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#233078 - 12 September, 2009 07:46 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 and higher [Re: Gorro der Grüne]
ssd

Grunt
Grunt

Posts: 24
Loc: Germany
 Originally Posted By: Gorro der Grüne
Normaly You have a "sticky" [alt] or [ctrl] key - tooooo much remains of pizza and coke in Your keyboard.


ROFL Goro
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#233719 - 23 September, 2009 02:17 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 and higher [Re: Jelinobas]
kilolima
Merc
Merc

Posts: 39
I've noticed 2 bugs playing the WF mod for 1.13:

1. Random freezes when enemy attacks militia in town sectors. Doesn't always happen, appears random, but perhaps more often when there are more militia trained?

2. Training mobile militia only results in one militia member, which is easily dispatched by the queen's forces.
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#233731 - 23 September, 2009 07:58 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 and higher [Re: kilolima]
goc_man
Sargeant
Sergeant

Posts: 126
Loc: Croatia
1. I Haven't noteced, maybe someone else can help you on this one.

2. This is normal. Training mobile milita shouldn't be possible in the WF mod. But the number of soldiers in a mobile militia squad can't be set to 0, so it was set to 1. This is because the value of 0 simply doesn't work in more recent versions of 1.13. So, don't train mobile milita, you'll just waste money.

If you want to train mobile militia, you have to change the following values in JA2_options.ini:
TRAIN_VETERAN_MILITIA = |---> put FALSE or TRUE, if you want veteran militia or not

MUST_TRAIN_MOBILE_MILITIA = TRUE

DIV_OF_ORIGINAL_MILITIA = 2

MINIMUM_MILITIA_SQUAD_SIZE = 5

MAXIMUM_MILITIA_SQUAD_SIZE = 20

(I put these last two values as the default ones from 1.13, you can change them to something else if you like)

There are still other settings for the mobile militia you can change, but these are the more relevant ones. Look in the INI file and you should find a description for each one.
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#233732 - 23 September, 2009 08:11 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 and higher [Re: kilolima]
EXos
Grunt
Grunt

Posts: 15
I noticed the same and they're not completly random even when you reload it crashes at specific times (Events) I had the problem when I was traning militia in grumm.

Also.. I had some other crashes. in meduna when you've trained militia it respwans tanks.
but when those sectors get attacked the game freezes when you get the choise auto-resolve, go to sector or retreat mercs.

I asume you guys never have that problem because you don't stop in meduna but I'm a megalomaniac and I like to make the palace the last bastion deidranna has


Edited by EXos (23 September, 2009 08:25 AM)
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#233747 - 23 September, 2009 02:13 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 and higher [Re: EXos]
kilolima
Merc
Merc

Posts: 39
Hey goc_man,

Thanks for the roaming militia changes. I like the roaming militia only because otherwise it seems odd that the queen's troops control the countryside, I control the cities, which is backwards from most insurgencies.... \:\)

I get these freezes often, but only in the big 4 sector towns like Grumm and Alma, and only after they are all full of militia.

What progress level do I need to get C-mag adapters for 5.56/7.62 in Bobby Ray's? Really need those things for a FN-FAL LMG. (why is it that all the "LMGs" have a range under 40 tiles?!)

kilolima
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#233749 - 23 September, 2009 03:29 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 and higher [Re: kilolima]
Headrock
Marshall
Marshall

Posts: 7129
Loc: Jerusalem

______
The HAMtasticator
Mobile militia produce only one squad member... are you using HAM?
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#233762 - 23 September, 2009 09:22 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Kaerar]
kilolima
Merc
Merc

Posts: 39
another freeze in Alma in militia auto defend popup. If a merc is in the sector than the freeze doesn't occur.

I am using the HAM/WF combo (the one that came with a collection of different batch files for different mod combinations)


Edited by kilolima (23 September, 2009 09:25 PM)
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#234557 - 06 October, 2009 10:41 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: LLVI]
Richard58
Civilian

Posts: 2
Loc: Sweden
I just love this Wildfire6.06 mod, great work!

But I have a question:

I'm currently playing the english version. Is it possible, with some file swapping, to have all the german characters (Thor, Grunty, Henning, Rudolf etc) speaking german while all the others speaks english?

It would have been fun to have an all out german speaking squad \:\)

If so which files should I change?
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#234585 - 06 October, 2009 08:05 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Richard58]
Scheinworld
N.C.O
N.C.O.

Posts: 342
Loc: Baltic Sea, Germany

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A.I.M.
Hello Richard and welcome to the forum,

Have fun with your German speaking Germans! \:\)

Download link: http://rapidshare.com/files/289660612/Data-WildFire6.06.zip


Best regards; Schein…
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Are you looking for a specific JA2 file or do you have one you want to share with other fans?
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#234587 - 06 October, 2009 08:31 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Scheinworld]
Richard58
Civilian

Posts: 2
Loc: Sweden
 Originally Posted By: Scheinworld
Hello Richard and welcome to the forum,

Have fun with your German speaking Germans! \:\)

Download link: http://rapidshare.com/files/289660612/Data-WildFire6.06.zip


Best regards; Schein…


Thanks \:\)
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#234797 - 09 October, 2009 01:34 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Richard58]
Hairysteed
N.C.O
N.C.O.

Posts: 332
Loc: Finland
Okay, could somebody post clear instructions on how to get HAM 3.6 to work with WF6.06 and AIM? Can't find anything helpful on these forums
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#234799 - 09 October, 2009 02:30 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Hairysteed]
taoteching

Captain
Captain

Posts: 1968
Loc: New Mexico
wait till ham 3.6 is integrated in karear's one click installer (SCI)


Edited by craigmsandy (09 October, 2009 02:30 PM)
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#234808 - 09 October, 2009 03:02 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: taoteching]
Hairysteed
N.C.O
N.C.O.

Posts: 332
Loc: Finland
Is that due anytime soon?
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#234809 - 09 October, 2009 03:03 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Hairysteed]
taoteching

Captain
Captain

Posts: 1968
Loc: New Mexico
I believe Headrock is still working out all of the kinks of Ham 3.6. So he is the man to ask.
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The journey is the reward...
Stop playing with the AI and play with REAL people. ENLIST
playboy
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#234930 - 12 October, 2009 01:26 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: taoteching]
Starwalker
General
General

Posts: 5581
Loc: Hannover, Germany
 Originally Posted By: craigmsandy
wait till ham 3.6 is integrated in karear's one click installer (SCI)

HAM 3.6 adds so much complexity to the game that I'd rather have it stay as a separate mod and not integrated into basic 1.13.
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#234957 - 12 October, 2009 09:24 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Starwalker]
JA2 Fanatic
Sargeant
Sargeant

Posts: 127
Loc: Vienna/austria
guys please i am at a loss here. i opened a topic in the main v1.13 part of the forums about how to set up v1.13 with HAM3.5 and WF 6.06 properly, but everyone seems to mod or play and i dont get any usefull response, so i try here, and i think the problem is best placed here.

in my first go i had a absolute hang up and my 2nd try with the combo loader was more succesfull but i ended up haveing a lot of NADA items in sectors, wich is not the way it should work i guess. the exeptions log in my profiles folder says things like this;

 Code:
 *** Mon Oct 12 16:33:18 2009 *** 

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:23:28 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "AMBIENT\32.bad" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:23:46 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "TableData\Map\A9_0_ExtraItems.xml_Expert" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:23:46 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "TableData\Map\A9_0_ExtraItems.xml" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:25:12 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "SPEECH\001_006.gap" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:26:08 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "SPEECH\001_006.gap" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:27:49 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "TableData\Map\B9_0_ExtraItems.xml_Expert" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:27:49 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "TableData\Map\B9_0_ExtraItems.xml" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:27:55 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "TableData\Map\B10_0_ExtraItems.xml_Expert" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:27:55 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "TableData\Map\B10_0_ExtraItems.xml" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:28:12 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "AMBIENT\32.bad" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:28:37 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "TableData\Map\B11_0_ExtraItems.xml_Expert" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:28:37 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "TableData\Map\B11_0_ExtraItems.xml" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:28:49 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "AMBIENT\32.bad" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:28:58 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "TableData\Map\A11_0_ExtraItems.xml_Expert" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:28:58 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "TableData\Map\A11_0_ExtraItems.xml" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:29:08 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "TableData\Map\A12_0_ExtraItems.xml_Expert" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:29:08 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "TableData\Map\A12_0_ExtraItems.xml" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:29:13 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "TableData\Map\B12_0_ExtraItems.xml_Expert" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:29:13 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "TableData\Map\B12_0_ExtraItems.xml" does not exist

<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Mon Oct 12 16:29:20 2009 ==========
File     :  .\vfs_file_raii.cpp
Line     :  11
Location :  vfs::COpenReadFile::COpenReadFile

   file "AMBIENT\32.bad" does not exist

<<<<<<<<<<<<<<<<<<<<<



i guess the missing items are the NADA´s i find?

anyways, iam quick starting a new game as i am used to it by now \:\( so please someone who got v1.13+HAM3.5+WF606 working WITHOUT hangs and NADA items and the like can post me a step by step guid, i dont even need the alpha items mod! to me it seems there are some steps included in the whole process that are so "basic" that they are not documented anywhere becouse everyone thinks, everyone knows it. like changeing some vfs files or redirecting the JA2.ini to another mod folder or so. i read of this stuff here and there, but nowhere is it documented in a official read me of the mods in question.

as example, the HAM readme only says as the bottom line that if you have no idea what vfs is you will suck balls and better dont try it. not even a link to where i could learn what vfs is and what it does, how should i get it to work that way?

last but not least, here is what i have on my harddrive now;

-i start with JA2 gold patched to 1.12

-then i install v1.13 with this file-> "JA2 1.13 3111 exe SVN@1194 Full.exe"

do i need the 16mb update installer too, or just when i had used an earlier SCI?

-after that i install HAM3.5 -> "HAM_3.5_on_rev_3095.zip"

and here is where i get into problems, after HAM installation, i dont know "where and how" to put the WF mod and how to make it work together in the end, different people install this different it seems. do i need to edit any files to make it work properly after that? i dont speak about the APBPconstants file here or the options.ini to tweak gameplay. i dont know what i did wrong last time as i suddenly got presented with the NADA items in sectors.

-the version of wildfire i downloaded is this one -> "WF6.06-Mod_beta_english_for_JA2_1.13NIV2112_080813.7z"


if you need any more information i can give you this, but iam so puzled i dont even know what i should tell you guys as i dont know what you need to know.
and yes, i read a hell lot of posts and threads by now but it gets even more confusing the more you read, the different methods of installation and peoples opinnins about them are often contradicting to me. one guy copies to place A the other to place B and modifies file X on top, to get the same result as the first guy, as example.

i hope i can get this to work, i had a taste of WF+HAM3.5 allready and its brilliant, but id like to have it without me screwing up the installation and so the long term stabilety and playabilety of the game.
i hope someone can help me here please,
thanks


Edited by JA2 Fanatic (12 October, 2009 09:29 AM)
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#235103 - 14 October, 2009 08:57 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: JA2 Fanatic]
goc_man
Sargeant
Sergeant

Posts: 126
Loc: Croatia
Hey JA2 Fanatic, I play a combo of Wildfire + HAM 3.5 + Alpha Item Mod, and it works perfectly for me.
I don't use the combo mod loader, I simply install the mods one over another, everything into my "Data-1.13" folder. This is the most simple way, because you don't need to mess around with vfs files.

Here's how to install:

1. Install JA2 Gold

2. Install 1.13:
Single Click Installer JA2 1.13 3111 exe SVN@1194 Full Download
-Extract to JA2 root folder

3. Install Wildfire mod:
Download the Combo Mod Bundle by Delux Download
- You only need the Wildfire data files from the bundle. Copy all files from "Data-WildFire6.06" to your "Data-1.13" folder and overwrite all files. I use the WF mod from the Combo bundle because the WF files are more up too date.

4. Install HAM:
Download HAM 3.5 Download
- Copy the HAM exe to your main JA2 folder. (You'll run the game with this one)
- Copy the "APBPConstants.INI" file from "\Pre-Made INIs\MAXIMUM HAM\" to your "JA2\Data-1.13\" folder
- Download this INI - JA2_Options and put it into your "Data-1.13" folder.. It has the default Wildfire settings with added HAM features (default maximum HAM settings).
--- or (if you don't believe me and think that I sabotaged the INI )you can edit your Ja2_Options.INI(the default Wildfire one) using the intructions from HAM. You have to add the HAM settings to the end of the INI. Be carefull though, because the default WF INI already has some HAM settings at the end. It's best to delete everything related to HAM, and then add the settings from "\Recommended INI Settings\JA2_Options.INI Settings.txt".
- Extract ONLY the "DynamicRestrictions.xml" from "\Data-1.13\TableData\Map\HAM Defaults" to your "Data-1.13\TableData\Map" folder. This doesn't make much differnece because Mobile Militia is disabled in WF. But do this step just in case because I don't know whether this file is need for HAM to work properly. Also if you decide to enable Mobile Militia it's good to have this feature(among other great stuff from Headrock )
- Now here's a bit tricky part. To install HAM you also need to use the facility XMLs. HAM uses facilities with the vanilla town layout, which don't correspond to the new Wildfire town sectors. This means that training militia will be screwed up if you use the "HAM Defaults" facility files, and if you use the "JA2 1.13 Defaults" files, you won't be able to train militia in the new town sectors from WF.
This bugged me so I created my own files based on the HAM Default ones by Headrock. Here I allowed training in all town sectors (including the new sectors from WF) and also enabled some of the new HAM 3.5 facilites (Hospital, Factory, Gun Range, Beach Resorts...detailed info in the Readme file). [http://cid-cf7beec4d8a64cac.skydrive.live.com/self.aspx/.Public/JA2%20Stuff/Facility%20WF+HAM.zip]Download it here[/url]. Copy "Facilities.xml" and "FacilityTypes.xml" to your "\Data-1.13\TableData\Map" folder. If you don't like my facilites setup, then use the "JA2 1.13 Defaults" files. Also if you have any suggestions I'd be happy to edit and upload different facility setups.
That's it for HAM.

5.(optional) Install Alpha Item Mod
Download the latest version "Update Item Mod Vxx" Download
and the latest map update (same download link) and install both according to the instructions in their respective readme files.

That's it, run the game with the "JA2_With_HAM_3.5.exe", and now you have (IMHO) the best JA2 expirience ever

you inspired me to write a guide. Hope this helps you. I can post this in your separate topic as well if you like.
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#235105 - 14 October, 2009 09:10 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: goc_man]
Logisteric

Colonel
Colonel

Posts: 4122
Loc: Bär-City
@ goc_man :

this question is so frequently asked - could you please make a new topic 'instal HAM 3.5 - WF 6.06 - AIM' or sumsuch


@ any mod

if he does, for heaven's sake sticky it
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#235170 - 15 October, 2009 09:24 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Logisteric]
goc_man
Sargeant
Sergeant

Posts: 126
Loc: Croatia
Thanks. OK I'll make a new topic, but do I put it in this section or in General Discussion? I'm thinking General, because the Single Click Installer is there...
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#235237 - 15 October, 2009 04:40 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: goc_man]
JA2 Fanatic
Sargeant
Sargeant

Posts: 127
Loc: Vienna/austria
@goc_man

wow nice work, yea put that in a seperate topic for other noobs to find. i go ti to work with the comboloader in the meantime. thanks anyways!
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#235283 - 16 October, 2009 05:39 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: JA2 Fanatic]
goc_man
Sargeant
Sergeant

Posts: 126
Loc: Croatia
 Originally Posted By: JA2 Fanatic
@goc_man

wow nice work, yea put that in a seperate topic for other noobs to find. i go ti to work with the comboloader in the meantime. thanks anyways!


What? I write a whole guide for you, and now you go on and use the combo loader ?
no bad! Delux, you win i guess...
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#235562 - 20 October, 2009 04:39 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: goc_man]
goc_man
Sargeant
Sergeant

Posts: 126
Loc: Croatia
I play with the latest SVN revison of 1.13 with 100AP system, and I have a question about these INI values:
NOVICE_AP_BONUS = 0
EXPERIENCED_AP_BONUS = 10
EXPERT_AP_BONUS = 20
INSANE_AP_BONUS = 30

Where these made with the 100AP system in mind, or the old 25AP system? I usually play with 0 bonus and lots of enemies, but now I want to spice things up, and I don't know what the effect will be exactly. Is this the exact number of APs the bonus will give give in the 100AP system, or is it a percent value?
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#235576 - 21 October, 2009 01:47 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: goc_man]
Starwalker
General
General

Posts: 5581
Loc: Hannover, Germany
 Originally Posted By: goc_man
I play with the latest SVN revison of 1.13 with 100AP system, and I have a question about these INI values:
NOVICE_AP_BONUS = 0
EXPERIENCED_AP_BONUS = 10
EXPERT_AP_BONUS = 20
INSANE_AP_BONUS = 30

Where these made with the 100AP system in mind, or the old 25AP system? I usually play with 0 bonus and lots of enemies, but now I want to spice things up, and I don't know what the effect will be exactly. Is this the exact number of APs the bonus will give give in the 100AP system, or is it a percent value?

Those are meant for the 100AP-system.
Look at the last one, +30AP (bonus-AP, not a percentage) would be a bit too much for the 25AP-system ;\)

This is the only place that is not affected by changing the whole AP-system in APBPConstants.ini, thus it has to be changed manually.
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#235636 - 21 October, 2009 02:20 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Starwalker]
elenhil
Merc
Merc

Posts: 42
I was surprised to find that maps in this mod are sometimes stuffed with weapons and gear way above my current progress level.

For example, the ACA building in Drassen had a Garand M1 rifle with a 7x-equivalent scope included, not to mention a couple of AKs. It goes without saying that repelling the fabled counterattack was extremely easy (the enemy was just getting hold of early SMGs).

Reaching the weapon depo sector SW of Drassen brought further surprises. A Scout sniper rifle with a 7x scope, ammo and heaps of advanced armour (including Dyn. ). It was all the more ridiculous as tr poor sods who defended it were not past the SMG stage, too, and with little or no armour.

This thing does break the pace of the game early on. Can you give me an insight into his mod? Are all military sectors going to be stuffed like this? Man, the elites themselves do not have that kind of equipment! Does it mean that I will constantly find free extremely advanced equipment throughout the game?
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#236392 - 30 October, 2009 07:07 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: elenhil]
NYC
Grunt
Grunt

Posts: 29
Loc: Brooklyn, N.Y. U.S.A
I just noticed something interesting about town morale in Meduna. Looks like the town is split into 3 sections. Each section has its own loyalty value. Is it a bug or done intentionally? This makes it harder to train militia to help with the long fight for Meduna.
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#236393 - 30 October, 2009 07:26 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: NYC]
smeagol

Captain
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Posts: 1382
Loc: Bremen, Germany
This is intentional.
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#236585 - 02 November, 2009 12:38 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
elenhil
Merc
Merc

Posts: 42
Could you please enlighten me as to the way items are placed in these maps. Are they all hand-placed? Or is there, perhaps, an external list from which they are chosen (and which can be edited more easily than manually checking all the containers in all the maps)?

My point being, the way supercool items strew the sectors takes away the fun of gradually building up your armoury. The nearest ACA building gives you equipment several coolness levels higher than the elites have. Many civilian homes follow suit, like that SVU sniper rifle in the house in Balime. And you're sure to equip all of your squad with Kevlar, Guardian or even Spectra and Dynamex body armour when the enemies run mostly in Flak jackets. If anyone want to suggest stopping checking containers in the sectors as s sort of handicap, I say that'll make the game even less fun to play.

Not meaning to be nagging, mind you. If there's nothing to be done with this state of things, just say that this mod is primarily intended to be played at Insane difficulty (regularly skipping over much of the early weaponry and gear and cherishing every cheat-like chance to beat the enemy by outequipping them).
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#236587 - 02 November, 2009 12:49 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: elenhil]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
Yes, the items were all placed manually. And yes, the mod is primarily designated to be played on insane.

I know, that there are tons of items in the maps. But I think that makes for a much more realistic "game world". A weapon cache should have plenty of ammunition and stuff lying around, wouldn't make too much sense in my opinion if there was only one gun and some ammo in there (same is true for the A.C.A. buildings, though with less quality items...).

That SVU in Balime was also in the original WF map there, so I decided to keep it. Balime is quite far from the drop off point, so by the time you get there you should get a nice quality item. The southern towns contain quite some good loot, but that is also balanced by the fact that your surply lines wouldn't reach that far in the early game stages. I currently have 32 mercs under arms and can barely keep Drassen, Cambria, Omerta and 2 SAM sites on insane. I get like two to three big attacks each game day. That's sometimes a bit annoying, especially when I want to try new items and have to wait for the shipment to arrive... but it also makes for a much more intensive game experience.

Okay, back to work... still have to do about 10 mortar rounds for the new 40mm commando mortar. The range issue is almost fixed.
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#237257 - 09 November, 2009 04:12 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
goc_man
Sargeant
Sergeant

Posts: 126
Loc: Croatia
I own all towns except Balime, Palmas, Estoni and Meduna. I can't hire Carlos and Miguel. Is this normal?
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#237275 - 09 November, 2009 08:23 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: goc_man]
Buggler
Grunt
Grunt

Posts: 19
Please ignore this post as bug was resolved in Build3358, SVN1213 by Headrock.
---------------------------------
Bug Report: CTD on the 2nd time of reentering B6 & B7 aka poppy fields above San Mona, no problem on the 1st visit

Error Msg: At end of the progress bar during the map loading screen, it gives the msg "Error: Missing or Corrupted file(s). Game will exit now."

First Encounter of Bug: Using goc_man method, was playing SVN1165 with WF6.06 + Ham3.5 + Mapupdate20090909 + AIM v44 (Progress: Omerta 100% loyalty, was exploring San Mona & its surroundings.

Tried zooming in on the source of problem:
1. CTD (Same error) - Fresh reinstall & reuse my game save

'SOP (standard of procedure) - Fresh install (everything at default settings), start new game, hire a merc, use cheat to teleport to affected sector, leave & reenter affected sector

2. CTD (Same error) - SOP using goc-man method with B3042 aka SVN1165
3. CTD (Same error) - SOP using goc-man method with latest B3111 aka SVN1203
4. Ok - SOP using B2112 with WF6.06English_for_JA2_1.13NIV2112
5. Ok - SOP using B2112 with WF6.06Eng with Mapupdate20090909 + AIM v44
6. Ok - SOP using B2112 with only Mapupdate20090909 copied into 'Data-1.13' Folder
7. Ok - SOP using B3111 aka SVN1203 only
8. CTD (Same error) - SOP using B3042 aka SVN1165 with only Mapupdate20090909 copied into 'Data-1.13' Folder

Further testing for all A to C sectors, C4 also affected.
Further testing for all sectors (Yes, I cheated into Meduna n found out that my trusty 'Alt + O' does not kill tanks...)
9. SOP using B3042 with WF6.06Eng with Mapupdate20090909
- CTD (Same error) for affected sectors B6, B7, C4, L1, N10 & O9.

10. CTD (Same error) - SOP using B2651 aka SVN1104 with WF6.06Eng & Mapupdate20090909
11. Ok - SOP using B2296 aka SVN1031 with WF6.06Eng & Mapupdate20090909

12. Ok - SOP using B2445 (Unknown SVN) with WF6.06Eng & Mapupdate20090909
13. CTD - SOP using B2567 aka SVN1079 with WF6.06Eng & Mapupdate20090909


Suspected: Incompatibility/bug of affected map files (B6, B7, C4 & possibly others) with recent 1.13 SVN releases
Confirmed: Incompatibility/bug of affected WF map sectors (B6, B7, C4, L1 (Weapon Facility), N10 & O9 (Both part of Palmas)) after B2296 and started before/at B2651 started with B2567 & present in subsequent builds including the latest B3111. 1.13 original same map sectors ok.

Originally Posted By: RoWa21
New ja2.exe (build: 2567)

- Space Viking's many mercs changes plus numerous generic bug fixes
- Bug fix for invalid coordinates problems (outside valid range of 1-16)
- fixed mistakes in UFS web page (was missing ","), add missing line (by inshy)
- added russian layout for IMP Begin screen, now russian users can type name of they heroes using russian letters. Fixed position for male\female text in russian version (by Heinz)
- fixed wrong position for items in inventory (by Heinz)
- Bugfix: Fixed Runtime Error in Strategy Screen when user plays in 640x480 and moves cursor over merc list (by Heinz)
- Chinese specific update (by zww from tbs)
...

Suspected: With ref to release notes of B2567, affected WF map sectors has bugs that only surfaced after B2567 fixes or B2567 introduced bugs to e sectors. My hunch is on e former. smile

P.S Juz want to make a great game better. smile


Edited by Buggler (18 March, 2010 03:34 AM)
Edit Reason: Bug resolved
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#237288 - 10 November, 2009 02:44 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Buggler]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
 Originally Posted By: Buggler
Bug Report: CTD on the 2nd time of reentering B6 & B7 aka poppy fields above San Mona, no problem on the 1st visit

Error Msg: At end of the progress bar during the map loading screen, it gives the msg "Error: Missing or Corrupted file(s). Game will exit now."

First Encounter of Bug: Using goc_man method, was playing SVN1165 with WF6.06 + Ham3.5 + Mapupdate20090909 + AIM v44 (Progress: Omerta 100% loyalty, was exploring San Mona & its surroundings.

Tried zooming in on the source of problem:
1. CTD (Same error) - Fresh reinstall & reuse my game save

'SOP (standard of procedure) - Fresh install (everything at default settings), start new game, hire a merc, use cheat to teleport to affected sector, leave & reenter affected sector

2. CTD (Same error) - SOP using goc-man method with SVN1165
3. CTD (Same error) - SOP using goc-man method with latest SVN1203
4. Ok - SOP using v2112 with WF6.06English_for_JA2_1.13NIV2112
5. Ok - SOP using v2112 with WF6.06English_for_JA2_1.13NIV2112 with Mapupdate20090909 + AIM v44
6. Ok - SOP using v2112 with only Mapupdate20090909 copied into 'Data-1.13' Folder
7. Ok - SOP using SVN1165 only
8. CTD (Same error) - SOP using SVN1165 with only Mapupdate20090909 copied into 'Data-1.13' Folder

Further testing for all A to C sectors, C4 also affected.

Suspected: Incompatibility/bug of affected map files (B6, B7, C4 & possibly others) with recent 1.13 SVN releases

P.S Juz want to make a great game better. \:\)



Wow. Nice work.

Now let's hope that someone knows how to fix this problem. \:\)
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#237291 - 10 November, 2009 03:22 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Buggler]
T_Bolt
Sargeant
Sargeant

Posts: 186
 Originally Posted By: Buggler
Error Msg: At end of the progress bar during the map loading screen, it gives the msg "Error: Missing or Corrupted file(s). Game will exit now."

Suspected: Incompatibility/bug of affected map files (B6, B7, C4 & possibly others) with recent 1.13 SVN releases
I've gotten that error with the default maps, some times I can get take Drassen, Chitzena, the two northern SAMs and Cambria before the error shows up. Other times I can't even get out of the rebel hide out, what operating system are you using and where did you install the game?
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#237415 - 11 November, 2009 04:17 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: T_Bolt]
Buggler
Grunt
Grunt

Posts: 19
Please ignore this post as bug was resolved in Build3358, SVN1213 by Headrock.
---------------------------------
Originally Posted By: T_Bolt
... what operating system are you using and where did you install the game?

I'm on Xp SP3 32bit, my original installation & all testings were installed in the default directory, 'C:\Program Files\Jagged Alliance 2 Gold'. Subsequent to ur post, I installed to 'C:\Program Files\Test Ja2' and it's still CTD (Same error). It doesn't matter of the game progress, it's specific to e maps as I used a fresh install & game for every testing setup.
______________________________________
I dun deny that there is a chance that the problem could juz be specific to my computer.

Can someone feedback whether e problem (affected sectors upon entering e 2nd time) happens too for any of the CTD scenarios?

P.S Updated my old post of the reported problem


Edited by Buggler (18 March, 2010 03:33 AM)
Edit Reason: Bug resolved
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#237416 - 11 November, 2009 04:22 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Buggler]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
So I guess the question is, what got changed between those versions to cause the crash...
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#237427 - 11 November, 2009 06:13 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
Kaerar

General
General

Posts: 6343
Loc: Australia :D

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Might wish to repost that in the Bugs section \:\)
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#237587 - 12 November, 2009 08:34 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Kaerar]
Buggler
Grunt
Grunt

Posts: 19
Please ignore this post as bug was resolved in Build3358, SVN1213 by Headrock.
---------------------------------
Repost from Bugs Reports:

Originally Posted By: T_Bolt
DL113 hybrid has the same problem with G9, tell me did you kill the armed civilians in B6, B7, C4 (I haven't reached the other maps yet)? I've just tried with the 3111 exe svn 1194, 3287 exe svn 1203 and Bird Flu's mp tracking exe. With all if the armed civilians are still alive then I get the missing corrupted files error, but if I kill them all before leaving the first time then I can come and go as I please.

Do the other maps you tried have armed civilians? If so then it looks like it's connected to them (DL133 G9 also has another faction).


Thanks T_Bolt for the work around method for B6, B7 & C4 it solves e CTD for e 3 sectors.

I did add. testing (again) for N10 Palmas. I found e source of problem for that particular sector. It's pertaining to a particular unarmed civilian (tooltips reflect no weapons on him but after killing him he will drop Berreta 93F, weird!). He's near the ACA office wearing green shirt n blue pants. Oh, if u can't find e 'unarmed civilian' that caused the CTD, juz kill all civilians in e sector to workaround e CTD. 'Forgive me for taking life' - countless of civilians were sacrificed in e process.

So right now we hav workaround for 4 sectors, leaving L1 & O9 outstanding. I will only test them when my game reaches there if e bug is still not iron out. FYI, I have only taken Omerta grin

It's still a bug though with e newer SVN releases, hope the WF 6.06/v1.13 mod team can resolve this.

P.S Thanks T_Bolt for enlightening me in going abt the N10 Palmas testing.
--------------------------------
Correction: 'Romeo' muz die (something that moves to b exact)

My previous testing was not thorough enough. Still dun know e source but know the workard method for all affected sectors.

- On the 1st visit, kill something (Yes, it includes cows if there's 1 on e map, crows not sure) besides annihilating Diedranna's forces.

FYI: An old trick from e old times when killing humans w/o repercussions - stand right in front e target n auto fire at something behind. smile


Edited by Buggler (18 March, 2010 03:32 AM)
Edit Reason: Bug Resolved
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#238706 - 25 November, 2009 02:56 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Buggler]
Loucipher

Drill Sargeant
Drill Sergeant

Posts: 217
Just a quick shot, as I haven't seen it mentioned earlier:
The underground sector A10-1 (Rebel Hideout) seems to "jump" a few lines up or down anytime one of my mercs spots an item (e.g. opening the locker). Once this happens, scrolling of the tactical view effectively ceases to function.
Not particularly annoying, since I can align the view by clicking the radarmap (doesn't restore scrolling, though), just weird.
My software: JA2 (default path), 1.13 (latest SCI), HAM3.6alpha, WF6.06 international plus AIM V46 with latest map update, all crammed into Data-1.13 path. WinXP SP3.
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#238709 - 25 November, 2009 03:58 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Loucipher]
taoteching

Captain
Captain

Posts: 1968
Loc: New Mexico
Try pressing the alt key then scroll as you like.
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#238763 - 26 November, 2009 02:28 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: taoteching]
Loucipher

Drill Sargeant
Drill Sergeant

Posts: 217
Tested. Doesn't work. Scrolling stays locked.
Besides, soldier tooltip popping up causes the same effect.

Clicking the radarmap points the view where I need all the same, so no big deal.
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#238768 - 26 November, 2009 06:07 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Loucipher]
taoteching

Captain
Captain

Posts: 1968
Loc: New Mexico
It definitely has something to do with the alt key then.
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#238848 - 27 November, 2009 01:34 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: taoteching]
Loucipher

Drill Sargeant
Drill Sergeant

Posts: 217
I'd rather say it's something with the map, or the way JA2 handles it.
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#239207 - 02 December, 2009 03:55 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Loucipher]
Happy Birthday Sincleanser
Merc
Merc

Posts: 74
Loc: Houston
So I can't seem to download any of the actual files from the links given on the first page. I successfully have Map Update 9-9-2009, Item Mod V46, 7z465.exe (the other thing apparently isn't compatible with my processr? So I just deleted it.). The files that I was finally able to download now, I am unable to do anything with. And now I can't delete everything. 7-zip.dll I cannot get rid of, saying that it is right protected. If I can't make it work, I want it gone. Someone help with one or the other please?
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#239208 - 02 December, 2009 04:42 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Sincleanser]
Scheinworld
N.C.O
N.C.O.

Posts: 342
Loc: Baltic Sea, Germany

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A.I.M.
Hello Sincleanser,

 Originally Posted By: Sincleanser
So I can't seem to download any of the actual files from the links given on the first page.


If you are looking for the English WF6.06-Mod by Jax and smeagol here is an alternative download:
http://jagged-alliance.pl/download76/


Best regards; Schein…
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#240299 - 19 December, 2009 04:01 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Scheinworld]
Loucipher

Drill Sargeant
Drill Sergeant

Posts: 217
Guys, I think I killed a bug.

No, really \:D

A few posts ago, I reported a problem with the A10 basement sector. I managed to zero in on the problem and fix it.
I fired up Kriplo's Map Editor (thanks Logisteric for the link!) loaded the sector, and reviewed the options. I noticed that the sector had "Scrolling Lock ID" set to 1. Erased it, saved and reopened the map - hey presto, all of a sudden it behaves normally. Problem fixed.

OK now, I have another problem.

No matter what I try, I cannot find the Jeep in A10. Is it supposed to be there in the International version of the mod?
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#240777 - 29 December, 2009 12:55 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Loucipher]
datakurs
Sargeant
Sergeant

Posts: 107
Loc: Budapest, Hungary
Hi.
Which is the newest English version of WF6.06 and where to get it?
Exists also a map-only version?
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#240778 - 29 December, 2009 01:23 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: datakurs]
Loucipher

Drill Sargeant
Drill Sergeant

Posts: 217
Links are on the first page, in Jelinobas' signature. His Skydrive has the most recent versions, AFAIK.
The "map-only" version is the "international" one, the localized ones (EN, DE and RU) are full versions.

To whom it may concern - I have found that Jeep is indeed not included in the "international" version. So I "borrowed" it from the English one. I copied the NPC files from 160 onwards, as well as CIV##.npc files, to the NPC folder. Then, I edited MercProfiles.xml, profile 164: added a name, and changed Body Type to 27.

The result? To paraphrase one famous line...

"Have a Jeep, will travel."


Edited by Loucipher (29 December, 2009 01:28 PM)
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#240779 - 29 December, 2009 01:46 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Loucipher]
datakurs
Sargeant
Sergeant

Posts: 107
Loc: Budapest, Hungary
Great, thank you.
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#240830 - 30 December, 2009 06:52 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: datakurs]
Panpiper
Merc
Merc

Posts: 96
Loc: Montreal, Canada
 Quote:
First of all, watch out for getting the right version of JA2 1.13 for this mod.

==> This mod was made using Ja2 1.13 v2085/v2112. <==

Does anyone have a clue as to where one finds this particular version of the game?

(Every time I come back to JA2, it literally takes me 'hours' to figure out, again, how to get a game running.)
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#241581 - 10 January, 2010 04:15 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Panpiper]
Stupid_Drunkard
Merc
Merc

Posts: 37
The download doesnt work for me, neither does the mirror.
I tried to use internet explorer but nothing happens with that either.
I get to the page, click on the file and then download but it just takes me to a blank page and nothing happens.
Cant find any mirrors with google either.


Scratch that, works now.
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#242203 - 18 January, 2010 08:03 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Stupid_Drunkard]
Deane
Merc
Merc

Posts: 39
I needed help :x

I used to play the maps only version of WF with HAMSTOMP. However, with goc_man releasing his SCI, I jumped at the chance of use all 4 mods - STOMP-HAM-WF-AIM .. which is where my little problem come.

I'm also using Ron's excellent celebrity faces.. whch doesnt cover the new merc's replacement.. Henning with his macho man's voice now looks like Jessica Alba (he is using's Buns's portrait :x) and Laura using Scope's Demi Moore's face- which is not bad if she doesnt speak.. the face distorted when she talks-her mouth on her nose). From the MERC, Blood now are Justin Timberlake(Gumpy's face) and there's probably's more down the line for the other MERC's members.

So, my request, can someone care enough to pack all those changed mercs's original portraits and upload it up somewhere.. preferably in [faces] directory, like those IMP custom portrait mod.


edit:
1 more silly question .. where do I get the porn video to give to Brend? Poor her having to die every game now since I cant find the video and I need to see Tony.


Edited by Deane (18 January, 2010 09:41 PM)
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