#244990 - 22 February, 2010 09:53 AM
Re: HAM 3.6 Full - RELEASED
[Re: Headrock]
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 Marshall
Posts: 7504
Loc: USA
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Hi. So what's been going on in here? Anything new? Nope. Still trying to get that suppression formula working. It's been holding back the release of HAM 2.3 for almost two years. I can't get my head around it. And you? Maybe you need to wash your headsock so you can come at it from a different scent.  As for myself, 1st it was FO3 taking all my game time, now it's DAO. Also been playing with the DAO toolset and making new NPC morphs. It's been fun. 
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#245000 - 22 February, 2010 01:43 PM
Re: HAM 3.6 Full - RELEASED
[Re: Marlboro Man]
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 General
Posts: 6280
Loc: Australia :D
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Slideways through life Original 1.13 SCI Creator *Updated*
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Ah so you are the bloke who released the Natural Bodies mod for DAO... That explains things 
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#245019 - 22 February, 2010 03:28 PM
Re: HAM 3.6 Full - RELEASED
[Re: Headrock]
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 Lieutenant
Posts: 582
Loc: USA
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I just had a major system crash as described here while I was testing HAM 3.6 beta installed over the 3287 exe SVN 1205. Any thoughts about it? PS: Yeah, I know, Vista...
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#245137 - 23 February, 2010 08:19 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: WarmSteel]
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 General
Posts: 6985
Loc: Jerusalem
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The HAMtasticator
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You mean WRITE_PROFILE_DATA_TO_XML? That's PROFEX, when that setting is on it converts PROF.DAT into an XML file.
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#245188 - 24 February, 2010 06:55 AM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 General
Posts: 5492
Loc: CH
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which makes even hypothetically no sense to do. But writing to xml has one use, and that is, as birdlfu explained for his xml-ised ja2set.dat, that it is an easy way to combine parts of xml's. So if you have two prof.dat files to merge, like for another WF-1.13 hybrid thingie, you use this feature to convert them to xml and then use the xml structure to easily combine them (cut-paste) Of course you also need to cut-paste mercstartinggear when using NIV... when using OIV i dunno where the gear then comes from, mercprofiles? or fallback to prof.dat? 
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#245217 - 24 February, 2010 10:39 AM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: the scorpion]
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 General
Posts: 6985
Loc: Jerusalem
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The HAMtasticator
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which makes even hypothetically no sense to do. No? Since an XML editor for PROFEX isn't available, editing with PROEDIT is the simplest way. Then you convert to XML and do whatever else you require. Not to mention if you've already got edited PROF.DAT files that you want converted to XML. So I would ask that you revise yourself. when using OIV i dunno where the gear then comes from, mercprofiles? or fallback to prof.dat? PROF.DAT.
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#245230 - 24 February, 2010 01:29 PM
Re: HAM 3.6 Full - RELEASED
[Re: Headrock]
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 Merc
Posts: 43
Loc: Portugal
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Allrighty, sorry in advance for my English Some thoughts Ok been doing a campain on 1.13 release 3318 with HAM 3.6b + AI Regarding the AI Now they shoot for sure still dumb as hell but at least they are willing to spent they're lead on you, friendly fire is a bit insane at the moment because they are supressing for the other side of the map shooting everything in betewen, anyway great work was missing beeing fired at! Edit: Forgot to add they now seem not to jump fences, at least in north Chtzena they dont seem to jump the ruins wall anymore, not that this is bad at least they keep they're cover but I remember they kept jumping the wall with 3.5 On the other hand the AI fixes seemed to have buffed the militia somehow, as in some figths they can keep the enemy pinned down at starting point (using forced turn mode, hapens mostly when they have the initiative), again nice work and most fun to watch. Regarding the faciltys Still afraid to use most of them or simply ignore them due to costs. For instance $120 per hour! (paied less then that per day on a 5 start in Jamaica) to be patient at the beach resort when I have to suply the medicine and the doctor and still have the chance to lower morale because, as the tooltip says, I'm goofing of at they're expenses hehehehe. Or $15 per hour to rest at Small Sleazy Bar thats $360 a day, this is Arulco not the french riviera! The S.A.M. facility doesnt seem to work, I really like the idea of higher Skyrider cost at start for a slower progress, but when I staff the S.A.M. Skyrider still costs the same so I changed the INI to default values. Din't do much testing on this. On a personal level I hate all facilitys with HP loss chance and in my opinion they still happen too often -1 point almost every day wen I staff the airport as an example, I belive theres no reason for a person to lose so much health working at the airport ofices (my brother works at Lisbon airport he's health doesnt seem to decrease on a daily basis  ) I like the injury's penalty though, they could be criticals for time to time don't know if possible at least never happened to me so far. Still think they happen too often. Overall, GREAT work, lots of new toys to play with Hope this is helpfull in any way, keep it up you Rock.
Edited by Beetee (24 February, 2010 01:39 PM)
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#245349 - 25 February, 2010 02:44 PM
Re: HAM 3.6 Full - RELEASED
[Re: halkonnen]
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 Captain
Posts: 1804
Loc: New Mexico
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In H.A.M. 3.6 militia is only trained in A.C.A equipped sectors, then only roaming militia can wander to Sam sites.
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#245363 - 25 February, 2010 05:16 PM
Re: HAM 3.6 Full - RELEASED
[Re: Headrock]
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 General
Posts: 6280
Loc: Australia :D
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Slideways through life Original 1.13 SCI Creator *Updated*
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What exactly was messed up?
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#245369 - 25 February, 2010 06:20 PM
Re: HAM 3.6 Full - RELEASED
[Re: Kaerar]
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 General
Posts: 6985
Loc: Jerusalem
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Several things.
The FacilityTypes.XML had a typo in it that prevented all facilities beyond a certain number to even have data at all. This may or may not be responsible for dzeller's Estoni crash.
In addition, SAM-Site facilities (which should enable training garrison militia) were not placed in Facilities.XML. Well, actually, one was placed in meduna properly, one in Cambria properly, another in the Drassen Mine sector, and the Chitzena SAM facility was missing.
And finally, the Chitzena facilities were placed in A2 and A3 instead of A2 and B2.
One typo remains, that's the Snack & Shack being in the wrong sector. Though quite frankly I don't even remember placing it anywhere. I guess that has something to do with the HAM Package, then?
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#245370 - 25 February, 2010 06:27 PM
Re: HAM 3.6 Full - RELEASED
[Re: Headrock]
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 General
Posts: 6280
Loc: Australia :D
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Slideways through life Original 1.13 SCI Creator *Updated*
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Can you upload the fixed XML?
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#245371 - 25 February, 2010 06:38 PM
Re: HAM 3.6 Full - RELEASED
[Re: Kaerar]
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 General
Posts: 6985
Loc: Jerusalem
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Here: http://www.bookgallery.co.il/JA2PublicPosts/misc/FacilityXMLFix.zipExtract this into your main folder, it'll overwrite the facility XMLs in DATA-1.13. Also I've fixed something extra - militia training in P3 (yeah like that should matter  ).
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#245382 - 25 February, 2010 09:32 PM
Re: HAM 3.6 Full - RELEASED
[Re: Headrock]
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 General
Posts: 6280
Loc: Australia :D
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lol thanks mate  Just grabbed it, hopefully it'll help me actually complete a game even though I'm just testing STI's most of the time.
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#245441 - 26 February, 2010 09:38 AM
Re: HAM 3.6 Full - RELEASED
[Re: Headrock]
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 Merc
Posts: 43
Loc: Portugal
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After further testing on SAMs they actually work, I didn't notice them working when I tested for the first time because I was assigning one merc to staff the SAM and then gave movement orders to the egg-beater and wasnt noticing any cost reduction, but if after assigning the merc I use time compresion to let pass a minute or two and then give orders to Skyrider I actually notice the price reduction. Nais
Now what i don't really like is to have to leave a merc on each site, I was serching on HAM wiki to see if was possible to set the sam facility in other way, what I want is for the facility to charge for the assigment if militia is present and give it's price reduction without having to leave a merc on each site staffing it. But dun think it's possible, but then I'm just an old nab
Edit: Oh forgot to say, I'm really loving the +AI exe, my militia is wtfpowning every thing with supression fire, but since I've started using the exe I've been defending my 3 citys only in order to get cash for a major BR order, I dun know how the enemy will do vs me only, right now I can tell theres no more runing in circles, almost every mililia or enemy ends theyr turn on cover or shooting.
Edited by Beetee (26 February, 2010 09:48 AM)
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#245443 - 26 February, 2010 09:48 AM
Re: HAM 3.6 Full - RELEASED
[Re: Beetee]
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 General
Posts: 6985
Loc: Jerusalem
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After further testing on SAMs they actually work, I didn't notice them working when I tested for the first time because I was assigning one merc to staff the SAM and then gave movement orders to the egg-beater and wasnt noticing any cost reduction, but if after assigning the merc I use time compresion to let pass a minute or two and then give orders to Skyrider I actually notice the price reduction. Nais LOL actually it should've been at least 45 minutes of work for that to take effect. :P Now what i don't really like is to have to leave a merc on each site, I was serching on HAM wiki to see if was possible to set the sam facility in other way, what I want is for the facility to charge for the assigment if militia is present and give it's price reduction without having to leave a merc on each site staffing it. But dun think it's possible, but then I'm just an old nab No, it's impossible to use Militia to staff facilities. I don't plan on adding that either. The idea is that Arulcan locals, MERC mercenaries and cheap AIM mercs should be used to staff these facilities when necessary. If you don't have a spare merc to leave behind, that's just too bad. 
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#245444 - 26 February, 2010 09:51 AM
Re: HAM 3.6 Full - RELEASED
[Re: Headrock]
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 Merc
Posts: 43
Loc: Portugal
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Meh you replyed before I finished editing :P Oh I do have merc to leave behind but I like them all so much I don't want to leave them alone 
Edited by Beetee (26 February, 2010 09:55 AM) Edit Reason: typo
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#245447 - 26 February, 2010 10:50 AM
Re: HAM 3.6 Full - RELEASED
[Re: Headrock]
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 Merc
Posts: 43
Loc: Portugal
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The FacilityTypes.XML had a typo in it that prevented all facilities beyond a certain number to even have data at all. This may or may not be responsible for dzeller's Estoni crash.
Can you please point were the typo was so I can fix the old file, I like the old facilitys more after I've tweaked them a litle Thanks
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#245450 - 26 February, 2010 12:10 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: GreenKustom]
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 Merc
Posts: 51
Loc: New York
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im loving the mod, no crashes or errors so far.
in response to some of the questions: there's an INI setting that sets how long a merc has to be working at a job for it to start to be effective, i think the default is 45 mins. So, facilities don't kick in until then.
if you are having problems with the facility settings or don't find them balanced, it's pretty simple to change them. for my campaign, i set the beach hotel and other rec. facilities to give me money (i don't see why should pay mercs for their time off!) and turned mine income down to 20%, making my primary income from tourism.
also, the facilities give me a reason to hire more than one IMP as non-combat personnel. it's not too unbalancing because i still have to pay them a salary for working.
i agree that the permanant health loss seems to happen too frequently, especially at the resort and the injury not enough, but it's easy to tweak in the xml & ini.
is it possible to add new facilities simply by editing the xml? i want to activate the school in Cambria as another source of income. Come study abroad in beautiful Arulco!
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#245452 - 26 February, 2010 12:49 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Beretta]
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 Merc
Posts: 43
Loc: Portugal
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Yes it's possible to create new facilitys using the XML only check the HAM wiki
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#245454 - 26 February, 2010 01:26 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Beetee]
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 General
Posts: 6985
Loc: Jerusalem
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also, the facilities give me a reason to hire more than one IMP as non-combat personnel. Precisely my intention. It actually gives a reason to hire people like Biff, Dynamo, Shank, and several others, not just for their funny comments. i agree that the permanant health loss seems to happen too frequently, especially at the resort and the injury not enough, but it's easy to tweak in the xml & ini. Still, huh? If you tweak it properly to a level where you still get them but it feels balanced, please post your XML. is it possible to add new facilities simply by editing the xml? That's the whole point.
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#245455 - 26 February, 2010 01:28 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 General
Posts: 6985
Loc: Jerusalem
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The HAMtasticator
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Can you please point were the typo was so I can fix the old file, I like the old facilitys more after I've tweaked them a litle There are several. - One of the tags in FacilityTypes.XML isn't closed properly. Look for a <ubMobileMilitiaTrainersAllowed> that is closed with a </ubMilitiaTrainersAllowed>.
- Drassen SAM site is misplaced in Facilities.XML (D13 instead of D15)
- Chitzena SAM site isn't placed in Facilities.XML (should be placed in D2)
- Last entry reads sector "O5" instead of "P3"
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#245457 - 26 February, 2010 01:34 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 General
Posts: 6985
Loc: Jerusalem
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The HAMtasticator
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in response to some of the questions: there's an INI setting that sets how long a merc has to be working at a job for it to start to be effective, i think the default is 45 mins. So, facilities don't kick in until then. Actually, the problem is that this isn't used with the staffing assignments. I should've hooked it up but forgot to.
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#245468 - 26 February, 2010 02:53 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 Merc
Posts: 43
Loc: Portugal
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Hmmm I'm still using the beta files, I can see no missplacement of SAMs only the motel in C6 and an hospital instead of Meduna's airport.
On FaciltyTypes didn't found any tag error, im using a xml editor that identifys missplaced tags and all were fine.
Even so was getting game to stop responding (no crash) each time I tryed to repair stuff at the junkyard and Snack and shak wasnt showing on map tooltips.
Since Harbor is not in use and I removed the prison facility from Tixa, I've rebuilded Junkyard and Snak'n'shack on prison and harbor place and numbers and "voilá" alls fine now, weird stuff well at least for me
On other note, Im getting a small bug dun know if ham related or not, after clearing a sector one of the merc says he's usual "all dead" line, some times just after it some other merc will do the "got emenemys in sector" line, happened a couple times aswell when entering San Mona C6 from C5
Edit: Is it possible to make underground facilties? I've indentified some look a like gym places on game and want to make a gym facility, one of them in in meduna airport so no big deal the other in in Tixa's basement, so was wondering if can use J9_B1 as value on sector grid?
Edited by Beetee (26 February, 2010 03:10 PM)
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#245471 - 26 February, 2010 03:18 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Beetee]
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 General
Posts: 6985
Loc: Jerusalem
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The HAMtasticator
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Hmmm I'm still using the beta files, I can see no missplacement of SAMs only the motel in C6 and an hospital instead of Meduna's airport. The files in the BETA are fine (as are the ones in the HAM 3.6 Settings Package). 1.13, on the other hand, had messed up files (until I sent the fixes to RoWa). Even so was getting game to stop responding (no crash) each time I tryed to repair stuff at the junkyard and Snack and shak wasnt showing on map tooltips.
I don't know about the snack and shack, I'll have to check that out. As to the junkyard issue, I'll get to fixing that after I'm done resorting the INI file. It might take a day or two. I've rebuilded Junkyard and Snak'n'shack on prison and harbor place and numbers and "voilá" alls fine now, weird stuff well at least for me So you're saying that the junkyard DOES work, but only if it uses a different index number? Did you change anything else about the junkyard? Please explain this thoroughly. some times just after it some other merc will do the "got emenemys in sector" line Hmmmmm. He says this, but is turn-based mode triggered? Or does the game stay in real-time? Is it possible to make underground facilties? No. That is much more complicated to do. The game treats underground sectors VERY differently from above-ground sectors, I'm afraid.
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#245473 - 26 February, 2010 03:33 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 Merc
Posts: 43
Loc: Portugal
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Well I'm not versed in any progaming language only a few html notion so I'll do my best explaining there was no logic in what I did was just trying stuff
About the junkyard first I moved it to one of the alma sectors to see if the location had anything to do with it but was getting the lock when trying to repair, then I've copy pasted the factory to the end of the file and rebuild it with Junkyard values after what I've deleted the original junkyard, started the game and locked again on repair.
Since I had previously deleted the harbor and prison I though the index number had something to do with it since I've broken it, no 3 and 4, So i copy pasted Junkyard and motel to those positions and index numbers I've also removed all health penaltys from JY.
Though I think index number don't have nothing to do with it, since they are still broken in the end 17 - 19 no 18 in betwen.
About the small bug I got forced turn on, but theres no trigger some merc just says the line from time to time
Edited by Beetee (26 February, 2010 03:48 PM) Edit Reason: typo
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#245476 - 26 February, 2010 03:46 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 Merc
Posts: 43
Loc: Portugal
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Ok after all still not working.
Wheres what I'm doing, I dun have control of JY so im using GABBI to travel there with my mechanic, wen I first use the assigment it works fine if I click my merc again then facility the second I mouse over repair the game locks
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#245480 - 26 February, 2010 04:18 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Beetee]
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 General
Posts: 6985
Loc: Jerusalem
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About the small bug I got forced turn on, but theres no trigger some merc just says the line from time to time
KEEP THIS SAVE-GAME. Try to visit Hans and Tony. If they open fire, I want you to send me the save game immediately.
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#245482 - 26 February, 2010 04:43 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 Merc
Posts: 43
Loc: Portugal
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No problems with Hans nor Tony, but the roaming dealers went nuts a couple times allready on current game, Carmen wacked a militia with a burst at point blank on Drassen mid sector when I was defending it a couple days ago, Micky did the same at least looked like it was him was civilian turn and again on Drassen defense this time mine sector and during that civilians turn a burst was fired from the bar direction at my militia couldnt really see t cause it was out of visible map. Good for him or we would have ended dead like Carmen did, no one thouches my militia without proper punishment (stun nade and a cocktail on Carmen's case  ) Edit. I've mailed you the save and the modified xmls anyway. Each time I try to play this game I end spendind more time on the web learning something about computers then actually playing it 
Edited by Beetee (26 February, 2010 04:51 PM)
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#245531 - 27 February, 2010 12:56 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 Merc
Posts: 43
Loc: Portugal
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Without wanting to be a major PITA.
Is it possible for you to release you AI .exe on the lastest SNV .exe the one with the CTH formula fixes?
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#245533 - 27 February, 2010 02:01 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 General
Posts: 6280
Loc: Australia :D
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Slideways through life Original 1.13 SCI Creator *Updated*
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@GeneralJoe - It's not to do with Max/Min Squad size. It's to do with the Reinforcement settings. If you have it set to city only then they can't reinforce on the fly unless it's between city sectors. You can set it to no, City only and always. Check it in the INI Editor.
If you are referring to the Drassen Counter Attack then they should all pile in at the same time, though every now and again it glitches and sends only one or two squads and the rest stay in the surrounding sectors.
As for facilities just train from the sector with an ACA building. If you really want to turn them off (it's just a slightly different playstyle to try out) you can again change it in the INI Editor.
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