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Alternative Desktop Backgrounds

(now included in WF 6.07 map mod download); Thu, 14 August 2025 09:32

Made some alternative desktop backgrounds

Primarily motivated by users reporting that they didn't like the default one used in the WF 6.07 map mod.

Added them into WF 6.07 (map mod), in subdirectory "Extras"

Also separately downloadable at mediafire: Alternative Desktop Backgrounds

Some probably fit thematically, others are likely just weird or fun ...  ^.^

Anyway, here is a little overview:
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https://i.imgur.com/SZ2ary2.png
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Can be used for unmodded 1.13 or any mod of it, though some pictures are WF themed (i.e. do have a little WF/OS text on picture)

The download contains a textfile with a short How-to

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It's fairly easy to do, tbh.

Picture must have the same size as existing one (506x428)

Must be a .pcx

Only 8bpp (reduce colour depth to that, if your source has more).

Must be named desktop.pcx

Goes into Data-YourMod/Laptop (i.e. Data-1.13/Laptop, Data-WildFire-6.07/Laptop, etc)

and that's it

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v1.13 Features How-Tos & Discussions | 1 comment

JA2 - German Autumn (Deutscher Herbst)

Future Mod; Wed, 13 August 2025 15:18

As a long term player of Jagged Alliance 2, I've always loved the Mods, particularly SOG'69. I've often thought about creating a Mod.

I'd like to create a historical mod set in Germany in the 1970s and 1980s, which was a complicated political time of upheaval(RAF, 2 June Movement etc), and covering events now nearly 50 years in the past.

There are many books/documentaries/films covering that period and I expect an initial research period of 12 to 18 months, after which I will start looking at the creation beginning with weapons, and also characters. moving onward from there.

Anyway. Thoughts?

UG



The Job Board | 1 comment

Pacos will now follow us into rebel basement

Fri, 08 August 2025 02:43

https://i.imgur.com/K0WAZ09.png
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As of version JA2_113-v2-37-g9ff8476-Gb8faLa10d (that's from 2025-08-08), Pacos will now follow us into the rebel basement.

Before, he had gone into hiding in Omerta (A10). When we followed him and Fatima, he run into a building and could later be found where he was when we started following them.

Not anymore! No longer will the kid loitering arround unsupervised in a ghost town ...

He will now move to the entrance building (on it's own, doesn't need to be "guided" like Fatima) and then also follow us to the basement.

In there, after the initial dialogue with Miguel, we can talk to him and he'll hand us some small gifts, if we use the right approach.

What we get and what he'll say while handing them will differ wether it's a male or female merc.

He'll only hand those gifts once (per gender) and only if the Food quest is still active (check History to see if that's case, if in doubt).

At the moment, he'll hand Marbles or the Lame Boy Display (planned to change in future for an upcomming project, better consider them placeholders till then. I'll edit the post, if so).

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For modders:

The GridNo he is moving to for ending up in front of entrance is 8537
That's hardcoded in one of his npc-actions (in InterfaceDialogue.cpp) and is getting triggered in Fatimas .npc-file (101), not his own.
Same for the npc-action that actualy puts him into basement, also triggered in Fatimas .npc-file.
Be vary to change Pacos npc-record nr. 20, that one is used in code to prevent boxing happening to early (before deliver letter quest is done), so don't change its content (or adjust code, in Overhead.cpp).

v1.13 Features How-Tos & Discussions | 2 comments

Militia only trains in a single sector.

Thu, 31 July 2025 04:13

Hi folks, returning fan here.

I haven't been keeping up with the latest developments and I'm currently playing 1dot13v2 with Wildfire Maps.  

I seem to recall that you could have multiple teams training militia on different sectors which made training militia not a completely tedious task.  I'm now only allowed to train a team of militia from a single sector at a time...

When did this change and why?  Can I disable this?  

v1.13 Solutions,Tips & Spoilers | 2 comments

Map Editor Ammo Insertion Error

Thu, 19 June 2025 21:13

Hey, Im playing again, and in Map editor mode i can insert everything except ammo, it gives me a run time error code of "Assertion Failure Line 7065 in file vobject_blitters cpp. Attempting to do a debug save as Save247.

I've unistalled and reinstalled, but it won't work. Any ideas?


Thanks, much appreciated.

Vengeance 1.13 Reloaded | 0 comments

Fresh MODPACK

Wed, 18 June 2025 12:56

I have a question and a request (possibility of downloading).
Does anyone have a newer version of MODPACK?
The one I have is: JA2 1.13(7609) Improved AI r2942 ENG + MODPACK from September 2024.

All about modding JA2 | 7 comments

Unfinished Business vent back upstairs

Sat, 31 May 2025 19:35

Hello everybody, I'm still playing the UB Rubicon Campaign Mod and I've got one question for the original Unfinished Business version and also for Rubicon Mod. In sector J13: PowerPlant is there a way to get back upstairs from where you came from, after you've gone into the vent? Because I've read that there are more NPC's you have to kill like Commander Morris. Thank you for answer!

Maps, Mods and Editors | 0 comments

Shank is level 10 in 3 days!

HOWTO; Thu, 22 May 2025 18:06

Once you recruit shank in Tixa, load him up to the maximum (I was able to load him to 2600%)! and make him travel to an adjacent sector. It took me 3.5 days of travel and Shank went up to level 10 and 99 in strength

v1.13 Solutions,Tips & Spoilers | 0 comments

Brainmod fails to load PreBattlePanel.sti

Breaking error with newest 11.3 and Brainmod; Wed, 21 May 2025 15:56

Hi @ all,

very early on when entering a sector with an enemy presence, i get the following error:

https://i.ibb.co/DPg9ZW5r/brainmod-error.jpg

my setup is the latest 1.13, and the latest Brainmod ( https://github.com/sun-alf/BRAINMOD-o ) - and from the error I assume (wrongly perhabs) an issue with game assets and their retrival. Does that ring a bell with someone, is that something that could be fixed with local configs, or should i revert to older codebase for either the mod or 1.13?

Many thanks in advance & cheer!

All about modding JA2 | 2 comments

Any point in taking over Salinas(since the mine is abandoned)

Tue, 06 May 2025 05:54

I noticed that Salinas seems to have an abandoned mine.  Is there really any reason to take the town over aside from more game time?  

Vengeance 1.13 Reloaded | 5 comments

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