]
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 N.C.O.
Posts: 343
Loc: Tacoma, WA
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Gone for good: - Highball - Gumpy - Bubba - Bull - Malice - Numb - Biggins - Buns Say WHAT?! I was with you until I got to the part where Numb was gone.  I will check it out later though. Busy with other games right now.
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#198198 - 05 October, 2008 04:50 PM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: spaeR]
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 Captain
Posts: 1382
Loc: Bremen, Germany
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You have to change this manually for each and every gun in the xml file for the appropriate scope. Easiest way is to make the changes to the scopes, not the guns (that might work as well, but this way you have to make the changes for each gun seperately). There's a sub-menu called "attachment data", on the left side you'll see a list of guns that will accept the scope you chose, add the end of the list is an asterix (* symbol). Left click this and you'll get another list where you can choose an item to add to the list. Click apply once finished.
However, this is rather tedious, as the editor seems to often not accept the changes. Save often when making changes to attachments and double check if the editor accepted the changes.
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#198966 - 12 October, 2008 11:52 AM
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
[Re: KC]
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 Captain
Posts: 1382
Loc: Bremen, Germany
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You might need to start a new game, I'm afraid. The maps do in fact work with 2112. I played them with Headrocks EDB and now use SpaceVikings ManyMercs, which also works flawless. However, there might be problems, when you change your .exe version, concerning older save games.
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