#248458 - 03 April, 2010 10:00 AM
Re: HAM 3.6 Full - RELEASED
[Re: Luppolo]
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 Marshall
Posts: 7118
Loc: Jerusalem
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The HAMtasticator
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If you've got problems with OR without my files, then it's likely that either something is not correct with your installation, or something is wrong with the SVN release.
Firstly, one thing that might be an issue, make sure that there are no INI files in Profiles\UserProfile_JA2113\ or any of the subdirectories.
Secondly, you might've used the INI Editor and somehow changed the location of the INI file. Make sure that you are loading Data-1.13\JA2_Options.INI or DATA-HAM\JA2_Options.INI, whichever is appropriate.
Finally, if all else fails, try to update from SVN and make sure there are NO CONFLICTS.
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#248461 - 03 April, 2010 11:09 AM
Re: HAM 3.6 Full - RELEASED
[Re: Headrock]
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 Drill Sergeant
Posts: 250
Loc: Land of Skanks and Cottage Pie
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When I got the new SVN there were 2 exes, ja2_3329.exe which gives me the aforementioned red garbage and the regular ja2.exe, which only mentions headshot value not being right. I'm lovin this new AI. It's more agressive than pubescent ogres on crack. It even does huge attacks like the counterattack in Drassen, only this is in the middle of the game. 
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#248479 - 04 April, 2010 05:10 AM
Re: HAM 3.6 Full - RELEASED
[Re: Luppolo]
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 Marshall
Posts: 7118
Loc: Jerusalem
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The HAMtasticator
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also, the description of CHANCE_BLINDED_BY_HEADSHOT in the ini says the value range is 1-100 but the exe says it has to be between 1 and 10 This change was submitted to RoWa, but hasn't been applied yet. The INI is supposed to be correct, now that the chance actually represents a percentage probability.
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#248684 - 07 April, 2010 04:34 AM
Re: HAM 3.6 Full - RELEASED
[Re: Headrock]
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 Drill Sergeant
Posts: 250
Loc: Land of Skanks and Cottage Pie
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Training mobile militia is quite annoying. They always seem to pop up in the least needy sectors and then they just sit there like idiots. This is especially visible in drassen. They just stay on the top areas of the map. Other militia seem to like certain spots, like San Mona. It's not my city so they are not reinforcing anything not even sam sites. I looked in the ini to see if I can tweak something but I don't want to let them go wherever they please. Is there a pathfinding issue on WF maps by any chance?
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#248706 - 07 April, 2010 07:57 AM
Re: HAM 3.6 Full - RELEASED
[Re: Logisteric]
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 Drill Sergeant
Posts: 250
Loc: Land of Skanks and Cottage Pie
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So militia follows your mercs around? How does that work exactly?
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#248716 - 07 April, 2010 08:31 AM
Re: HAM 3.6 Full - RELEASED
[Re: Logisteric]
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 Drill Sergeant
Posts: 250
Loc: Land of Skanks and Cottage Pie
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ok, so you have to lead them and it can be any merc? Funny you say biff cuz he is the n1 most hated merc IIRC. Gonna use someone else because everyone will complain ;P
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#248818 - 08 April, 2010 10:25 AM
Re: HAM 3.6 Full - RELEASED
[Re: Gorro der Grüne]
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 Drill Sergeant
Posts: 250
Loc: Land of Skanks and Cottage Pie
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Steroid complains about ivan straight away but not sure if that has further effect. Not a problem anyway.
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#248859 - 08 April, 2010 11:34 PM
Re: HAM 3.6 Full - RELEASED
[Re: Dieter]
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 Recruit
Posts: 7
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Been looking abit around but there seem to be a new bug I haven't had before. I go into a new sector with enemies and when neighboring enemies try to join the battle the game crashes. It doesn't happen all the time, but when it does it's rather annoying. I hope this is an easy fix. Anyhow a splendid mod nevertheless. Keep up the good work  Screenshot here: Dieter tried to fix the pic.
Edited by Dieter (08 April, 2010 11:59 PM)
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#248879 - 09 April, 2010 08:08 AM
Re: HAM 3.6 Full - RELEASED
[Re: Nejrael]
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 Captain
Posts: 1293
Loc: Broadwurschd-City
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Mr. K's latest 1 clickinstaller I wanted to play WITHOUT mobile militia. Which are the entries responsible for not beeing able to train militia at certain places (e,g. Chi SAM)
MINE_INCOME_PERCENTAGE = 75
MAXIMUM_POSSIBLE_CTH = 99
MINIMUM_POSSIBLE_CTH = 0
MINIMUM_CTH_DIVISOR = 100
ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS = FALSE
ALLOW_DYNAMIC_RESTRICTED_ROAMING = FALSE
SUPPRESSION_EFFECTIVENESS = 750
LIMITED_SUPPRESSION_AP_LOSS_PER_TURN = TRUE
LIMITED_SUPPRESSION_AP_LOSS_PER_ATTACK = FALSE
SUPPRESSION_TOLERANCE_MAX = 70
SUPPRESSION_TOLERANCE_MIN = 1
SUPPRESSION_SHOCK = TRUE
SUPPRESSION_SHOCK_EFFECTIVENESS = 100
AIM_PENALTY_PER_TARGET_SHOCK = 2
COWER_EFFECT_ON_SUPPRESSION = 150 REALISTIC_TRACERS = 2
NUM_BULLETS_PER_TRACER = 5
CTH_BUMP_PER_TRACER = 0
INCREASED_AIM_COST = FALSE
DYNAMIC_AIM_LIMITS = FALSE
MOVEMENT_EFFECT_ON_AIMING = 1.5
AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0
AUTORESOLVE_LUCK_FACTOR = 2.0
MAXIMUM_SUPPRESSION_SHOCK = 30
NEW_BURST-AUTO_CTH_BARS = 1
INCREASE_AI_WILLINGNESS_TO_SUPPRESS = FALSE
HEALTH_SUBPOINTS_TO_IMPROVE = 50
STRENGTH_SUBPOINTS_TO_IMPROVE = 50
WISDOM_SUBPOINTS_TO_IMPROVE = 50
DEXTERITY_SUBPOINTS_TO_IMPROVE = 50
AGILITY_SUBPOINTS_TO_IMPROVE = 50
MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25
MECHANICAL_SUBPOINTS_TO_IMPROVE = 25
EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25
MEDICAL_SUBPOINTS_TO_IMPROVE = 25
LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25
LEVEL_SUBPOINTS_TO_IMPROVE = 350
APPROXIMATE_CTH = FALSE
ALLOW_MILITIA_MOVE_THROUGH_MINOR_CITIES = TRUE
SMART_ROAMING_MILITIA_GENERATOR = TRUE
DIVERSE_ROAMING_MILITIA_GROUPS = TRUE
ROAMING_MILITIA_SPREADOUT_CHANCE = 50
CTH_PENALTY_FOR_COWERING_PRONE_TARGET_DIVISOR = 1
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_HEAD_DIVISOR = 3
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_TORSO_DIVISOR = 4
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100
MAX_SHOOTER_COWERING_PENALTY = 0
MAX_TARGET_COWERING_PENALTY = 0
MILITIA_DROP_EQUIPMENT = 2
SMART_TRAINING-SLEEP_HANDLER = 1
SMART_TRAINING-WAKE_HANDLER = 1
SMART_TRAINING_REST = 1
BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = TRUE
STRENGTH_TO_LIFT_HALF_KILO = 1.0
MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 10
TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100
LEADERSHIP_AFFECTS_MILITIA_QUANTITY = TRUE
REQ_LEADERSHIP_FOR_MAX_MILITIA = 70
NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 7
NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 10
NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 15
NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60
ALTERNATE_PROGRESS_CALCULATION = FALSE
FIRST_AIM_READY_COST_DIVISOR = 0
SHOW_MSG_FULLY_SUPPRESSED = TRUE
MANUALLY_SELECT_MINE_TO_RUN_OUT = TRUE
WHICH_MINE_RUNS_OUT = 0
HUMVEE_OFFROAD = TRUE
REINFORCEMENTS_ARRIVE_WITH_NO_AP = 3
FRIENDLIES_AFFECT_TOLERANCE = TRUE
MORTAR_CTH_DIVISOR = 1
COWERING_REDUCES_SIGHTRANGE = 1
CHANCE_BLINDED_BY_HEADSHOT = 10
CRITICAL_LEGSHOT_CAUSES_AP_LOSS = TRUE
NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE
MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30
TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5
MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40
LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = FALSE
REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 90
MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = FALSE
ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = TRUE
BULLET_HIDE_INTENSITY = 0
PERCENT_ROAMING_MILITIA_ELITES = 20
PERCENT_ROAMING_MILITIA_REGULARS = 30
LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE
EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 0
GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = TRUE
HELICOPTER_BASE_COST_PER_GREEN_TILE = 100
HELICOPTER_BASE_COST_PER_RED_TILE = 1000
DEFAULT_ARRIVAL_SECTOR_X = 9
DEFAULT_ARRIVAL_SECTOR_Y = 1
RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1
MILITIA_PLACE_FLAGS_ON_MINES = FALSE
READ_PROFILE_DATA_FROM_XML = FALSE
WRITE_PROFILE_DATA_TO_XML = FALSE
STAT_PROGRESS_BARS_RED = 140
STAT_PROGRESS_BARS_GREEN = 90
STAT_PROGRESS_BARS_BLUE = 20
FACILITY_EVENT_RARITY = 1000
FACILITY_DANGER_RATE = 50
INCLUDE_CONTRACTS_IN_EXPENSES_DISPLAY = 2
MAXIMUM_MESSAGES_IN_TACTICAL = 36
DAILY_MILITIA_UPKEEP_TOWN_GREEN = 1
DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 3
DAILY_MILITIA_UPKEEP_TOWN_ELITE = 5
DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 1
DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 3
DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 5
CAN_TRUE_CIVILIANS_BECOME_HOSTILE = FALSE
CAN_MILITIA_BECOME_HOSTILE = 1
NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE
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#248887 - 09 April, 2010 10:08 AM
Re: HAM 3.6 Full - RELEASED
[Re: Gorro der Grüne]
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 N.C.O.
Posts: 314
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yes, that's what I thought to. At least that's the official statement about SVN releases, I don't know if Karaer tweaked something for his SCI or simply included the wrong facility.xml. Ini should probably not be taken literally in this particular case, because the facility system is capable of fully modeling the old style, it just requires a different file. Edit: just checked my xml from SVN, it could be that I missed something and it's now 'official' opinion that SAMs have no population and therefore get no militia.
Edited by DepressivesBrot (09 April, 2010 10:13 AM)
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#249324 - 14 April, 2010 10:48 AM
Re: HAM 3.6 Full - RELEASED
[Re: Gorro der Grüne]
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 Drill Sergeant
Posts: 250
Loc: Land of Skanks and Cottage Pie
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My imp merc is loosing 1 point of health every hour in b13 drassen. Even if in transit.
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#249330 - 14 April, 2010 12:33 PM
Re: HAM 3.6 Full - RELEASED
[Re: Jinxed]
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 Colonel
Posts: 4096
Loc: Bär-City
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working in a polluted area - IT'S A FEATURE you may want to read that - i see no need to sort it out twice in a week - please ask questions after you read it completely
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#249333 - 14 April, 2010 01:55 PM
Re: HAM 3.6 Full - RELEASED
[Re: Logisteric]
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 Drill Sergeant
Posts: 250
Loc: Land of Skanks and Cottage Pie
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yeah but 1 point for every hour? and why doesn't anyone else loose health? Before it was random, now it is a loss for every hour no matter what.
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#249337 - 14 April, 2010 02:28 PM
Re: HAM 3.6 Full - RELEASED
[Re: Logisteric]
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 Drill Sergeant
Posts: 250
Loc: Land of Skanks and Cottage Pie
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Thanks for the quick reply.
Well, after a few tries I nailed it down. When I read that I didn't realize which setting needed to be changed exactly, but I think AMBIENT pretty much says it all.
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#249343 - 14 April, 2010 02:55 PM
Re: HAM 3.6 Full - RELEASED
[Re: Logisteric]
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 Marshall
Posts: 7118
Loc: Jerusalem
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The HAMtasticator
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to your needs - chance is a percentage (range 0-100) By default, chance is not a percentage, it's a permiltage (hehehe), I.E. X in 1000. yeah but 1 point for every hour? That shouldn't happen. What version of JA2 and what version of HAM are you using?
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#249345 - 14 April, 2010 03:11 PM
Re: HAM 3.6 Full - RELEASED
[Re: Headrock]
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 Drill Sergeant
Posts: 250
Loc: Land of Skanks and Cottage Pie
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using svn 3356 ham 3.6 and your settings package. On top of that WF maps only svn and smeagels map update and item mod.
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#249348 - 14 April, 2010 03:49 PM
Re: HAM 3.6 Full - RELEASED
[Re: Jinxed]
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 Marshall
Posts: 7118
Loc: Jerusalem
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The HAMtasticator
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That is very strange. With the files in the HAM settings package, the chance of that happening at the airport is 2 of 1000 per hour. I.E. 1 in every 500 hours on average.
However, with HAM and WF installed together, it's always possible that you've mixed up the INI files and/or XML files somehow, and the game is reading the wrong things. In such a case, it may be rolling 2 of 0, rather than 2 of 1000, or some such other strange error.
Make sure the game is reading the JA2_Options.INI file provided by the HAM Settings package (should be in DATA-HAM\ after installation), and not any other similar file in other directories. You could edit something obvious in that file, like the starting cash on all difficulties, and see if it has effect in-game. If it doesn't, that means the game is reading the wrong file, and may be causing this issue.
Also make sure that the value of the INI setting "FACILITY_EVENT_RARITY" is set to 1000.
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#249349 - 14 April, 2010 04:08 PM
Re: HAM 3.6 Full - RELEASED
[Re: Headrock]
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 Drill Sergeant
Posts: 250
Loc: Land of Skanks and Cottage Pie
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Yup, just checked everything it all seems to be set up fine. I'm using the right ini. I don't know when it started exactly, but I know it wasn't like that when I started the game. Besides that all other mercs don't get hurt, just the imp. I could upload a savegame if you want.
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#249404 - 15 April, 2010 02:40 PM
Re: HAM 3.6 Full - RELEASED
[Re: Headrock]
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 Marshall
Posts: 7118
Loc: Jerusalem
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The HAMtasticator
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Ok, I think I figured it out. I ran into several possible wrap-around variables, places where I used integers that were just too small. Combined with the default Danger Rate of 50, it's likely that characters with low skills or experience level are likely to trigger some facility events every hour. In addition, Risk Chance values of 256+ were looped backwards, meaning that some risks were far less likely to occur than intended (like getting drunk, or loyalty bonuses).
The fix has been submitted to RoWa, hopefully to be included soon.
I really need to stop using those small integers. They make the code easier to read, but if you use the wrong one... ugh.
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#249619 - 18 April, 2010 08:40 AM
Re: HAM 3.6 Full - RELEASED
[Re: olol]
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 Captain
Posts: 1968
Loc: New Mexico
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I have a suggestion, can you integrate ja2ub's AI???
WHY?
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#249624 - 18 April, 2010 09:56 AM
Re: HAM 3.6 Full - RELEASED
[Re: taoteching]
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 N.C.O.
Posts: 314
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Because it's obviously superior ... No, seriously, before suggesting to integrate the AI of any version of JA2 (Vanilla, WF, UB) or any prior version of 1.13, please consider that AI in JA2's case (and to a greater or lesser degree in all games) only is a fancy word for 'bunch of algorithms that TRY to simulate tactical combat (or whatever) and give the player a hard time / challenge without outright cheating (may vary)'. A true AI would essentially mean multiplayer against a skilled player with a superior number of troops. Those algorithms work reasonably well, not perfectly but sufficiently good, under the circumstances and parameters they were designed for. The reason those suggested 'superior' AIs seem to be better on a first look is, that they are deployed under exactly the circumstances they were written for while the 1.13 AI simply didn't keep up with the myriad of features added over time, thus opening lots of new weaknesses for the player to exploit, and sometimes for the AI to stumble over its own feet. I'm not saying the 1.13 AI is great right now, there for sure is lots of room for improvements. So please feel free to provide concrete ideas on how to improve the AI but please refrain from general statements like 'AI of xyz is better, please implement'. Thank You (On a side note, don't you guys have the habit to limit threads to approximately 10 full pages? I think its about time for this one.)
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#249630 - 18 April, 2010 11:21 AM
Re: HAM 3.6 Full - RELEASED
[Re: DepressivesBrot]
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 Marshall
Posts: 7118
Loc: Jerusalem
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The HAMtasticator
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Yeah, it's easy to judge the 1.13 AI as being inferior to 1.12 or UB, ignoring the fact that it is quite superior to both, because it didn't have to cope with the number of possibilities available to the players. Adapting JA2UB AI to 1.13 would be taking a step back - it would be even dumber and easier to exploit, resulting in exactly the opposite of what you're asking for. It would be a bloodbath, like when I started playing 1.13 five years ago. Pushover. On a side note, don't you guys have the habit to limit threads to approximately 10 full pages? I think its about time for this one. Oh dear... I guess you're right.
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