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Re: HAM 3.6 Alpha - RELEASED[message #237308]
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Tue, 10 November 2009 17:16
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Logisteric |
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Messages:3199
Registered:December 2008 Location: B |
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if you use proedit you have to edit the 'correct' profdat - but why are you eliminating the fun from the game?
edith:
i upped the 4th male-imp again (changed to slot 169) you have to paste the stuff below into your ini (replacing what is there) and copy the contents of the d/l into your dat-1.13 folder (allow overwriting if necessary)
ini
[JA2 Laptop Settings]
; The maximum number of I.M.P. (B.S.E.) characters, the player can have (Range: 0 - 6).
MAX_IMP_CHARACTERS = 7
;******************************************************************************************************************************
; The following allow you to change how many and which slots from prof.dat are available for
; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other
; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice
; sets will work although the IMPs will be silent a lot of the time.
;
; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by
; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one
; male and one female slot available.
;
; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females
; slots 54-56) will be used instead.
;******************************************************************************************************************************
IMP_MALE_CHARACTER_COUNT = 4
IMP_FEMALE_CHARACTER_COUNT = 3
IMP_MALE_1 = 51
IMP_MALE_2 = 52
IMP_MALE_3 = 53
IMP_MALE_4 = 169
; The following are empty in standard JA2 1.13 but do not have full voice sets.
;IMP_MALE_5 = 65
;IMP_MALE_6 = 71
;IMP_MALE_7 = 163
;IMP_MALE_8 = 164
IMP_FEMALE_1 = 54
IMP_FEMALE_2 = 55
IMP_FEMALE_3 = 56
judith: 4th male imp (169).7z
[Updated on: Tue, 10 November 2009 17:26] by Moderator Report message to a moderator
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Captain
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Re: HAM 3.6 Alpha - RELEASED[message #237314]
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Tue, 10 November 2009 17:47
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Logisteric |
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Messages:3199
Registered:December 2008 Location: B |
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simply copy all three folders to 'data-1.13' it also works in 'data' but there is lots of stuff that is necessary for 'standard 1.13' it's easier to delete stuff YOU added that way
afaik you don't need a new game - just visit the imp-page and find out
@ any mod
could you please cut from #236738 to here and transfer to a thread of it's own with a proper name - it has nothing to do with ham
[Updated on: Tue, 10 November 2009 18:00] by Moderator Report message to a moderator
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Captain
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Re: HAM 3.6 Alpha - RELEASED[message #237332]
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Tue, 10 November 2009 19:10
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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Thundercat"T_Bolt:Instead of ProEdit you can set the ini option WRITE_PROFILE_DATA_FROM_XML to true, and when you run the game new xmls will be create in userprofile*\tabledata. Just rename them (remove the 'out') and switch the ini settings back. Now you should have Wildfire compatible xmls."
i did exactly that but nothing changes when i start new game Laura still hates Buzz. what do you mean by "switch the ini settings back"? i removed the "out" then opened them and changed opinion of Laura versus Buzz from -25 to 0. then when i went back to hire them nothing changed in her attitude.
what is it i am missing here?
since when had the opinion value any influence on that?
what you apparantly want to do is to change the hated/ learns-to-hate table, not the opinion values.
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Sergeant Major
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Re: HAM 3.6 Alpha - RELEASED[message #237777]
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Sun, 15 November 2009 20:25
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RiHatz |
Messages:4
Registered:January 2008 Location: GER |
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Is it a HAM thing that my mercs loose one point of health at the drassen airport???
This has been asked before, but I couldnt find an answer.
How can I disable it??
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Civilian
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Re: HAM 3.6 Alpha - RELEASED[message #237784]
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Sun, 15 November 2009 22:47
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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Quote:Is there a global OFF for new FacilityTypes (leaving only the old shooting range in I13)?
There was one in HAM 3.5, but since HAM 3.6 is only an alpha (and thus meant for testing such features) I did not create an XML set with JA2 defaults. It should be very easy to make one though, by removing all facilities from Facilities.XML except the gun range. You don't have to edit FacilityTypes.XML, just refrain from placing those facilities on the map (Facilities.XML). It's the same thing as leaving Items.XML the way it is (with all the items you don't need) but removing the unwanted items from the maps and the Enemy Drops XML, so they don't actually appear in the game. That's the difference between FacilityTypes.XML and Facilities.XML - one defines the facilities, and the other tells the game which facility should be placed where.
Also you can use the method presented in the HAM 3.5 XMLs for militia training, by creating "hidden" legacy facilities that provide 2 militia training slots, and placing one in each city sector.
Quote:New facility types sounds like something that will require quite a bit of thought (on my end) before implementing in the Hybrids.
Since it's a modular system, there's no reason to add them all at once. Just add each facility as you conceive it. You can also add facilities that do nothing, and then add features to those facilities one by one.
Quote:I'm envisioning a much more subtle effect, just as I've set in the default's for the UC-1.13 Hybrid where I activate the HAM features (in SVN 1.13) but on reduced power.
Interesting, I'd love to hear what you've done with the INI settings there.
Quote:did you include the underground victory = missing above ground garrison bug fix in HAM 3.6?
Errrr I thought that was included in 1.13? If not, then yes, that is definitely part of HAM 3.6. Actually I believe it was part of HAM 3.5 as well, I don't remember anymore.
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