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#247337 - 19 March, 2010 07:49 AM Re: HAM 3.6 Full - RELEASED ***** [Re: walber23]
Jinxed
Drill Sargeant
Drill Sergeant

Posts: 250
Loc: Land of Skanks and Cottage Pie
Well that was rather simple. Clean ja2 gold + new SVN and then copied WF maps mod newest SVN and then AIM. All seems to be working. Heh, by the time I finish this new campaign ham+stomp will be released and will have to start over. Figures.
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#247458 - 21 March, 2010 02:36 PM Re: HAM 3.6 Full - RELEASED [Re: Jinxed]
Jinxed
Drill Sargeant
Drill Sergeant

Posts: 250
Loc: Land of Skanks and Cottage Pie
During sleep my mercs continue to improve skills and work as usual. Anyone else had this problem?
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#247459 - 21 March, 2010 02:40 PM Re: HAM 3.6 Full - RELEASED [Re: Jinxed]
taoteching

Captain
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Posts: 1968
Loc: New Mexico
Think that is a feature, to have a chance to increase skill points while sleeping. I may be incorrect though. I can not find where I read chances of leveling while sleeping so just disregard what I said.


Edited by taoteching (21 March, 2010 02:54 PM)
Edit Reason: lack of inconclusive evidence
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#247461 - 21 March, 2010 03:02 PM Re: HAM 3.6 Full - RELEASED [Re: taoteching]
Headrock
Marshall
Marshall

Posts: 7118
Loc: Jerusalem

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Which version are you using?
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#247462 - 21 March, 2010 03:57 PM Re: HAM 3.6 Full - RELEASED [Re: Headrock]
CrunchyDingleber
Civilian

Posts: 1
Headrock,

I've been playing JA2 for years now and just now stumbled across your mod. Sounds like an incredible upgrade! I've reinstalled JA2Gold + the 1210 SCI, then used the HAM settings package in this thread to enable all features.

Only problem is on program load I get an error report indicated multiple INI settings are missing. It seems the [..] headers in the package's INI file don't match the standard v1.13 format. It's seems like an obvious gotchya, but I've searched the forums and haven't found anything. Any suggestions?

(went ahead and manually updated the 1.13 ini file, just wondering why they're different)
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#247463 - 21 March, 2010 04:05 PM Re: HAM 3.6 Full - RELEASED [Re: CrunchyDingleber]
Headrock
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Posts: 7118
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There was a very recent change of the entire INI format, starting at build 1213. The Settings Package was then updated to the new format, and is thus not compatible with older releases anymore.

On second thought that may not have been the best idea, seeing as how many people use the latest Single-Click which is, as you said, of build 1210. So until a new SCI is released, here is a link to the older settings package:

HAM 3.6 Settings Package for Single Click 1210 and older versions.

I'll also add it to the top of this thread.

Enjoy your HAM!
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#247465 - 21 March, 2010 06:09 PM Re: HAM 3.6 Full - RELEASED [Re: Headrock]
Jinxed
Drill Sargeant
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Posts: 250
Loc: Land of Skanks and Cottage Pie
Originally Posted By: Headrock
Which version are you using?


Latest SVN +WF MAP SVN + AIM46

I'm pretty sure it happened with leadership from militia training. It could be that the sleeping merc got the benefit of training from the other merc who wasn't sleeping.
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#247468 - 21 March, 2010 07:18 PM Re: HAM 3.6 Full - RELEASED [Re: Jinxed]
Logisteric

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is it supossed to be that i can train militia in the nw-sam?
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#247470 - 21 March, 2010 07:59 PM Re: HAM 3.6 Full - RELEASED [Re: Logisteric]
SpaceViking
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You should be able to train them in all the SAM sites.
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#247471 - 21 March, 2010 08:12 PM Re: HAM 3.6 Full - RELEASED [Re: SpaceViking]
Logisteric

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i think i recall some 'sam-site = no civillians = no militia' - is thought that's a nice idea

anyway i tracked mobile militia to both ne- and nw-sam - seen i can build them in both
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#247473 - 21 March, 2010 09:23 PM Re: HAM 3.6 Full - RELEASED [Re: Logisteric]
Headrock
Marshall
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The HAMtasticator
Quote:
Latest SVN +WF MAP SVN + AIM46

I'm pretty sure it happened with leadership from militia training. It could be that the sleeping merc got the benefit of training from the other merc who wasn't sleeping.


Let me get this straight - one merc is training militia and sleeping, while the other is training militia and awake, and... somehow... militia get trained?

What's wrong with that?

I think you need to explain the situation in more detail before I can get an idea of what's wrong.

Quote:
is it supossed to be that i can train militia in the nw-sam?


In JA2/1.13, of course. It's always been like that.

Quote:
i think i recall some 'sam-site = no civillians = no militia' - is thought that's a nice idea


That's HAM. You would need to download the settings package (or edit the XMLs yourself).
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#247480 - 22 March, 2010 02:04 AM Re: HAM 3.6 Full - RELEASED [Re: Headrock]
Logisteric

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i have it - so i missed it ith my own tweaks - i'll definately use it - have to compare it
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#247512 - 22 March, 2010 12:33 PM Re: HAM 3.6 Full - RELEASED [Re: Headrock]
Jinxed
Drill Sargeant
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Loc: Land of Skanks and Cottage Pie
Originally Posted By: Headrock
[quote]Latest SVN +WF MAP SVN + AIM46


Let me get this straight - one merc is training militia and sleeping, while the other is training militia and awake, and... somehow... militia get trained?

What's wrong with that?

I think you need to explain the situation in more detail before I can get an idea of what's wrong.


Militia got trained and a sleeping merc's ldr xp bar moved.

I love the new facilities options, but think you shouldn't get hurt if not using them.
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#247515 - 22 March, 2010 12:49 PM Re: HAM 3.6 Full - RELEASED [Re: Jinxed]
Headrock
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Ah, so the merc gained experience while sleeping. Interesting. I'll look into that. If you spot anything else along a similar line, let me know.

[EDIT: Strangely, I've just looked in the code, and this should be impossible. I don't understand how/why this could happen]
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#247533 - 22 March, 2010 04:23 PM Re: HAM 3.6 Full - RELEASED [Re: Headrock]
Jinxed
Drill Sargeant
Drill Sergeant

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Loc: Land of Skanks and Cottage Pie
I wouldn't worry about it, it was probably brought on me saving loading millions of times, next time I will test it more thoroughly before I post.

quick question though. How effective is explosive suppresion? example how many grenades does it take roughly to totally suppress someone? I really like to throw them around and so far am unable to. Cheers.
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#247536 - 22 March, 2010 04:42 PM Re: HAM 3.6 Full - RELEASED [Re: Jinxed]
Headrock
Marshall
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Quote:
How effective is explosive suppresion? example how many grenades does it take roughly to totally suppress someone?


Depends on the INI setting "EXPLOSIVE_SUPPRESSION_EFFECTIVENESS". If set to 0, it's disabled, set to 100 it's "fully" enabled, though you can set it even higher than that if you want. It also depends on which kind of grenade you are using, and how close it lands to the target. Do note that at 100, a blast-type grenade should do a noticeable amount of suppression.
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#247623 - 23 March, 2010 11:49 AM Re: HAM 3.6 Full - RELEASED [Re: Headrock]
Jinxed
Drill Sargeant
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Loc: Land of Skanks and Cottage Pie
I've been using HAM for a long time and I remember I could never set it so that I was happy with the settings, but using your settings package is awesome. I do notice some suppression with grenades, but dunno whether that is the AI being stupid or actual suppression when they don't move too much after a grenade. Sometimes they just get up and run away. smile
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#247647 - 23 March, 2010 03:59 PM Re: HAM 3.6 Full - RELEASED [Re: Jinxed]
Headrock
Marshall
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Loc: Jerusalem

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Quote:
I do notice some suppression with grenades, but dunno whether that is the AI being stupid or actual suppression when they don't move too much after a grenade. Sometimes they just get up and run away.


It's hard to tell how suppressed an enemy is, that's true. The best way of course is to hit that "Cowering in fear" message, but that only happens when shock exceeds a certain level. Telling how much APs they have left is of course impossible unless they lose all of them ("Pinned down"). But running away is perhaps one of the best ways to tell - suppression sucks out morale, and shock can help convince an enemy to flee.

I might, in the future, add some sort of suppression indicator to show the state of shock over the character, similar to how Brothers in Arms did it (with a color pie). Again, that won't show APs left though.
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#247759 - 25 March, 2010 02:39 AM Re: HAM 3.6 Full - RELEASED [Re: Headrock]
Luppolo
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grenades/explosives suppression is applied only when the target is hit by it or also when he is just outside the balst radius (1/2 tiles)
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#247760 - 25 March, 2010 02:46 AM Re: HAM 3.6 Full - RELEASED [Re: Luppolo]
Headrock
Marshall
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Loc: Jerusalem

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Are you asking, or stating?
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#247763 - 25 March, 2010 03:19 AM Re: HAM 3.6 Full - RELEASED [Re: Headrock]
Luppolo
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asking, forgot the ?
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#247766 - 25 March, 2010 03:44 AM Re: HAM 3.6 Full - RELEASED [Re: Luppolo]
Headrock
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Yes, explosive suppression should act beyond the range of the blast itself. So you don't need to get hit to suffer it.
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#247769 - 25 March, 2010 04:14 AM Re: HAM 3.6 Full - RELEASED [Re: Headrock]
Luppolo
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Posts: 142
well it looks like it affects only me that way, but i'm waiting any kind of (optional) suppression indicator before stating anything like that


also, it would be nice to make the explosive/melee/gun damage multiplier able to go over 200% actual damage and also go under (eg set damages at 50%)

and maybe something similar for armor values
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#247775 - 25 March, 2010 05:09 AM Re: HAM 3.6 Full - RELEASED [Re: Luppolo]
Headrock
Marshall
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Loc: Jerusalem

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It can go under 100 now. At least I think it can.
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#247833 - 26 March, 2010 01:20 AM Re: HAM 3.6 Full - RELEASED [Re: Headrock]
Luppolo
Sargeant
Sergeant

Posts: 142
how? the multiplier actually is a +x% so the damages are calculated 100+x% being 100 (and so 200%) the maximum but i can't find how to reduce them
my bad, was using the latest SCI which is still at 1210 and doesn't have the new INI

also sometimes i have some assertion errors (didn't take notes so im looking forward to happen again) when trying to put Steroid on the icecream truck, mostly when im' trying to "assignement"(also non facilities related)->truck.
usually moving both on another sector fixes it

another odd thing, sometimes it happens that my mercs see random enemies to the other side of the map, when there is no way they could see them

also once i had an interrupt while jumping down off the roof and i could see and shoot through the wall





other questions..

I have the game set up this way

JA2 gold -> 1.13 1216 gamedir content copypasted into ja2 folder -> ham setting package >1213 zip content copypasted into ja2 folder

ini editor set this way



but have plenty of


and some things that can't have value changed even if they have description and explanation of values



aww looks like i messed up the installation somehow even if i always did things this way, when ja2 loads up i shows erors for wrong values in the ini


Edited by Luppolo (26 March, 2010 06:56 AM)
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#248009 - 28 March, 2010 10:37 AM Re: HAM 3.6 Full - RELEASED [Re: Luppolo]
Jinxed
Drill Sargeant
Drill Sergeant

Posts: 250
Loc: Land of Skanks and Cottage Pie
There's something funky with the suppression. Sometimes when the enemy tries full auto and misses completely I still receive suppression. One time the AI hit a wall right in front of him nowhere near my merc and the merc still responded with speech and loss of AP.
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#248013 - 28 March, 2010 11:07 AM Re: HAM 3.6 Full - RELEASED [Re: Jinxed]
taoteching

Captain
Captain

Posts: 1968
Loc: New Mexico
Originally Posted By: Jinxed
There's something funky with the suppression. Sometimes when the enemy tries full auto and misses completely I still receive suppression. One time the AI hit a wall right in front of him nowhere near my merc and the merc still responded with speech and loss of AP.


That's the idea....,although; hitting a wall in front of him should not cause suppression. I seriously doubt it will be a common occurrence in your game though.
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#248015 - 28 March, 2010 11:15 AM Re: HAM 3.6 Full - RELEASED [Re: taoteching]
Jinxed
Drill Sargeant
Drill Sergeant

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Loc: Land of Skanks and Cottage Pie
I guess you can say it is rare. Should have suppressed himself doing what he did. It kinda made me think that the act of suppression fire already counted as suppression, rather than the actual proximity of bullets flying by.
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#248017 - 28 March, 2010 11:19 AM Re: HAM 3.6 Full - RELEASED [Re: Jinxed]
taoteching

Captain
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Posts: 1968
Loc: New Mexico
Did any bullets pierce the wall?
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#248018 - 28 March, 2010 11:25 AM Re: HAM 3.6 Full - RELEASED [Re: taoteching]
Jinxed
Drill Sargeant
Drill Sergeant

Posts: 250
Loc: Land of Skanks and Cottage Pie
I don't think so. He was standing in front of a concrete hedge wall and tried to shoot full auto at my merc who was quite far away and hiding behind some tables and bamboo.
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#248020 - 28 March, 2010 11:42 AM Re: HAM 3.6 Full - RELEASED [Re: Jinxed]
taoteching

Captain
Captain

Posts: 1968
Loc: New Mexico
As of right now I don't for see a fix for this specific bug. As I stated before, it is not a very common occurrence. If it continues to be a problem, I suggest turning some of the suppression settings down via the Ini file.
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#248029 - 28 March, 2010 12:55 PM Re: HAM 3.6 Full - RELEASED [Re: taoteching]
Jinxed
Drill Sargeant
Drill Sergeant

Posts: 250
Loc: Land of Skanks and Cottage Pie
smile Yeah. Thanks.
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#248042 - 28 March, 2010 05:23 PM Re: HAM 3.6 Full - RELEASED [Re: Jinxed]
taoteching

Captain
Captain

Posts: 1968
Loc: New Mexico
Headrock may be of more assistance when he returns.
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#248109 - 29 March, 2010 07:54 AM Re: HAM 3.6 Full - RELEASED [Re: taoteching]
Luppolo
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sometimes the game hangs up when trying to use drassen junkyard to repair, no errors or whatever just windows' "app stopped working"
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#248123 - 29 March, 2010 11:35 AM Re: HAM 3.6 Full - RELEASED [Re: Luppolo]
Jinxed
Drill Sargeant
Drill Sergeant

Posts: 250
Loc: Land of Skanks and Cottage Pie
Random crashes are just part of the charm.
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#248135 - 29 March, 2010 04:35 PM Re: HAM 3.6 Full - RELEASED [Re: Jinxed]
datakurs
Sargeant
Sergeant

Posts: 107
Loc: Budapest, Hungary
I know I've read it somewhere before but can not locate now:
Playing in insane with 3356, WildFire maps and your .ini settings with very few changes.
My problem is that I've taken Cambria, defended it about 3 times but no more guys attack me anymore. Why are they stopped?
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#248144 - 30 March, 2010 01:30 AM Re: HAM 3.6 Full - RELEASED [Re: datakurs]
DepressivesBrot

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N.C.O.

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You mean THIS discussion about idle AI and how often you should attack to avoid it?
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#248164 - 30 March, 2010 07:07 AM Re: HAM 3.6 Full - RELEASED [Re: Jinxed]
Luppolo
Sargeant
Sergeant

Posts: 142
Originally Posted By: Jinxed
Random crashes are just part of the charm.

not when happen only with a specific facility


also is possible to train militia in NW sam and not in NE one


Edited by Luppolo (30 March, 2010 10:35 AM)
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#248217 - 30 March, 2010 11:44 PM Re: HAM 3.6 Full - RELEASED [Re: DepressivesBrot]
datakurs
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Loc: Budapest, Hungary
Yeah, that is. Thanks.
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#248325 - 01 April, 2010 01:34 AM Re: HAM 3.6 Full - RELEASED [Re: datakurs]
Sot
Merc
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How to decode A.C.A. ?
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#248327 - 01 April, 2010 01:39 AM Re: HAM 3.6 Full - RELEASED [Re: Sot]
Logisteric

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#248346 - 01 April, 2010 07:07 AM Re: HAM 3.6 Full - RELEASED [Re: Logisteric]
Jinxed
Drill Sargeant
Drill Sergeant

Posts: 250
Loc: Land of Skanks and Cottage Pie
I'm not getting any problems with AI on insane. Day 50 taken Cambria and they are attacking me like never before. I enabled the new AI as well. I get 3 attacks a day, one on each city. Seriously, Deidranna is kicking my ass. With ham 3.6 I cannot keep up with training militia, and the attacks keep getting bigger too. It almost seems that every time my progress goes up the enemy gets more aggressive, which is what I wanted.

I forgot how hard this game can get, so playing on insane with no enemy drop all and standard bobby rays it really changes the game completely. Before it felt like grinding, now it's a fight for life... And I will also have the fucking bugs to deal with on top of all. Man.
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#248411 - 02 April, 2010 12:45 PM Re: HAM 3.6 Full - RELEASED [Re: Jinxed]
Headrock
Marshall
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Posts: 7118
Loc: Jerusalem

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Quote:
sometimes the game hangs up when trying to use drassen junkyard to repair, no errors or whatever just windows' "app stopped working"


Fixed in build 1213, if I remember correctly. Use SVN, folks.
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#248426 - 03 April, 2010 12:46 AM Re: HAM 3.6 Full - RELEASED [Re: Headrock]
Doomhunk
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Sergeant

Posts: 107
Loc: england
sorry to be a pain but can someone explain (very very simply) how to insotall the mod?

Ive tried it with a clean JA2 gold with SVN goodies and then the HAM settings pack but when it loads theres a screen full of red writing on the loading screen but the game appears to load and can be played (i think) but its HAMless.

Am i menat to use the INI application thing..if so how?

Does the HAM settings come up on the version played when you press V (it would be handy if did)

sorry to be a pain.
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#248428 - 03 April, 2010 01:28 AM Re: HAM 3.6 Full - RELEASED [Re: Doomhunk]
DepressivesBrot

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Posts: 314
So you are using SVN to install 1.13, right?
There are 2 possible causes for your problem:

1. You have a recent SVN build, but took the old setting pack
---> get the new settings for build 1213 and above. (see first post of the thread)
2. You have an older SVN build, but took the new setting pack
a)-> update your SVN to get the recent game files (preferably)
b)-> take the old setting pack for build 1210 and below

if none of the above helps, ask again

'V' doesn't show HAM settings.


Edited by DepressivesBrot (03 April, 2010 03:23 AM)
Edit Reason: corrected revision numbers to avoid confusion
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#248429 - 03 April, 2010 01:41 AM Re: HAM 3.6 Full - RELEASED [Re: DepressivesBrot]
Doomhunk
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Thanks depresive for the reply...

Using the new settings pack although the post refers to a new exe which isnt in the pack.
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#248430 - 03 April, 2010 01:46 AM Re: HAM 3.6 Full - RELEASED [Re: Doomhunk]
Headrock
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Loc: Jerusalem

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The new pack (first download) doen't contain the EXE because it doesn't need it. The AI tweaks were admitted to 1.13 a while ago.

BTW thanks Brot for explaining so well wink
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#248432 - 03 April, 2010 02:42 AM Re: HAM 3.6 Full - RELEASED [Re: Headrock]
Doomhunk
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By the way thanks for your work headrock..

could the problem be when i changed the JA2ini (config)files? i may have gotten confused which one i was meant to change.

I did everything brot suggested (before0 but ended up in this situation!
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#248439 - 03 April, 2010 04:18 AM Re: HAM 3.6 Full - RELEASED [Re: Doomhunk]
DepressivesBrot

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Posts: 314
When using the setting package, the ini that matters is the ja2_options.ini in data-ham.
The root of the whole problem is, that Headrock decided to sort the ini in a more logical way, grouping settings together that deal with the same or similar aspects of the game instead of having a long list of added (HAM-) settings at the end and other game play settings scattered around in a not so sorted way. The problem now is, that the game expects those settings to be ordered in a certain way, so sorting the ini automatically requires changing the exe so it can read the new ini. This new ini+exe was introduced to SVN at revision 1213.

So to sum it up, new exe + old ini structure -> bad, old exe + new ini structure -> bad
However the exe contains fail-safes and loads default values if the ini is unreadable. (aka 'screen full of red text') so you can still start the game.

Doing changes in the ini, i.e. opening it, tweaking some values and saving should not provoke any errors.
Replacing the ini with one that has the wrong structure leads to the encountered problem.
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#248442 - 03 April, 2010 04:51 AM Re: HAM 3.6 Full - RELEASED [Re: DepressivesBrot]
Luppolo
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Sergeant

Posts: 142
i downloaded svn 1213 but there is a mess with inis (both included one and headrock's) with plenty of broken values/lines
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