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Re: Space Viking's releases (was: Many Mercenaries...)[message #220886]
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Fri, 12 June 2009 19:19
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Logisteric |
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Messages:3199
Registered:December 2008 Location: B |
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weird !!
1. you were right - as i managed to get dark-blue militia it was all quiet on western front
2. so i opened an eastern front
3. invaded drassen international, shot one redshirt and here it is the good old 'a1-crepitus-bug' i visited a1 (nada) and back to drassen: [color:#CC0000]?[/color] but no enemy, couln't prevent one frustrated mr lamont from shooting pablo => mail from br's
need a save? [color:#3333FF]judith: i could not reproduce it[/color]
Logisteric
edith: guess this one doesn't work with vfs, sniff :umbrella:
[Updated on: Fri, 12 June 2009 19:30] by Moderator Report message to a moderator
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Captain
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Re: Space Viking's releases (was: Many Mercenaries...)[message #235802]
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Sat, 24 October 2009 01:21
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Charlie_May |
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Messages:27
Registered:March 2009 |
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Hello SpaceViking,
In the first part of this thread, you wrote:
Quote:The game has some fixed internal maximums that it uses for setting up data in the files and such. Someday these can be done away with or made to be flexible but for now they will stay. The limits will be like this with my changes:
Maximum number of player mercenaries: 32 (currently 18)
Maximum number of vehicles: 6 (currently 2, sort of)
Maximum number of enemy soldiers: 64 (currently 32)
Maximum number of creatures (crepitus and bloodcats): 40 (currently 32)
Maximum number of rebels: 64 (currently 32)
Maximum number of civilians: 40 (currently 32)
The total of all these has to be 246 or less if I recall correctly. Going beyond that limit would involve massive changes everywhere due to some unfortunate coding choices of the original programmers.
Does it mean that if you lower the max number of creatures, or any other, you could raise the max number of mercs, or is 32 also a fixed limit? Also, would you ever consider raising again the max number of mercs, with the arrival of HAM facilities, and arduous suppression system? I always wanted to hire all of AIM mercs (40) in one heavily modified EPIC insane game, and I just wanted to know if it could ever happen, or forget about it.
And thanks again for changing it to 18 to 32. That is already fantastic. I don't mean to be greedy.
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Private 1st Class
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Re: Space Viking's releases (was: Many Mercenaries...)[message #235918]
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Sun, 25 October 2009 21:20
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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@Headrock, AIM, MERC and PCM are reason enough to remove the 32 cap.
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Sergeant 1st Class
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Re: Space Viking's releases (was: Many Mercenaries...)[message #235929]
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Mon, 26 October 2009 00:36
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That is entirely to much micro-managing! That equals=sloppy gameplay. Mercenaries aren't utilized to the best of there abilities. This is just my opinion, being that I am getting better and better at strategizing. I am sure that some members of the Pit will disagree.
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Re: Space Viking's releases (was: Many Mercenaries...)[message #235970]
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Mon, 26 October 2009 15:03
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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craigmsandy,Whats wrong with choice? I have to suffer because you don't like it?
JA2 1.13 is about having choice isn't it? Where were you when they put 10000 guns and accessories into the game?
If you want to play a certain way then set up your own game. DO NOT tell me how to play my game!
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Sergeant 1st Class
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Re: Space Viking's releases (was: Many Mercenaries...)[message #235986]
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Mon, 26 October 2009 17:09
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Charlie_May |
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Messages:27
Registered:March 2009 |
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As always with 1.13, it just depends on how you play/modify the game. If 1. you play insane diff. with 64 max enemies, and rarely reload 2. you reluctantly use militia as they lack personality and mostly act as cannon fodder, 3. you like attacking multiple fronts/cities at the same time, 4. you want to make full use of HAM facilities/suppression systems... etc... Then you might put more than 32 mercs to good use.
But frankly, to me it was also about seeing the whole of the AIM roster grayed out with the "hired" label - stats almost maxed out - and then attacking Meduna from 3 different sectors at a time!
EDIT : By the way Uriens, I understood the thing about the hardcoded limit (246 actors). In my first post I was actually suggesting to lower the number of max creatures, as to leave space for mercs. But I regret it, as I did not want to create a debate, and did not understand then how complicated it could be.
[Updated on: Mon, 26 October 2009 17:15] by Moderator Report message to a moderator
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Private 1st Class
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Re: Space Viking's releases (was: Many Mercenaries...)[message #235990]
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Mon, 26 October 2009 17:27
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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It seems To me that if you play a game where you just keep going as Charlie_May describes you have no need for more than 32 however if you play a game of occupation then you can use all the help you can get.
@ Uriens, I have a map that demonstrates your global limit. It is a road fort and it crashes after I kill 240 in one battle. In that map they never stop reinforcing and the strategic map says there are still 25 or so left. 3000+ items.
What I do not understand is the relationship between the total of mercs hireable to the total limit of actors on the sector map that you are describing. Are you saying that there can only be 230 actors in country at any one time? If so that does not compute. what about patrols and garrisons etc?
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Sergeant 1st Class
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Re: Space Viking's releases (was: Many Mercenaries...)[message #235994]
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Mon, 26 October 2009 18:00
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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I don't think it is a bug as I have had other sectors crash in the middle of very large battles several times over the years. I believe it has to do with too many items on the ground and/or some kind of buffer overrun or something like that where the game cannot keep track of all the information. Just a guess, I have no knowledge.
I would really like to be able to hire all mercs and npcs that are hireable because I like to play control games where towns have to be defended and are under constant attack. The INI allows for hourly attacks so I need enough mercs so that some can sleep once in a while.
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Sergeant 1st Class
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Re: Space Viking's releases (was: Many Mercenaries...)[message #235996]
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Mon, 26 October 2009 18:24
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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Yes I agree, I wonder if that could be enlarged.
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Sergeant 1st Class
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Re: Space Viking's releases (was: Many Mercenaries...)[message #236000]
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Mon, 26 October 2009 19:06
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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So you say it depends on system ram?
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Sergeant 1st Class
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Re: Space Viking's releases (was: Many Mercenaries...)[message #236004]
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Mon, 26 October 2009 19:21
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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off topic - I am about to nuke my motherboard with windows 7 coming in the mail today.
well I have 2 gig memory so I figured that I was safe but vista is using half of that so who knows.
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Sergeant 1st Class
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