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QOL question about the .INI editor.
Solved.; Wed, 22 May 2024 11:38
A quality of life question about the INI editor: We're developping the mod using the 2024-03-19 version. Each time we want to run the mod we must set the vfs.ini because the editor does not save this setting. It's a totally minor issue, but it would be nice to get it working. Is it possible?
v1.13 Modding, Customising, Editing |
4 comments
I can't get MovementCosts.xml to work..
SOLVED for good by The Scorpion!!!; Thu, 16 May 2024 01:57
After 10 days of work I haven't a working file yet. I set ground types for my maps, I adited my file and made a TON of mistakes. I spent a few days cleaning the file and I got to the point that I'm positive there are no more mistakes, still the games crashes when hitting New Campaign (I'm positive I edited the correct file, at first it worked).
I get this error message:
Runtime error
Assertion Failure (Line 3462 in file D:a\source\source\strategic\strategic movement ccp)
Now D:\ should be the CD ROM drive.. Is the game actually looking for the game CD?!? The first thing that came to my mind was I should edit my vfs.config, but all other files I edited do work.
Also, most mistakes I made were about mismatching ground pairs. Is the message above about mismatching pairs at least? Or is it about something else?
One last thing about this string:
<BadSector>1</BadSector>
As far I can understand in the vanilla files it is only used for sectors where all entries are set as EDGEOFTHEWORLD. I had a look in other mods files and it is mostly ignored. Is it mandatory and/or actually used by the game?
v1.13 Modding, Customising, Editing |
7 comments
Basic question about tileset editing.
SOLVED! Tilesets and MAPS coming!; Wed, 01 May 2024 01:06
I unpacked the tilesets from my UB copy, they all load in the mapper silksmooth, I know from my previous tests that 1.13 can load maps done with UB tilesets but there's a problem: Those tilesets are sorely lacking. Long story short:
What am I supposed to do to add stuff to a tileset, copy and paste .sti and .jsd? No xml registration involved?!?
Also, apart from the 8 ground tiles limit, is there any need to have more tilesets, like a scenario objects quantity limit?
Thanks!
v1.13 Modding, Customising, Editing |
9 comments
Problem with merges..
Mon, 29 April 2024 17:17
After a dozen succesfull merges I'm hitting a wall:
The first two blocks work correctly, I.E. I can dismantle the merged item and put it back together. In the case of last two blocks I can only dismantle the item, but I cannot put it back together.
Anyway, merges.xml
<MERGE>
<firstItemIndex>1894</firstItemIndex>
<secondItemIndex>1884</secondItemIndex>
<firstResultingItemIndex>1909</firstResultingItemIndex>
<secondResultingItemIndex>0</secondResultingItemIndex>
<mergeType>4</mergeType>
<APCost>90</APCost>
</MERGE>
<MERGE>
<firstItemIndex>1895</firstItemIndex>
<secondItemIndex>1884</secondItemIndex>
<firstResultingItemIndex>1910</firstResultingItemIndex>
<secondResultingItemIndex>0</secondResultingItemIndex>
<mergeType>4</mergeType>
<APCost>90</APCost>
</MERGE>
<MERGE>
<firstItemIndex>1894</firstItemIndex>
<secondItemIndex>1886</secondItemIndex>
<firstResultingItemIndex>1911</firstResultingItemIndex>
<secondResultingItemIndex>0</secondResultingItemIndex>
<mergeType>4</mergeType>
<APCost>90</APCost>
</MERGE>
<MERGE>
<firstItemIndex>1895</firstItemIndex>
<secondItemIndex>1886</secondItemIndex>
<firstResultingItemIndex>1912</firstResultingItemIndex>
<secondResultingItemIndex>0</secondResultingItemIndex>
<mergeType>4</mergeType>
<APCost>90</APCost>
</MERGE>
Then, item_transformations.xml
<TRANSFORM>
<usItem>1909</usItem>
<usResult1>1894</usResult1>
<usResult2>1884</usResult2>
<usResult3>0</usResult3>
<usResult4>0</usResult4>
<usResult5>0</usResult5>
<usResult6>0</usResult6>
<usResult7>0</usResult7>
<usResult8>0</usResult8>
<usResult9>0</usResult9>
<usResult10>0</usResult10>
<usAPCost>20</usAPCost>
<iBPCost>20</iBPCost>
</TRANSFORM>
<TRANSFORM>
<usItem>1910</usItem>
<usResult1>1895</usResult1>
<usResult2>1884</usResult2>
<usResult3>0</usResult3>
<usResult4>0</usResult4>
<usResult5>0</usResult5>
<usResult6>0</usResult6>
<usResult7>0</usResult7>
<usResult8>0</usResult8>
<usResult9>0</usResult9>
<usResult10>0</usResult10>
<usAPCost>20</usAPCost>
<iBPCost>20</iBPCost>
</TRANSFORM>
<TRANSFORM>
<usItem>1911</usItem>
<usResult1>1894</usResult1>
<usResult2>1886</usResult2>
<usResult3>0</usResult3>
<usResult4>0</usResult4>
<usResult5>0</usResult5>
<usResult6>0</usResult6>
<usResult7>0</usResult7>
<usResult8>0</usResult8>
<usResult9>0</usResult9>
<usResult10>0</usResult10>
<usAPCost>20</usAPCost>
<iBPCost>20</iBPCost>
</TRANSFORM>
<TRANSFORM>
<usItem>1912</usItem>
<usResult1>1895</usResult1>
<usResult2>1886</usResult2>
<usResult3>0</usResult3>
<usResult4>0</usResult4>
<usResult5>0</usResult5>
<usResult6>0</usResult6>
<usResult7>0</usResult7>
<usResult8>0</usResult8>
<usResult9>0</usResult9>
<usResult10>0</usResult10>
<usAPCost>20</usAPCost>
<iBPCost>20</iBPCost>
</TRANSFORM>
Now, the code is copyed and pasted, I triple checked the items number and so on.. Is the mistake in a different file than Merges.xml and item_transformations.xml?
v1.13 XML Customization |
0 comments
Winter Camo. (Solved)
Winter Camo is IN! ANYWAY!!; Mon, 29 April 2024 13:22
I discovered by chance that LOBOT supports winter camo. Character sprites are totally white and don't look good, but I don't think you can do better..
Now, winter camo IS present in the item.xl: can anybody confirm that it actually works in game?
Also, I remember that a dozen years ago or so Bobby Ray used to sell white camo kits: Was character face graphics in game?
Anyway,urrently I'm trying to download a 2012sh version of 1.13 but no luck yet.. Are such old versions still available anywhere?
v1.13 Modding, Customising, Editing |
2 comments
JA2 Sweet Revenge
Sun, 28 April 2024 16:25

Hello everyone
We made a modification which was based directly on Stracciatella and works only with Stracciatella.
The main idea of this mod is that, that the all evil civilians like Doreen, Warden, General, Rat, Brenda and others are taking revenge and they imprisoned all good civilians like Father Walker, Skyrider, Yanni and others, that you will needed to accomplished any mission. But this time they will have special buildings, bodyguards and protection so it won't be easy and sometimes even very challenging.
Below are the links for the mod (all three are just the mirrors).
DOWNLOAD No1
DOWNLOAD No2
DOWNLOAD No3
And below are the mod description files.
JA2 Sweet Revenge mod description PDF
All in One description picture of JA2 Sweet Revenge PNG

Stracciatella Project (Platform Independent JA2) |
13 comments
How to give new weapons to the Arulcan Army?
SOLVED; Fri, 26 April 2024 01:36
One-hundred-and-four new weapons are in! I'll add a dozen or so miscellaneous items and I'll be done with it!
Next on the menu: Give my new weapons to both the player and the A.I. I gave a look at the Army xml files and I found nothing to handle the thing. Can particular loadouts be made for the AI? In the mapper maybe? Some 10 years ago I played an AIMNAS version where the Arulcan army soldiers had consistently omogeneous gear, so it can be done I think. Any pointers?
v1.13 Modding, Customising, Editing |
2 comments
JA3 Mod help wanted
I want to implement a table progression to the roles on my mod and want some opinions on what do you think; Thu, 18 April 2024 18:45
I want to implement a table progression to the roles on my mod and want some opinions on what do you think it would be balanced enough for a lvl10 char (max level on vanilla settings), bellow is an idea on what I have been thinking so far, any feedback is welcome.
Roles at lvl 10
Marksman
+10 CTH Ranged Weapons
+10 DMG Ranged Weapons
+10 Max Hit Points
All Rounder
+10 CTH Melee Weapons
+10 Ranged Ranged Weapons (Overwatch only)
+20 Max Hit Points
Mechanic
+5 CTH Ranged Weapons
+5 DMG Ranged Weapons
+5 CTH Melee Weapons
+5 DMG Melee Weapons
+10 DMG Against Armored targets
+10 Max Hit Points
Medic
+5 Damage Resistance
+3 Movement Speed
+20 Max Hit Points
Leader
+5 CTH Ranged Weapons
+5 DMG Ranged Weapons
+5 CTH Melee Weapons
+5 DMG Melee Weapons
+5 DMG Resistance
+10 Max Hit Points
Explosive Expert
+2 Max Range for grenades
+5 Damage Resistance
+20 Max Hit Points
JA 3 Modding Talk |
0 comments
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