Click here to load JAG Reloaded
Who's Online
8 registered (Dyson, Gorro der Grüne, Foxhounder, Headrock, 2 invisible), 24 Guests and 5 Spiders online.
Key: Admin, Global Mod, Mod
Page 1 of 10 1 2 3 ... 9 10 >
Topic Options
Rate This Topic
#192159 - 28 July, 2008 01:32 PM WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 and higher
Jelinobas
Merc
Merc

Posts: 45
Loc: Germany

______
WF6.06-Mod
Moin,

release comes in some days. This thread is placeholder for download and further support.

Please don't post here before its released. Links will added in some days.

Greetings Jax(Jelinobas)


Edited by Jelinobas (04 February, 2009 07:27 PM)
Offline - OFFLINE
Top
#192331 - 30 July, 2008 03:23 AM readme [Re: Jelinobas]
Jelinobas
Merc
Merc

Posts: 45
Loc: Germany

______
WF6.06-Mod
Here is the Readme:

 Quote:
Readme for the Mod:

WF6.06-Mod_beta_german_for_JA2_1.13NIV2112
WF6.06-Mod_beta_english_for_JA2_1.13NIV2112
WF6.06-Mod_beta_international_for_JA2_1.13NIV2112

by Jax(Jelinobas) and Smeagol

Hi everyone,

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. <==


Later releases might cause problems.
This mod won't work with updates from tortoise, because of the updates to the items file,
thus a tortoise update would lead to severe complications playing the game. If you want to play without trouble,
you'd better deactivate the updates.


The German an English version contains all changes this mod provides, especially the following features:
WF mercenaries added, new maps, WF story line, changes to items and NIV items.

The international version only includes the new maps (but nevertheless worth a look).


installation:

- download the appropriate mod
- in your Ja2 1.13 root folder copy your ../Data-1.13 folder and rename the copy into ../Data-WildFire6.06
- unzip the mod into your Ja2 1.13 root folder and allow overwriting existing files
- that's it.
- have fun. :-)



In addition to the new maps and new mercs several changes were done to the NIV (from JA2 1.13 2085/2112)
and several new LBE added.


The mod was made with the goal to not only provide new maps, new mercenaries and new items, but also to raise
the difficulty of the original Wildfire. The options.ini and the XML data was accordingly changed.

Basically everything is a bit more difficult. "insane" can quick become "hell".
There's a backup options.ini for those who don't want to struggle every second.

It might be a good idea to start at an easier level. The first few maps and encounters might look easy at first glance,
but this will likely change faster than you would like. ;-)

In the options.ini mobile militia was disabled, however, you can train veteran militia in cities.


Known Issues:

The E-mail addresses ingame couldn't be changed, as they are currently hardcoded to the JA2 1.13 .exe

Enrico = Robert
Robert is your employer in Wildfire working for a not further known secret service.

The same is true for the added and replaced mercs. Their e-mail names couldn't be changed, as well.


More information and//or possible spoilers in the FAQ section:


FAQ


Q: What's this all about?

A: This is a mod for Jagged Alliance 2 1.13. It is based on the Maps from Jagged Alliance 2 Wildfire.




Q: So you took the maps from Wildfire and managed to make them playable with JA2 1.13?

A: Well... sort of. Lots of maps, however, had to be drawn from sketch, in these cases the Wildfire maps where used as an
orientation. However, you'll find a lot of maps differ from the original Wildfire maps. Some of the wilderness maps
had crates with goodies added. And you'll also find some new features.
In that course several maps underwent some major changes.



Q: New features? Sounds good. What exactly changed?

A: - There are some new special LBE items included and an entirely new weapon class is available through Bobby Ray..
- Several mercs from Wildfire replace less popular mercs from the classic version.
- In some maps you might find sandbag barriers on roof tops, serving as cover for enemy soldiers (or for you, of course).
- Balime extended to 4 sectors.
- Estoni extended to include the junkyard.
- Meduna was made big. yeah, really big. so big in fact, that there are 3 seperate blocks to train militia in.
- Added the city of Palmas, which includes 3 sectors.



Q: You said something about hidden goodies?

A: Yeah, but there aren't yet any goodies you'll have to blow up whole sectors for in order to find them.
At the moment these are rather easy to find (just look accordingly, but you might find it worthwhile to explore
the wilderness sectors).
The really hard to find stuff might be added in a later release.



Q: Which mercs left?

A: Uhm... several actually... let's see...

Gone for good:
- Highball
- Gumpy
- Bubba
- Bull
- Malice
- Numb
- Biggins
- Buns

Added:
- Henning
- Rudolf
- Laura
- Monk
- Lennart
- Brain
- Lucky
- Grace



Q: Hey I'm missing Stephen, Hitman, Blood and Scope. Where are they?

A: You'll find them employed by M.E.R.C.. Some one had to draw the tough lot.
And as in Wildfire these 4 got it.


Q: What happened to the Prof.dat? Any changes?

A: yeah, actually quite a lot of changes. You'll discover them, once you start playing...


Q: I hired Shadow (or Monk or Tex). And they don't have camouflage skills anymore. Huh?

A: Yeah, that got changed, as this skill becomes useless to quick. Instead these 3 got some additional
camo items in their starting gear. But of course, these mercenaries got other skills in exchange.


Q: What's the best setting to start a new game?

A: It is recommended that you:

- set Bobby Ray to "normal"
- enable "Tons of Guns"
- "New Inventory"
- choose "realistic" or Sci-Fi game play (crepitus are disabled via the options.ini,
you'll have to change this for yourself, just play Sci-Fi mode, if you want to use goofy guns)
- disable Enemy drop all (pre-configured, but can be changed of course via options)
- choose the difficulty of your liking



Q: Bobby Ray set to normal? Will I still be able to get all those cool guns then?

A: There are lots of weapon caches to be found, including a lot of the guns available to 1.13 at
the time this mod was made. However, as 1.13 is a continous project, undergoing continous changes
there might be newer guns you won't find in the maps.


Q: I'm looking for gun XYZ. But I can't find it anywhere in Arulco.

A: I tried to add a wide variety of guns to the maps, but as you might guess, some guns simply
had to be left out. Maybe Bobby Ray has what you're looking for in stock.



Q: Boooh.... I want to kill these crepitus. Really no Sci-Fi available?

A: Sure it is available, but there were just no changes made to the maps according to any Sci-Fi stuff
(including sci-fi guns and crepitus showing up). They are still there, but not enabled by default.
If you want to kill the bugs, you'll have to enable them in the Options.ini.



Q: Ugh... I don't want to play with Tons of Guns. The sheer number of these different firearms is quite mindboggling.
Can I play the mod without it?

A: Hmmm... you certainly can give it a try. However, be warned that the maps were created using the full array of
available guns and accordingly tested. Thus I would recommend you'd use Tons of Guns as well, because some items
migth lead to the crashing if found and not playing with tons of guns activated.



Q: What about the New Inventory system? Is it supported?

A: Sure it is, but as several people don't like to use it, the mod was made so that you can play without it.
The LBE items can be bought from Bobby Ray or dropped from enemies. However, you won't find any hidden LBEs in
the maps, as these will cause crashes, when playing without New Inventory.



Q: I noticed that some civilians wear uniform like clothing. What's up with this?

A: The clothing of civilians is usually random. However, there are 2 special civilian factions, you should have an eye for:

- green clad dudes are militia and or paramilitary troops, serving Deidranna. They might not be hostile at first,
however they almost always guard certain items or are reinforcements for the regular troops. These can be attacked
without loosing loyality in cities.

- guys with red shirt and blue pants and most often private security. They guard items as well, however attacking
them will drop loyality and morale. Therefore attack at own risk.



Q: Will San Mona still turn hostile, when I attack Meduna?

A: No, the King Pin affiliated civilians there have been removed.



Q: I've entered an underground level, but there seems to be only one room there. What am I doing wrong?

A: Most underground sectors have had roofs added, thus you can't see the whole map when you enter. You'll have to explore
these in order to reveal rooms.



Q: Hey, where are the underground maps in Alma, Cambria and Meduna I loved playing in WF?

A: Sorry. As 1.13 doesn't support non JA2 Classic underground maps at the moment, unfortunately these had to be left out.



Q: I have found a remote control. What's this thing used for?

A: There are two different kinds of remote control you can find. Remote Bomb Triggers are used to obviously trigger remote
bombs. The other remote control has a special use. It must be used in the same sector where you found it, and it only
works in a certain area there. Maybe a careful search of the surroundings might offer a clue.



Q: I found a new vehicle I'd like to claim, however the game tells me, that I only can have two vehicles at a time.

A: Yeah, a known issue. However, there is a "many mercenary mod" by SpaceViking in the testing phase. You might want to check in the
Bear's Pit forum for the latest info on that. Once this gets included to 1.13 be certain, that we will update as well.




Q: Where should I report any bugs I find in the maps or post field reports? Do you even want feedback?

A: Do we want feedback??? yeah, of course we want feedback. We're not doing all this work for hard money,
but for fame and glory. We appreciate any kind of feedback.

If you don't like something, tell us. We might change it.
If you think something is brilliant, tell us. We like to be flattered.


Feel free to discus the mod in one of the following forums we regularly check:

http://jagged.gamigo.de/ja_forum/showthread.php?p=510477#post510477
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=192159&page=0#Post192159

We are glad to hear about any strange findings and like to hear your feedback.

Okay, that's it... We hope you all enjoy our mod. Happy Hunting. :-)

Greetings
Jax(Jelinobas) and Smeagol
Offline - OFFLINE
Top
#192347 - 30 July, 2008 05:18 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Jelinobas]
Jelinobas
Merc
Merc

Posts: 45
Loc: Germany

______
WF6.06-Mod
For unpacking the package you'll need the program 7-Zip .

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.

Download: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112_080813


As the international version doesn't contain any changes to NPCs, Items and NIV, tortoise updates work and the compatibility with other mods should be better. However, test at own risk.
This Version comes in a single file.

Download: WF6.06-Mod_beta_international_for_JA2_1.13NIV2112_080813

alternate links:
http://ja2.hoenir.de/index.php?option=com_remository&Itemid=2&func=select&id=66

latest INI File for 1.13 SVN Update Version:
http://cid-70266e8334d88e67.skydrive.liv...NI%7C_090205.7z



Edited by Jelinobas (04 February, 2009 07:29 PM)
Offline - OFFLINE
Top
#192352 - 30 July, 2008 05:54 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Jelinobas]
Marlboro Man

Marshall
Marshall

Posts: 7525
Loc: USA
Sounds good. \:\) I look forward to giving it a play. \:\)
_________________________
DAG NAB IT !
Offline - OFFLINE
Top
Badges:
#192483 - 31 July, 2008 09:52 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Marlboro Man]
Baroni
Grunt
Grunt

Posts: 22
From both files (*001, *002) I extracted 1 bigger Archive with .7z extension But I cannot extract it (from 7-zip I got info that this is not .7z archive). What to do?

I use 7-zip v4.57

Or can somebody make .rar archive?

OK. I resolved problem by myself: from this site:

http://www.hoenir.de/ja2/Mods_JA2_v1.13/WF6.06-Mod_beta_for_JA2_1.13NIV2112(AllVersions)/

I got that in one file (uploaded by Scheinworld from ja2 german forum) \:\)


Edited by Baroni (31 July, 2008 10:28 AM)
Offline - OFFLINE
Top
#192486 - 31 July, 2008 10:40 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Baroni]
Jelinobas
Merc
Merc

Posts: 45
Loc: Germany

______
WF6.06-Mod
I think you have an download error, Schein's Version is the same from the 2 files you downloaded, but he has no MB Limit to Filesizes. ;\)
Offline - OFFLINE
Top
#192492 - 31 July, 2008 12:01 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Jelinobas]
Scheinworld
N.C.O
N.C.O.

Posts: 342
Loc: Baltic Sea, Germany

______
A.I.M.
Yeah, I hope that Hoenir will not lose the fun for JA2 in the near future. So I can "play" a little bit longer with his FTP site. \:\) Also I hope that many fans will download the "WF6.06-Mod_beta_for_JA2_1.13NIV2112", probably that’s the best compliment for the developers: Jelinobas (Jax) and smeagol.


Best regards and have a good weekend; Schein…
_________________________
Are you looking for a specific JA2 file or do you have one you want to share with other fans?
< Welcome to Kermi's JA2 archive > smile
Offline - OFFLINE
Top
Badges:
#192541 - 01 August, 2008 01:53 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Scheinworld]
Xazzaxas
Civilian

Posts: 1
Feedback: AI still needs working on. Enemies should try and flank the player while he is on a rooftop (two soldiers from opposite directions behind the rooftop sniper would be a v. good tactic; Or throwing a smoke nade in two places on the rooftop and then using such cover to get the player). Also, it's a slaughter if you position your mercs properly near a building's wall - they just walk around the corners and get shot with burst fire... they should use smoke nades they obviously carry)

Otherwise: praise Jelinobas and Smeagol! This truly is GREAT.
Offline - OFFLINE
Top
#192574 - 01 August, 2008 05:54 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Jelinobas]
Jelinobas
Merc
Merc

Posts: 45
Loc: Germany

______
WF6.06-Mod
Thank you \:\)

But the AI iss original from 1.13.

New Fix aviable: http://cid-70266e8334d88e67.skydrive.liv..._Fix|_080801.7z


Edited by Jelinobas (01 August, 2008 05:55 AM)
Offline - OFFLINE
Top
#192643 - 02 August, 2008 04:41 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Jelinobas]
Baroni
Grunt
Grunt

Posts: 22
This mod is superb, but I want to ask for 2 things:

-Bobby Ray - my setting is NORMAL, but after 5 in-game days and capturing Chitzena the Bobby Ray is still "under construction". what to do to gain their offer? wait more time or capture one city more?
-Blue (HP) ammo - it is little irritating. damage of HP is unforeseenbar - in the most of cases my mercs take damage of HP over 120pts per shot (even from pistols). In vanilla 1.13 I had no such situation (???). My mercs had guardian/kevlar armor tith kevlar/twaron helmets

BTW. I have never played vanilla Wildfire so for me it new \:\)


Edited by Baroni (02 August, 2008 04:42 AM)
Offline - OFFLINE
Top
#192644 - 02 August, 2008 04:54 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Baroni]
Jelinobas
Merc
Merc

Posts: 45
Loc: Germany

______
WF6.06-Mod
The Wildfire Vanilla Story was not complete built in by the WF6 Autors. Habours has no Funktion in the Game. Bobby Ray needs Drassen Airport to work.

Hmmm... i have do no changes in Ammos for this Mod, should be work like 1.13.
Offline - OFFLINE
Top
#192790 - 04 August, 2008 03:20 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Jelinobas]
cougar
Captain
Captain

Posts: 1380
Some feedback:

1. The biographies of the new mercs needs to be cleaned up, right now it is full of grammatical errors and some pretty strange wording, for example: "This full Pro", "Her arrangement against unjust dictators she has from her parents".
Another minor thing is that their bios states their skills and mercs they dislike too clearly, unlike the original bios so to keep with their style maybe they should be rewritten.

2. Assasine, shotgunner and demolitoner vest. Needs new names as they don't make sense.
_________________________
"Blood goes ´round and ´round, air goes in and out, any variation of this is a very bad thing!"
Offline - OFFLINE
Top
#192910 - 05 August, 2008 06:39 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: cougar]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
I'll have a look into the merc bios, as soon as Jax sends them to me. I only have a German version and haven't seen the English texts yet, thus I can't tell, what's wrong with them or where they are from. I guess most possibly these are taken from the original WF and haven't been changed.

Those vest names are clearly odd, I made the descriptions for them, but didn't change the names, as I'm kind of uncrrative when thinking of names... if anyone got a better fitting name, I'd be more than happy to change them.


Best regards...

Ah btw:
I'm currently playing a campaign on Expert level.

Some observation:

- In my opinion that 10 Bonus AP for enemies is quite rough. I've tuned that down to 5 AP and it works fair now. I'd advise to change that in the ini settings.
- Also, you might find, that "enemy weapon progress" on "fast" (or realistic, or whatever it is called in the ini) spoils a lot of the early game fun. By now, I've conquered 2 Cambria sectors and 3 Drassen sectors and already own an M21 Tactical, an M14, several AKs, several Sniper Rifles and even an AS Val. All taken from enemies...
Might be pretty unbalancing, as well.

Otherwise all works fine. Go grab those Molotow Cocktails and have fun. ^^
_________________________
Item Mod for WF6.06

Current status:
Updating WF maps for AIM-NAS

Bears Pit Chat Dweller

Download latest AIM
--- Not doable... wait for SMP ---
Offline - OFFLINE
Top
Badges:
#192997 - 06 August, 2008 07:54 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
LLVI
N.C.O
N.C.O.

Posts: 323
Loc: Lacey, WA, USA
A couple of comments. Wow, its fun having new maps, and I love having new gadgets to play with (esp the First Aid Pouch leg rig).
I was a little unsure about the Mod having never played WF original, and kind of thought the WF storyline was the one to follow, but I'm catching on that it is layered over standard 1.13 so Bobby Ray's is in Drassen, etc.

First anamoly: I stole Kingpin's Eldorado, with as far as I can tell, no hostile consequences from KingPin and his boys. Its great to have a vehicle early in the campaign for hauling all the stuff that I keep. I loved the short road to Chitzena, so I promptly drove there with my 6 man team (2 IMPs, 2 Aim merc (new guys to try their personalities) and Ira and Dimitri). Took the mine sector, despite large reinforcement from the nearby sectors, then played clean up for about an hour as small teams continued to investigate the sector. Spent time training militia and healing as it was now daybreak. Then took out the rest of town easilly at night fall because of the depleted garrisons. Now here is the weird part. I loaded some of the team up to escort John and Mary, but when I tried to unload them, my mercs unloaded to the Roof of the eldorado... I had to use the "j" key to have them jump down. But even weirder was that MONK got stuck on the top and couldn't jump down. I drove him around through town and tried to unload him sector by sector, until he finally unloaded correctly. Very Strange.

Second Anomaly. I saw a large counter attack and moved my mercs and militia to defend the sector above the mine. Repulsed a 21 man counterattack, but as soon as the combat ends, all save games corrupt. I can load the last autosave ok, but after the last enemy dies, whenever I save, I can't reload again?
I'm afraid I may need to start over.... any ideas? (I also think that this may be my first encounter with the dread corruption of save that may wipe out my progress thus far).

Stats; Build 2085, Experienced; BR: Great, Tons of Guns.

Oh yeah, one other question: Monk came with field OPs gear on his Kevlar Vest and Pants. I thought that these items were incompatible with New Inventory.. How does this work?
_________________________
Low Level Voice Intercept (98GQB)
Beta Tester: NIV 6-10, EDB, Wildfire 6.06, HAM
Offline - OFFLINE
Top
#193019 - 06 August, 2008 09:34 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: LLVI]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
That vehicle thing can happen, if you use the car from the overview map and load a merc into the car, that is standing on a roof top in the sector. Somehow the game thinks, that this merc should still be standing on a roof, when you unload the mercs in a sector.
A workaround is to simply take the merc out of the car in the overviewmap and send him without car travelling into an adjacent sector and back. Works just fine.


I have no clue about your save game, have experienced this once myself, but as my job was editing the maps, I probably can't help there... sorry. Had to start a new campaign as well. It's always a good idea to save often and in different slots. That's probably the only work around here.

Yeah, the Field Ops (and the other upgrade kits, as well) work even with NIV. Don't know why, but it works... what doesn't work are the grenade panels and other leg rigs from the old inventory. They cause crashes, when you pick them up in a sector. Therefore we had to get rid of all of these manually in the sectors (especially, because in the Wildfire maps the grenade panels replaced LAW rockets from the original Wildfire and these could be found plenty in the original game...). Hope we got all of these, when anyone stumbles across one of these, it would be kind to report them. Though I doublechecked all the maps, it might be possible, that I forgot one or two...
_________________________
Item Mod for WF6.06

Current status:
Updating WF maps for AIM-NAS

Bears Pit Chat Dweller

Download latest AIM
--- Not doable... wait for SMP ---
Offline - OFFLINE
Top
Badges:
#193023 - 06 August, 2008 09:41 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: LLVI]
Baroni
Grunt
Grunt

Posts: 22
I play 29 in-game days. I captured Chitzena and Drassen. Now I try to defeat Alma. Some ideas of my observation of game:

a) too large amounts of enemies at the first part of game - my 6 man team consists 1 IMP, 3 cheap AIM and Dimitri & Ira - at first everyone was equpped with pistol + flak jackets. It was very hard to defeat first sector with enemies (16 enemies). Additionally enemy sends a lot of reinforcements from neighbouring city sectors when I try to attack first city sector. For example, at this moment I am attacking H14 Alma (first sector of Alma). After killing about 20 enemies I noticed new (about 15 men)group of them aproaching from south and almost simultaneously the same group from west. It is about 50 enemies together in one sector and I had to use load/save method all the time to allow my team to be live. Of course with more enemies the game is more interesting because lucky to me my team is well equipped with weapon at this moment but particularly at first parft of plot there is no possibillity to survive without load/save.
b) Enemy weapon progres is really too fast. After capturing 2 cities it is no problem to see enemy equipped with such weapon like: C7A2 Diemaco or HK MG36 RAS with full attachements like Acog 4x combo, Lam 200, bipod. In vanilla 1.13 I have possibillity to find these weapons after capturing min. 4-5 cities
c) additionally I almost killed every enemy in H14 Alma, but suddenly all buildings (buildings with sign of red hand on the wall) blows up and I don`t know why?
d) Idea with new LBE gear is very good. Now I can equip my team men according with their best profession

My settings: 1.13.2112, experienced, tons of guns, sci-fi, NIV
Offline - OFFLINE
Top
#193028 - 06 August, 2008 10:03 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Baroni]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
a.) The amounts of enemies were choosen with the original Wildfgire in mind. Though 1.13's reinforcement system can lead to fights with up to 50 enemies and thus making things quite more difficult. It might be a good idea to advance with a slower strategy or kill roaming patrols in nearby sectors first. I find it interesting, that you get these amounts of enemies even on experienced. I always play expert and get about the same numbers...

b.) Yeah, as I said, enemy gun progress should probably be turned down to normal. But that can of course be done through the ini editor.

c.) There's a switch you'll hace to reach in time to avoid the weapon cache to be blown up. ;\) The map offers a lot of goodies, therefore it shouldn't be to easy... as many maps can be beat with some rather cheap tactis these switches provide some additional spice. Oh, and btw. you should avoid using grenades near these buildings. ;\)

d.) Thanks. \:\) Though at the moment I'm not yet entirely satisfied with the new LBE's. I try to convince Jax to add some more...
_________________________
Item Mod for WF6.06

Current status:
Updating WF maps for AIM-NAS

Bears Pit Chat Dweller

Download latest AIM
--- Not doable... wait for SMP ---
Offline - OFFLINE
Top
Badges:
#193051 - 06 August, 2008 11:20 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
LLVI
N.C.O
N.C.O.

Posts: 323
Loc: Lacey, WA, USA
Thanks Smeagol for your reply
 Originally Posted By: smeagol

I have no clue about your save game, have experienced this once myself, but as my job was editing the maps, I probably can't help there... sorry. Had to start a new campaign as well. It's always a good idea to save often and in different slots. That's probably the only work around here.

Yeah, the Field Ops (and the other upgrade kits, as well) work even with NIV. Don't know why, but it works... what doesn't work are the grenade panels and other leg rigs from the old inventory. They cause crashes, when you pick them up in a sector. Therefore we had to get rid of all of these manually in the sectors (especially, because in the Wildfire maps the grenade panels replaced LAW rockets from the original Wildfire and these could be found plenty in the original game...). Hope we got all of these, when anyone stumbles across one of these, it would be kind to report them. Though I doublechecked all the maps, it might be possible, that I forgot one or two...


I did go back to before the combat and resolved the counterattack in the mine sector. Everything went fine when I did. Saves are reloading.
I tried some testing on the Mafia in Chitzena.... I'm assuming that they are KingPin's men because of their dialogue remarks. I stole a few items to make them go hostile and then wiped them out with the militia's help. After I did this, the saves crashed. I wonder if the save game bug is related to the factions on the map in sector A2 (where I had the trouble before).?

I'll keep my eye open for any of those old rigs and let you know if I find one.
_________________________
Low Level Voice Intercept (98GQB)
Beta Tester: NIV 6-10, EDB, Wildfire 6.06, HAM
Offline - OFFLINE
Top
#193054 - 06 August, 2008 11:29 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: LLVI]
Spacemonkey
Recruit
Recruit

Posts: 8
i installed the maps only mod and after that i installed the new interface (woodland)
so far so good but the problem is that the map was changed to the old one but i want the new map (the one from wildfire)

can someone tell me wich .sti file/s got overwritten by the interface installer so i can exchange them with the wildfire .sti/s?
Offline - OFFLINE
Top
#193082 - 06 August, 2008 02:52 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Spacemonkey]
LLVI
N.C.O
N.C.O.

Posts: 323
Loc: Lacey, WA, USA
I've noticed that I am not getting Militia reinforcements during battles. I have Chitzena - all 4 sectors.. when attacked, the adjoining sectors are not sending in replacements.

Ja2_Options.ini has ALLOW_REINFORCEMENTS = TRUE.

Am I missing something else?

V : 2112, experienced, BR: great, tons of guns, Realistic, progress 19/19
_________________________
Low Level Voice Intercept (98GQB)
Beta Tester: NIV 6-10, EDB, Wildfire 6.06, HAM
Offline - OFFLINE
Top
#193106 - 07 August, 2008 02:01 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Spacemonkey]
Jelinobas
Merc
Merc

Posts: 45
Loc: Germany

______
WF6.06-Mod
 Originally Posted By: Spacemonkey
i installed the maps only mod and after that i installed the new interface (woodland)
so far so good but the problem is that the map was changed to the old one but i want the new map (the one from wildfire)

can someone tell me wich .sti file/s got overwritten by the interface installer so i can exchange them with the wildfire .sti/s?


'b_Map.pcx'
but i don't now which other files can was overwritten by the interface...
Better install first the interface and then overwrite it with the mod.
Offline - OFFLINE
Top
#193420 - 10 August, 2008 02:13 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Jelinobas]
Badbru
Merc
Merc

Posts: 80
Loc: Perth Australia
I can't get this to work.
I've downloaded the mod from both sites.
Had much difficulty figuring out how to get it to extract and overwrite the appropriate files. (still must not have it right)

Now I get a run time error at game opening page, or, an ordinary 1.13 game.

I have the config set to use Data-Wildfire6.06
7zip extracted it to my D:Downloads folder into a WildFire6.06 file which I copied to my fresh installed on C:drive JA2 with a 2085 1.13NIV build applied.
Any suggestions?

Disregard. I finally got it work EXACTLY following the instructions.
I really am not good with computers.


Edited by Badbru (10 August, 2008 02:34 PM)
_________________________
If you can get me to Estoni...
Offline - OFFLINE
Top
#193424 - 10 August, 2008 02:30 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Badbru]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
I'm normally only responsible for the maps, therefore only have semi-knowledge about all the needed files and stuff, but maybe this helps:


Did you make a copy of your Data-1.13 folder and renamed it to data-wildfire6.06?

I don't know if Jax put all necessary files into the download archive. It might be the problem, that you're missing some files, that would be in the copy of the Data-1.13 folder, but are not included in the download archive...


I'd suggest you do it as stated in the readme above:

-> install Ja2
-> install 1.13 build 2085/2112
-> copy that data-1.13 folder in your Ja2 root folder and rename it to data-wildfire6.06
-> extract the files into the Ja2 root folder (the path of the files in the zip archive should put them directly into the copy)


Edited by smeagol (10 August, 2008 02:30 PM)
_________________________
Item Mod for WF6.06

Current status:
Updating WF maps for AIM-NAS

Bears Pit Chat Dweller

Download latest AIM
--- Not doable... wait for SMP ---
Offline - OFFLINE
Top
Badges:
#193453 - 10 August, 2008 08:03 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
Blue_Fox
Drill Sargeant
Drill Sargeant

Posts: 275
Loc: Netherlands
Bugs?
Whats wrong with the IMP Voices?

Male Voice 3 is Scope:)
Female Voice 1 Bubba. Other females say not much.
Male with voice from scope not real cool \:\)
Well i try all IMP's.

I did several installs.

Another bug is wenn leave a sector with enemies to another sector with enemies.

Also 2 same pics in AIM, Len & another.

Can some one help me out with this.
I deleted all versions and cleaned up the registry.
After installed again same problems.

2 Double faces, Voices messed up too.


Edited by Blue_Fox (11 August, 2008 01:37 AM)
_________________________
Confusion prevents rigidity
Offline - OFFLINE
Top
#193499 - 11 August, 2008 08:31 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Blue_Fox]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
Ugh... sounds like you got a somewhat serious problem there.

Did you install the mod as stated in the readme? It is really important to do the "copy and rename folder" part.

Are you sure, you got the right version of Ja2 1.13?

Are you sure, you got the right version of the Wildfire Mod?


What exactly happened during this "leave sector bug"?
_________________________
Item Mod for WF6.06

Current status:
Updating WF maps for AIM-NAS

Bears Pit Chat Dweller

Download latest AIM
--- Not doable... wait for SMP ---
Offline - OFFLINE
Top
Badges:
#193508 - 11 August, 2008 10:07 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
Baroni
Grunt
Grunt

Posts: 22
After capturing 4 cities (Chitzena, Drassen, Alma, Balime) I noticed some enemies are equipped with "precision crossbow". For me it could be quite useful because it is silent and powerful (good for night ops), but it is small bug connected to this weapon:

a)no ammo (bolts) for this weapon both from enemies and from Bobby Ray
b)I captured crossbow loaded with 2 bolts but when I want to unload it, I see no ammo (bolt) clip both at mercs inventory and sector inventory and crossbow is empty and useless

I am sure whenever I was playing vanilla 1.13 I have never found that weapon. Did you added some new weapons/items/attachements (beside LBE items) to game?
Offline - OFFLINE
Top
#193509 - 11 August, 2008 10:07 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
Blue_Fox
Drill Sargeant
Drill Sargeant

Posts: 275
Loc: Netherlands
> Did you install the mod as stated in the readme? It is really important to do the "copy and rename folder" part.
Yes i did.

> Are you sure, you got the right version of Ja2 1.13?
I use this version JA2_v1.13_Release_(EN)_[1.0.0.2085].exe

> Are you sure, you got the right version of the Wildfire Mod?
Well, i've downloaded several and all have same problem.

WF606-Mod_beta_english_for_JA2_113NIV2112.7z.001
WF606-Mod_beta_english_for_JA2_113NIV2112.7z.002 Can't open this one, so downloaded the WF6.06-Mod_beta_english_for_JA2_1.13NIV2112.7z version.

WF6.06-Mod_beta_english_for_JA2_1.13NIV2112.exe

> What exactly happened during this "leave sector bug"?

Wenn leave sector, mapscreen pops up, not in combat mode and use the Time Accelerator, Time Compression, the map where i came from keeps popping up. Cant go to the other map. PC thinks i still have mercs in that sector.


Btw: using Wildfire 6.02 with 6.04 patch.

installation:

- download the appropriate mod
- in your Ja2 1.13 root folder copy your ../Data-1.13 folder and rename the copy into ../Data-WildFire6.06
- unzip the mod into your Ja2 1.13 root folder and allow overwriting existing files
- that's it.
- have fun. :-)

Why this works for everybody except me?





Edited by Blue_Fox (11 August, 2008 11:21 AM)
_________________________
Confusion prevents rigidity
Offline - OFFLINE
Top
#193531 - 11 August, 2008 12:08 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Baroni]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
The crossbow has been added by Jax. Ammo will be available from Bobby Ray after some time. In my current game I've set Bobby Ray to second level and have Bolts available after capturing Drassen, Cambria and Drassen SAM Site.

The Crossbows captured indeed have this bug. Don't know what's up to that. If you order bolts, you can use them normally.
_________________________
Item Mod for WF6.06

Current status:
Updating WF maps for AIM-NAS

Bears Pit Chat Dweller

Download latest AIM
--- Not doable... wait for SMP ---
Offline - OFFLINE
Top
Badges:
#193533 - 11 August, 2008 12:11 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Blue_Fox]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
 Originally Posted By: Blue_Fox
>

Btw: using Wildfire 6.02 with 6.04 patch.




Hmm.. this sounds like the source of all evil. You sure, that you use Jagged Alliance 2 classic? I think 1.13 won't work probably with Jagged Alliance 2 Wildfire.
_________________________
Item Mod for WF6.06

Current status:
Updating WF maps for AIM-NAS

Bears Pit Chat Dweller

Download latest AIM
--- Not doable... wait for SMP ---
Offline - OFFLINE
Top
Badges:
#193538 - 11 August, 2008 12:38 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
Blue_Fox
Drill Sargeant
Drill Sargeant

Posts: 275
Loc: Netherlands
DO we talk about Wildfire 5 or 6?
Only have Wildfire 6.04 with serial key.

But strange that i only have problems with NIV using WF or RR.
Why not wenn play JA2Gold?

Very frustrating.

All i do is watch this site for responce to help me with my PROBLEM.

WHY NO ONE KNOWS AN ANSWER FOR THIS ?
HAving this problem from Friday... what day is it today?
Only sit and wait \:\(


Edited by Blue_Fox (11 August, 2008 01:02 PM)
_________________________
Confusion prevents rigidity
Offline - OFFLINE
Top
#193543 - 11 August, 2008 01:45 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Blue_Fox]
cougar
Captain
Captain

Posts: 1380
Blue_fox:

Are you saying that you have the Wildfire game as a base?
That will screw up everything up so bad it's not even funny.

So is your installation order like this:

Wildfire 6.02 > Wildfire 6.04 patch > 1.13 > WF606-Mod_beta_english_for_JA2_113NIV2112.

If so that is plain wrong and will lead to all kinds of screwups. It should be:

JA2 plain (1.03, 1.06, 1.07) or JA2 Gold > 1.13 > WF606-Mod_beta_english_for_JA2_113NIV2112.
_________________________
"Blood goes ´round and ´round, air goes in and out, any variation of this is a very bad thing!"
Offline - OFFLINE
Top
#193545 - 11 August, 2008 02:02 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: cougar]
Blue_Fox
Drill Sargeant
Drill Sargeant

Posts: 275
Loc: Netherlands
Well at least i get some good info \:D
Thanks.



Edit:

Thanks alot again Friend.

Installed and working \:D
Maybe change the install text for players like me who go install Wildfire \:D
Was logical for me to install above Wildfire.


Edited by Blue_Fox (11 August, 2008 02:12 PM)
_________________________
Confusion prevents rigidity
Offline - OFFLINE
Top
#193549 - 11 August, 2008 02:16 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Blue_Fox]
cougar
Captain
Captain

Posts: 1380
Glad I could help out.

The installation notes for 1.13 explicitly mentions that Wildfire is not to be used with 1.13. And this installation implies that it should be installed over a NORMAL 1.13 installation.
Even so it might be a good idea to point that out. If one person misunderstands it the odds are pretty high that ten or hundred more will. Especially as a lot of members here doesn't have English as a first language.
_________________________
"Blood goes ´round and ´round, air goes in and out, any variation of this is a very bad thing!"
Offline - OFFLINE
Top
#193552 - 11 August, 2008 03:15 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: cougar]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
Thanks you helped him Cougar. That was exactly what I tried to tell him... ah well... worked out in the end. \:\)
_________________________
Item Mod for WF6.06

Current status:
Updating WF maps for AIM-NAS

Bears Pit Chat Dweller

Download latest AIM
--- Not doable... wait for SMP ---
Offline - OFFLINE
Top
Badges:
#193554 - 11 August, 2008 03:44 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
the scorpion
General
General

Posts: 5492
Loc: CH

______
BANNED
*sigh*

i should really start designing mods that are that simple as well. I remember couple of weeks after wildfire came out, we explained the wildfire players how to use WF maps in 1.13 like on a weekly base.

Great to see you guys do this service for them
Offline - OFFLINE
Top
#193557 - 11 August, 2008 04:09 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: the scorpion]
Blue_Fox
Drill Sargeant
Drill Sargeant

Posts: 275
Loc: Netherlands
Was very annoying. From friday on...deinstall-install-edit registry-reinstall WinXP(Ghost Image)-post-post-post. I was serious ask myself what i was doing.

Normaly i give advice for map-/scriptmakers (other forum/game).
Now you understand why this was very hard for me to accept.
I felt really nobish.

BTW Insane is NOW really Insane here \:\)

Thank again for adviced me, corrected me \:D
_________________________
Confusion prevents rigidity
Offline - OFFLINE
Top
#193559 - 11 August, 2008 04:55 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Blue_Fox]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
Glad you got it working, any feedback would be appreciated. \:\)
_________________________
Item Mod for WF6.06

Current status:
Updating WF maps for AIM-NAS

Bears Pit Chat Dweller

Download latest AIM
--- Not doable... wait for SMP ---
Offline - OFFLINE
Top
Badges:
#193571 - 11 August, 2008 08:01 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: cougar]
Jelinobas
Merc
Merc

Posts: 45
Loc: Germany

______
WF6.06-Mod
 Originally Posted By: cougar
The biographies of the new mercs needs to be cleaned up, right now it is full of grammatical errors and some pretty strange wording, for example: "This full Pro", "Her arrangement against unjust dictators she has from her parents".
Another minor thing is that their bios states their skills and mercs they dislike too clearly, unlike the original bios so to keep with their style maybe they should be rewritten.


New Bio's File aviable, Smeagol edidet the text for the new Mercs.

http://cid-70266e8334d88e67.skydrive.liv...AIMBIOS|_Fix.7z
Offline - OFFLINE
Top
#193573 - 11 August, 2008 08:35 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Jelinobas]
Scheinworld
N.C.O
N.C.O.

Posts: 342
Loc: Baltic Sea, Germany

______
A.I.M.
Hello JA2-community and "Hoi Jax" ;\) ,

I've uploaded the following files: "WF6.06-Mod_beta_international_for_JA2_1.13NIV2112_080813", "WF6.06-Mod_beta_german_for_JA2_1.13NIV2112_080813" and "WF6.06-Mod_beta_english_for_JA2_1.13NIV2112_080813". The older files are located in the "Archiv" folder.


Best regards; Schein…
_________________________
Are you looking for a specific JA2 file or do you have one you want to share with other fans?
< Welcome to Kermi's JA2 archive > smile
Offline - OFFLINE
Top
Badges:
#193575 - 11 August, 2008 09:45 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Scheinworld]
Blue_Fox
Drill Sargeant
Drill Sargeant

Posts: 275
Loc: Netherlands
Bug or glick ?
Wenn enter a mine wenn hostiles in area and vmooe out area still hostile but enemies are gone.
_________________________
Confusion prevents rigidity
Offline - OFFLINE
Top
#193580 - 11 August, 2008 10:23 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Blue_Fox]
Badbru
Merc
Merc

Posts: 80
Loc: Perth Australia
I ended up only getting the "International" to work. I'm thinking I may go back and try again with the "English" version now that I've got it to work once. So, some feedback,

I like getting mail now ;\)

Ira's visit to the plastic surgeon has been well recieved.

I think I'll have to do some ini editing.
I know you wanted the spirit of Wildfire and so made it harder but I really don't like fighting ubermensch. I'm going to have to remove that 10 extra AP to enemy troops. They can run half way accross the map with that! That was not Wildfire. Wildfire was harder due to the maps themselves and the enemy placement and the weapon balence, not because the opfor troops were ubermensch.

There is indeed lots of kit on the maps but not much of it is armour. I've had a hell of a time trying to keep Maddog alive until I could get back to Omerta where there was a spare FlakJacket.

I do like the 15 malitia per training cycle, especially when I'm fighting back waves of 22 or 23 mixed red and blackshirt attackers.

On the whole though a nice mod to rebreath life into the old game. Well done.
_________________________
If you can get me to Estoni...
Offline - OFFLINE
Top
#193590 - 12 August, 2008 01:46 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Jelinobas]
Jelinobas
Merc
Merc

Posts: 45
Loc: Germany

______
WF6.06-Mod
 Originally Posted By: Jelinobas
 Originally Posted By: cougar
The biographies of the new mercs needs to be cleaned up, right now it is full of grammatical errors and some pretty strange wording, for example: "This full Pro", "Her arrangement against unjust dictators she has from her parents".
Another minor thing is that their bios states their skills and mercs they dislike too clearly, unlike the original bios so to keep with their style maybe they should be rewritten.


New Bio's File aviable, Smeagol edidet the text for the new Mercs.

http://cid-70266e8334d88e67.skydrive.liv...AIMBIOS|_Fix.7z


Sorry, there is an Error in the file. Download removed. Right Fix comes later.
Offline - OFFLINE
Top
#193593 - 12 August, 2008 02:43 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Badbru]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
 Originally Posted By: Blue_Fox
Bug or glick ?
Wenn enter a mine wenn hostiles in area and vmooe out area still hostile but enemies are gone.


Hmm... never experienced that. Might be a problem of 1.13. Not sure about it though...





 Originally Posted By: Badbru

Ira's visit to the plastic surgeon has been well recieved.


Yeah, that pan cake face of classic just looks ugly.

 Originally Posted By: Badbru
I think I'll have to do some ini editing.
I know you wanted the spirit of Wildfire and so made it harder but I really don't like fighting ubermensch. I'm going to have to remove that 10 extra AP to enemy troops. They can run half way accross the map with that! That was not Wildfire. Wildfire was harder due to the maps themselves and the enemy placement and the weapon balence, not because the opfor troops were ubermensch.


Yeah, that was more or less experimental, but as it's easy to change these kind of settings, feel free to tune it down. I've changed the AP Bonus to 5 on Expert and it works great so far. Doesn't give you the feeling, that enemies rush across half the map and stabbing you three times with a knife.

 Originally Posted By: Badbru


There is indeed lots of kit on the maps but not much of it is armour. I've had a hell of a time trying to keep Maddog alive until I could get back to Omerta where there was a spare FlakJacket.


You really should consider stealing from opponents. They usually carry lots of good stuff.
And of course, better armor can also be found in the weapon caches.

 Originally Posted By: Badbru
On the whole though a nice mod to rebreath life into the old game. Well done.


Thanks mate. \:\)


Edited by smeagol (12 August, 2008 02:46 AM)
_________________________
Item Mod for WF6.06

Current status:
Updating WF maps for AIM-NAS

Bears Pit Chat Dweller

Download latest AIM
--- Not doable... wait for SMP ---
Offline - OFFLINE
Top
Badges:
#193595 - 12 August, 2008 03:02 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
Blue_Fox
Drill Sargeant
Drill Sargeant

Posts: 275
Loc: Netherlands
Yes nice new things... i like the knife vest & holster. Good for Beauty Ira. She's starting again to be a killing machine, stealth/teaching is a good combo.Nightops/teaching fro me better. Wenn reach a high level AGI you are auto stealth. Jus keep running and punching \:D
Hope someday someone change that annoying shouting from her.
"There's the enemy"

I play Insane with 5 AP extra.

Edit:

I think there need to change some things.
Sometimes wenn stand next to one you not see him...180 degrees. Wenn punched one and he lies down you need use the "L" again to find him. Wasnt with 1.13. Cost you 1 or 2 AP's \:\(
This starts get annoying.
Wenn lie diagonal, you need use "L" after every punch.
First i thought camouflage was upgraded, but its the new system.

Didnt noticed before...Wenn climb you get stronger \:D

I Stand 4/1 tiles from enemy45degrees. but not able to see him anymore (on the roof, nothing blocks the view.
How import a image/gif?
Not have a URL.
Does Googgles have tunnel vision. I cant check my XML.
Problem started when got Night Vision III.


Edited by Blue_Fox (12 August, 2008 04:07 AM)
_________________________
Confusion prevents rigidity
Offline - OFFLINE
Top
#193601 - 12 August, 2008 04:29 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Blue_Fox]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
There is an ini setting about viewing angle. You might check that in the ini settings, whether it's set to old style or realistic style.
_________________________
Item Mod for WF6.06

Current status:
Updating WF maps for AIM-NAS

Bears Pit Chat Dweller

Download latest AIM
--- Not doable... wait for SMP ---
Offline - OFFLINE
Top
Badges:
#193603 - 12 August, 2008 04:41 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
Blue_Fox
Drill Sargeant
Drill Sargeant

Posts: 275
Loc: Netherlands
 Originally Posted By: smeagol
There is an ini setting about viewing angle. You might check that in the ini settings, whether it's set to old style or realistic style.


Lol.
Old style or realistic or the way it seems working for me.
I played weeks 1.13 Night Ops
This is different.
Looks like i have a view for 30 degrees. Wenn a soldier stands/comes tile distance 5/1 you not able to see him.
BTW...cant find view angle in Ja2_Options.INI, did search on view/viewing/angle, nothing came out.


Night vision II 100% +2 tiles.
Night vision III 76% +1 tiles. ???
Question about Stealth... Ira has default 11 tiles, Dimitri 10. Maybe im confuse but give Stealth 1(10) extra wenn its night?

Lol, its the assasin vest that gives you 1 tile bonus \:\)
Maybe the Assasin Vest causing this tunnel vision problem.
Not wanna play old style anymore \:D
It started wenn had the Assasin Vest & the Night Vision III.
Well, i keep testing, this way is serious not realistic.


Edited by Blue_Fox (12 August, 2008 05:12 AM)
_________________________
Confusion prevents rigidity
Offline - OFFLINE
Top
#193608 - 12 August, 2008 05:57 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Blue_Fox]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
I just looked it up. It's in the ini as ALLOW_LIMITED_VISION. If this is set to true, you're sight will be limited drastically. It can be found under Tactical Setting in the ini.


Edited by smeagol (12 August, 2008 05:58 AM)
_________________________
Item Mod for WF6.06

Current status:
Updating WF maps for AIM-NAS

Bears Pit Chat Dweller

Download latest AIM
--- Not doable... wait for SMP ---
Offline - OFFLINE
Top
Badges:
#193609 - 12 August, 2008 06:06 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Jelinobas]
Jelinobas
Merc
Merc

Posts: 45
Loc: Germany

______
WF6.06-Mod
 Originally Posted By: Jelinobas
 Originally Posted By: Jelinobas
 Originally Posted By: cougar
The biographies of the new mercs needs to be cleaned up, right now it is full of grammatical errors and some pretty strange wording, for example: "This full Pro", "Her arrangement against unjust dictators she has from her parents".
Another minor thing is that their bios states their skills and mercs they dislike too clearly, unlike the original bios so to keep with their style maybe they should be rewritten.


New Bio's File aviable, Smeagol edidet the text for the new Mercs.

http://cid-70266e8334d88e67.skydrive.liv...AIMBIOS|_Fix.7z


Sorry, there is an Error in the file. Download removed. Right Fix comes later.


Ok, now the right file is up.

http://cid-70266e8334d88e67.skydrive.liv...AIMBIOS|_Fix.7z
Offline - OFFLINE
Top
#193611 - 12 August, 2008 07:04 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
Badbru
Merc
Merc

Posts: 80
Loc: Perth Australia
[quote=smeagolYou really should consider stealing from opponents. They usually carry lots of good stuff.
And of course, better armor can also be found in the weapon caches.
[/quote]

Well I usually do do alot of stealing but I'm yet to find a room with no windows like the bathroon in the Estoni Garage, or the L shaped room in the center of Tixa prison, or the Bathroom/Toilet Block at Drassen mine(Vanilla maps)from which to setup and do that.

I'm not that far into my current game. I've thus far only been down to Estoni, back up to San Mona, and now accross to Drassen and taken the mine sector only. I don't play with Drop all so I usually need to do alot of stealing for NIV webbing kit etc as it doesn't drop for me otherwise.

So, if I change the INI setting from Expert +10 AP downwards to +5 or +2 etc will that take effect for my current game or will I need to start again, in which case I'll proably try to get "English" working instead of "International" ?
_________________________
If you can get me to Estoni...
Offline - OFFLINE
Top
#193615 - 12 August, 2008 07:33 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Badbru]
LLVI
N.C.O
N.C.O.

Posts: 323
Loc: Lacey, WA, USA
One Observation: My IMPs train like crazy!! I had one IMP training Leadership to a couple of my others and they were putting on around four points per hour, trainer and trainees. WOW! I had an AIM merc training at one point and he was getting the same boosts, but then in a different location, he didn't get any. Interesting.

I also just fought the weirdest battle in Grumm. I'm doing a 6 pax night invasion of Grumm. After clearing the mine of its garrison and heavy reinforcements, I moved west to the next sector and started taking out the garrison. The reinforcements from started pouring in again. I had about 8 blackshirts coming from the North in to the center of the sector, so I threw a flare out to stall them and let me pick them off while holding the SW gate. The flare landed, but no light!! Next turn, threw 2 break lights; again no light. After that I only threw stuns and frags. One of the enemy threw a break light into my north team but it didn't light up either. Hung on and one the battle and spent some time hunting down the last enemy.

No lights... weird.


Edited by LLVI (12 August, 2008 07:34 AM)
_________________________
Low Level Voice Intercept (98GQB)
Beta Tester: NIV 6-10, EDB, Wildfire 6.06, HAM
Offline - OFFLINE
Top
Page 1 of 10 1 2 3 ... 9 10 >



Forum Stats
7993 Members
52 Forums
7842 Topics
159590 Posts

Max Online: 228 @ 21 September, 2007 02:08 PM
Copyright 2000 Bear's Pit