#245568 - 28 February, 2010 04:57 AM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Sot]
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 General
Posts: 6343
Loc: Australia :D
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Slideways through life Original 1.13 SCI Creator *Updated*
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@Bus - current SCI doesn't have HAM 3.6. I am in the process of uploading the new one though so give it about 2 hours. I rarely if ever release a new SCI immediately. Reason being I have to redo it if it proves unstable. I usually wait a week or less if there is a bit of SVN activity and keep an eye on the bug threads and this one.
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#245572 - 28 February, 2010 05:44 AM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Kaerar]
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 Marshall
Posts: 7129
Loc: Jerusalem
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The HAMtasticator
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I haven't had any problem with roaming dealers or Hans or Tony since the beginning of the campaign. Is there any way to fix this? I'd hate to have to waste Carmen.. I can send you the savegame of you want to take a look at it. Yes, please, send any savegame that happens BEFORE the sector with Carmen is loaded into memory (and make sure that upon loading the game he open fire every time. Also which version of the game (and mods) are you using? function change of optics on the weapon was not added? No. I have no idea how to go about it, and it's a LOT of work for very little benefit. Sorry.
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#245580 - 28 February, 2010 07:26 AM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: wil473]
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 Marshall
Posts: 7129
Loc: Jerusalem
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The HAMtasticator
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The new AI isn't actually added to SVN yet. ( AWWKWARRRDDD!!!  You're imagining things! ) You need to download the HAM Settings Package (see the top of this thread). It contains the alternate EXE. (Just copy the EXE over and run it. The INI/XMLs are not necessary) Let me know how it works for you.
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#245581 - 28 February, 2010 07:33 AM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 General
Posts: 6343
Loc: Australia :D
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Slideways through life Original 1.13 SCI Creator *Updated*
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SVN1210 SCI released 
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#245609 - 28 February, 2010 06:44 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Generaljoe]
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 General
Posts: 6343
Loc: Australia :D
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Do you know what version that was? I heard that numbers above 64 have been known to cause problems in the past so it got the 64 limit. I'm not sure exactly who would know the full answer to that one either!
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#245614 - 28 February, 2010 07:02 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 Sergeant
Posts: 162
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So whats in for the next HAM? I want a accuracy aiming mechanics overhaul.  j/k Because of the facilities, is it possible to write a warning in the console whenever a group of mercs arrives in a sector which can damage your health or so? Like a per sector warning defined in the XML: "This airport is the worst I've ever seen! Smells like an oil tanker shipwrecked." Sorry if this is already enabled and I just skipped the console hehe.
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#245615 - 28 February, 2010 07:03 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 Merc
Posts: 58
Loc: Hyattsville
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#245619 - 28 February, 2010 07:14 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Generaljoe]
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 Marshall
Posts: 7129
Loc: Jerusalem
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The HAMtasticator
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Because of the facilities, is it possible to write a warning in the console whenever a group of mercs arrives in a sector which can damage your health or so? Like a per sector warning defined in the XML: "This airport is the worst I've ever seen! Smells like an oil tanker shipwrecked." It's possible, but kind of takes away the surprise effect. With the system as it is now, you'll be notified about the penalty once it occurs, and then need to be smart enough to get the hell out of the area if you can. It appears that some players out there are not smart enough to figure that part out, which is unfortunate. If the complaints do continue however, I'll eventually have to put something like that in, of course.
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#245623 - 28 February, 2010 07:32 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Kaerar]
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 Grunt
Posts: 16
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@Bus - current SCI doesn't have HAM 3.6. I am in the process of uploading the new one though so give it about 2 hours. I rarely if ever release a new SCI immediately. Reason being I have to redo it if it proves unstable. I usually wait a week or less if there is a bit of SVN activity and keep an eye on the bug threads and this one. Ah ok I think I understand now, the announcement was about HAM 3.6 included in SVN, not the SCI. So now with the updated SCI it should include the latest version of HAM right? Or you know what, I think I'll just re-download and figure it out.
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#245633 - 28 February, 2010 08:55 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Bus]
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 General
Posts: 6343
Loc: Australia :D
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Slideways through life Original 1.13 SCI Creator *Updated*
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LOL yes the new SCI I uploaded last night has HAM 3.6 Beta included, not only that because I waited a week, it also includes the 2 facilities.xml updates that Headrock has done. If you want the AI+ version though you need the settings package at the beginning of this thread 
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#245779 - 01 March, 2010 01:08 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Maalstroom]
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 Recruit
Posts: 8
Loc: Katowice, Poland
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Hi Headrock, great job with the HAM ;-) Just wanted too share some feedback concerning the mod. 1) Facilities. They have MUCH potential imo, but I agree with most comments that have been made about them. Honestly, I didn't like health loses, costs and militia training available only in ACA sectors. At the moment I'm playing with vanilla-like settings (only militia training facilities). One note - in newest 1.13 build there are vanilla files for facilities somewhere (Data folder, if I recall correctly), but FacilityTypes.xml has max nuber of workers in "invisible" militia facilities specified at 32. It should be 0, because as you know, militia training is irrelevant to this number. This setting makes "invisible" militia facility to show up in the facilities menu and, of course, clicking it leads to a crash. 2) New AI. Really nice. I really like how enemies spray lots lead at you. I had some situations, where all my mercs got suppressed and just shot to pieces by incoming enemies. I've got one or two situations when I had to retreat, because of crazy amounts of lead that was flying at my mercs. But then, I'm not the best JA player out there  Regarding friendly fire. I don't think its that much of a problem. I play vanilla 1.13 with new AI, got Drassen and SAM site at the moment, so I've seen few fights. And it seems that friendly fire doesn't happen that much often (even with lots of militia). From time to time I'll see one red shirt pop other red shirt's head, but its not a problem  I've also noticed, that sometimes during firefights enemies tend to spread nicely. Was it in vanilla 1.13 code or is it your addition? There's only one thing that I'd like to see added in the future - some kind of enemy "memory". It seems that enemies almost instantly forget about your position if they loose you from their sight range. It would be great if they where able to remember your last position for a few turns and behave as if you were still there (i. e. investigate, supress, throw grenades, etc). 3) Mobile militia. Would it be possible to add ability to train mobile militia without the need to have full garrisons in the city? With lots of attacks coming from Deidranna (expert difficulty, Deidranna's strategy set to aggressive), I'm just not able to train any mobile militia, because my garrisons aren't full most of the time.
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#245785 - 01 March, 2010 01:58 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: kris_h]
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 Marshall
Posts: 7129
Loc: Jerusalem
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The HAMtasticator
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1) Facilities. They have MUCH potential imo, but I agree with most comments that have been made about them. Honestly, I didn't like health loses, costs and militia training available only in ACA sectors. At the moment I'm playing with vanilla-like settings (only militia training facilities). YOU ARE ALL PUSSIES. Sorry, it's nothing personal, but seriously you guys, it's not THAT BAD. How come I can play with facility hits and limited militia training and no one else can? I'm NOT that good a player, by far. *Sigh*. Sorry again, this is six months of frustration coming out all at once.  FacilityTypes.xml has max nuber of workers in "invisible" militia facilities specified at 32. It should be 0 Good catch. I'll notify RoWa immediately and have this fixed. I've also noticed, that sometimes during firefights enemies tend to spread nicely. Was it in vanilla 1.13 code or is it your addition? Nope, not mine. It's hard to say where their behavior comes from, sometimes they are complete idiots, sometimes they're very good... There's only one thing that I'd like to see added in the future - some kind of enemy "memory". LOL, yeah we would all love to see that. It's not something I can do though, at least not yet. Would it be possible to add ability to train mobile militia without the need to have full garrisons in the city? There's a problem with that, because HAM also allows militia to move back into the city. So you will train Mobiles (for a lot of money) and two hours later they are right back inside the city... This is not desirable. That's why a limit was placed. I'll do my best to address this issue in the next version of HAM... whenever that will be :P
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#245788 - 01 March, 2010 02:15 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 Merc
Posts: 43
Loc: Portugal
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Hey *pokes in the eye* I like the facilitys, I play with them just hate the permanent stat losses, I also love the a.c.a. training only, reverted my SAMs to the alpha version SAMs without militia training, I even doubled and tripled injury chances in most cases, in my faciltys you can die from practicing explosives.
I think you just hited a delicate spot with the permanent stat loses, everyone wahts to see they're stats go up not the other way arround. :P
And as I writed before my bro works at the airport, been 10 year now, he's health doesnt seem to et worse on a daily bases....
Anyway you Rock!
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#245796 - 01 March, 2010 03:00 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 Recruit
Posts: 8
Loc: Katowice, Poland
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 Sorry, it's nothing personal, but seriously you guys, it's not THAT BAD. How come I can play with facility hits and limited militia training and no one else can? I'm NOT that good a player, by far. *Sigh*. Sorry again, this is six months of frustration coming out all at once.  No problem  Its a matter of tastes I think. As I've said, whole facility idea and implementation is great, thanks for all the work that you've put into this feature. But... Everyone has his own idea how it should play out. Just like with realistic/sci-fi and normal/tons of guns modes in vanilla. LOL, yeah we would all love to see that. It's not something I can do though, at least not yet.
Yeah, its obvious probably  I've got zero C++ skills, so have no idea know how much coding work such feature demands.
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#245853 - 01 March, 2010 11:49 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 Merc
Posts: 39
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I think its pretty much clear.. that peoples just hate the permanent health lost in Drassen's airport, because that is one of the most visited and important place that they need to spend. In my current game for example, I leave Ira (and send Dimitri as bodyguard) there and let Ira train militia 24/7 from there while my other merc goes around shooting baddies.. I just finally relocate her to Cambria to train militia from there (and thats after 1 campaign month) So having a permanent health drop in my major HQ is totally unacceptable. Do tell which file to edit so I could remove that little nuisance and I'll be going my way then 
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#245855 - 02 March, 2010 12:06 AM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Deane]
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 Grunt
Posts: 20
Loc: Indonesia
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In folder Data-HAM or Data-1.13 depend on the version you're using, there are folder call TableData\Map in there you'll find 2 xml called Facilities.xml and FacilityTypes.xml for the guides in editing the xml file you can look in here and HereEnjoy Modding the Facilities and don't forget to give Headrock credit for all the work he's done 
Edited by Lei (02 March, 2010 12:10 AM)
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#245858 - 02 March, 2010 12:39 AM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Lei]
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 General
Posts: 6343
Loc: Australia :D
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Slideways through life Original 1.13 SCI Creator *Updated*
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Sorry Headrock old chap, been out this arvo 
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#245946 - 02 March, 2010 12:49 PM
Re: HAM 3.6 Beta - RELEASED
[Re: howareyou32]
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 General
Posts: 5276
Loc: Scotland
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Poster: howareyou32 Subject: Re: HAM 3.6 Beta - RELEASED
Man, only wish I can have time to play this new ham. Ummm yeah , out of interest , have you actually played ANY JA games ? Your political posts are interesting but , most of us here usually discuss the game with some politics as a side issue . Hah , maybe I'm wrong but I don't see much of JA gaming from you ? 
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#245973 - 02 March, 2010 03:59 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 Sergeant
Posts: 162
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dbb's exe reduces night time visual range to 1/3 of day time is it possible to make an externalize variable for that?
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#245979 - 02 March, 2010 05:27 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: CptMoore]
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 Marshall
Posts: 7129
Loc: Jerusalem
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The HAMtasticator
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the enemies' turn goes too slowly even when we don't see them and it's obviously not a CPU concern. Especially during the battle of Drassen, that reminds me of the old C64 loading times. Is there a way to speed that up? I see that the visible movement speed is externized but I mean the invisible movements. I dunno why that would happen. Maybe I screwed up something and sent enemies into infinite loops? I'll take a look at this. "AI_test" was integrated into the HAM 3.6? Or work in this area is continuing? Not integrated yet. There are several more important things, and the report above illustrates why some HAM features need to spend more time in testing before being integrated. It's a good thing. dbb's exe reduces night time visual range to 1/3 of day time is it possible to make an externalize variable for that? Errrr probably.
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#246033 - 03 March, 2010 03:41 AM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 General
Posts: 6343
Loc: Australia :D
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Slideways through life Original 1.13 SCI Creator *Updated*
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Don't mean to increase your workload, but what about dynamic inventory? Seeing as Warmsteel is making this attachment jobby it got me thinking of having a system which added things to a gridded section of inventory which is dynamic rather than static. You get some LBE gear for instance and then attach a molle pack (see DBB) giving extra slots. The original only showed say 4 small slots and the Molle pack added 2 medium slots. The inventory space alters dynamically and add's the two new slots in a logical grid structure. Might need to alter slot dimensions so they tesselate though...
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#246039 - 03 March, 2010 03:52 AM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: WarmSteel]
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 General
Posts: 6343
Loc: Australia :D
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Yes but only because the NIV slots are hardcoded. It would be better to have an XMLised version which can be dynamic 
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#246087 - 03 March, 2010 12:40 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Kaerar]
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 Merc
Posts: 51
Loc: New York
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i was wondering if some of the facility settings (income/cost, performance) could be dynamic like the income of the mines. ie dependant on loyalty or merc skill. im pretty sure the random events already have some ties to skills. so, something like that.
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#246128 - 04 March, 2010 01:28 AM
Re: HAM 3.6 Full - RELEASED
[Re: olol]
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 Merc
Posts: 74
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to Headrock read earlier at http://ja2v113.pbworks.com/To+Do+List that planned feature "fragmented grenades" (now apparently cut:)) there any hope to see this feature in future versions of the HAM 3.6? how difficult it is to implement (probably have to edit XMLeditor, to specify the interval of possible number of fragments of this grenades)?
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#246149 - 04 March, 2010 05:28 AM
Re: HAM 3.6 Full - RELEASED
[Re: Headrock]
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 General
Posts: 5581
Loc: Hannover, Germany
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BTW, about impact grenades - try setting a grenade's ubItemClass value (in items.XML) to 11, and see if they explode on impact with the ground. Just be careful with this one, as grenades fall to the ground at half the distance to the target, then bounce to the target before exploding. If they explode on impact, then they will always explode at a distance one-half between thrower and target cursor.
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#246162 - 04 March, 2010 06:26 AM
Re: HAM 3.6 Full - RELEASED
[Re: the scorpion]
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 Marshall
Posts: 7129
Loc: Jerusalem
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The HAMtasticator
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it has the disadvantage of a very limited range and it causes the mortar whistle and smoke trail to be played. While i find that cool, it' be better if these things weren't hardcoded to the item class and if these things were handled independantly. That's what I'm hoping to accomplish.
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#246184 - 04 March, 2010 12:46 PM
Re: HAM 3.6 Full - RELEASED
[Re: Headrock]
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 Sergeant
Posts: 107
Loc: Budapest, Hungary
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I dunno why that would happen. Maybe I screwed up something and sent enemies into infinite loops? I'll take a look at this. No, no, you did everything right. I mean the enemy invisible movement speed is too slow in turn based mode since Vanilla. A newer CPU could compute in a second all enemy movements in a turn but the game was programmed in a way that hidden movements always take the same real-time no matter how many THz you have. I asked if it could be fixed somehow, however not a really important problem and may be difficult to resolve.
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#246273 - 05 March, 2010 07:17 PM
Re: HAM 3.6 Full - RELEASED
[Re: datakurs]
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 Sergeant
Posts: 163
Loc: UK
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Just wanted to throw some feedback about the experimental .exe..
Firstly, both militia and enemies seem to be much more effective and decisive in their battles, which is a good thing, as it means I don't just use militia as a massed wave of cannon-fodder and suppression suppliers. They actually serve a useful purpose in battle now.
That being said, I've noticed a couple of instances where I've selected a group of mercs in realtime and told them to cross a deep body of water, the first couple have swum across no problem, and the rest just get stuck on the edge, waist deep. Those mercs are unresponsive until I give them an individual move order back the way they've come, then swim across when I reissue the move order.
I've not got a save at the moment, but as I use Possum's mod, and non-standard maps, I doubt a save would be useful, due to possible incompatibilities.
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