Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » HAM 3.6 Full - RELEASED
Re: HAM 3.6 Alpha v7 - RELEASED[message #244935] Mon, 22 February 2010 00:33 Go to previous messageGo to next message
RoWa21

 
Messages:2003
Registered:October 2005
Location: Austria
@all: HAM 3.6 is now merged in the official 1.13 source. There is also a new Release EXE available. Take a look in the 1.13 release thread:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=244934&page=0#Post244934


Re: HAM 3.6 Full - RELEASED[message #244937] Mon, 22 February 2010 01:30 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
No rest for the wicked though, I'm trying to rearrange the entire INI file as we speak. My god that thing is so messy I can't believe anyone can make sense of it all.


Re: HAM 3.6 Alpha v7 - RELEASED[message #244944] Mon, 22 February 2010 02:44 Go to previous messageGo to next message
dzeller

 
Messages:91
Registered:February 2003
Location: USA
Headrock
No rest for the wicked though, I'm trying to rearrange the entire INI file as we speak. My god that thing is so messy I can't believe anyone can make sense of it all.


Don't worry, no one does! Wink

Having fun with the facilities right now, even though I think the penalties for using them are sometimes quite heavy (just lost a permanent health point at Drassen airport while training militia). But for now, I left the FacilityTypes XML untouched.
Re: HAM 3.6 Full - RELEASED[message #244945] Mon, 22 February 2010 02:59 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
As I always say, keep your mercs in good shape, if you lose a few health points you should give them a little exercise to train them back up. The club at San Mona is great for this, BTW.

Still, I myself am getting fed up with people reporting that airport penalty (it's not your fault, I guess people will always find it unacceptable...), I'm probably going to remove it altogether.


Re: HAM 3.6 Full - RELEASED[message #244949] Mon, 22 February 2010 04:47 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
UPDATE

The HAM 3.6 Settings Package has been released. This comes instead of HAM 3.6 Full, as there's no reason to release that anyway now that HAM 3.6 is part of the main 1.13 download.

The package includes INI and XML files that activate all HAM features to their optimal levels, including all 19 HAM facilities. This package is meant to be installed on top of JA2 1.13 build 1208 or later. It does not overwrite any files, and can be easily switched on and off using a VFS file.

The package also includes the PlusAI executable, for those of you who want to try out the (hopefully) improved combat AI. Help us test this baby so that it too can join the rest of HAM 3.6 in the main code.

Check out the top page of this thread for more info about the Settings Package.


Re: HAM 3.6 Full - RELEASED[message #244951] Mon, 22 February 2010 05:11 Go to previous messageGo to next message
Marlboro Man

 
Messages:1203
Registered:October 2005
Location: USA
Hi. So what's been going on in here? Anything new?




Just teasing. Smile I am looking forward to getting back to 1.13 and this all looks good. Wink


Re: HAM 3.6 Full - RELEASED[message #244952] Mon, 22 February 2010 05:21 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
Quote:
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?


Re: HAM 3.6 Beta - RELEASED[message #244957] Mon, 22 February 2010 07:41 Go to previous messageGo to next message
Deane

 
Messages:62
Registered:January 2010
Telpscorei
From reading what you've discovered, it seems that every soldier goes through this decision making process on his own. We therefore have a couple of questions that need answering before proceeding further into big changes to the A.I.; do we want to fight 20 soldiers each working to kill the player, or do we want to fight 20 soldiers under the control of a A.I. director?

It sounds like we currently fight 20 independent soldiers, and while this is fine (and getting better with your fixes Headrock), I'm wondering about getting the soldiers to work together to kill us.

At any rate, there sounds like there's a whole lot of changes and improvements that can be made before we get there. I'm going to take a look at the current source code and see if I can figure anything out.

A borg like mentality army would be soooo awesome .. Imagined if they starts suppressing in order to let the flanker to close in from your sides.

Good luck is the best I can offer to you. Until STOMP catch up with HAM 3.6 and hopefully includes your improved AI system .. I cant play yours Sad
Re: HAM 3.6 Beta - RELEASED[message #244958] Mon, 22 February 2010 08:42 Go to previous messageGo to next message
howareyou32

 
Messages:419
Registered:March 2009
Location: New York, New York
Man, only wish I can have time to play this new ham.
Re: HAM 3.6 Beta - RELEASED[message #244986] Mon, 22 February 2010 18:50 Go to previous messageGo to next message
Sot

 
Messages:86
Registered:April 2009
IMHO needs to be changed Armory line of the enemy (I will try)
IMHO, with pistols, no AI can not do anything Smile
pistols and SMG are not for the infantry, they can give some guards in the sectors ...

[Updated on: Mon, 22 February 2010 18:56] by Moderator

Re: HAM 3.6 Beta - RELEASED[message #244988] Mon, 22 February 2010 19:39 Go to previous messageGo to next message
Anonymous
@Sot
Use the map editor and edit certain enemy troops guarding inside of buildings et cetera.
Re: HAM 3.6 Full - RELEASED[message #244990] Mon, 22 February 2010 19:53 Go to previous messageGo to next message
Marlboro Man

 
Messages:1203
Registered:October 2005
Location: USA
Headrock
Quote:
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. :bluegrin:


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. Smile


Re: HAM 3.6 Full - RELEASED[message #245000] Mon, 22 February 2010 23:43 Go to previous messageGo to next message
Kaerar

 
Messages:2045
Registered:January 2003
Location: Australia :D
Ah so you are the bloke who released the Natural Bodies mod for DAO...

That explains things Wink


Re: HAM 3.6 Alpha v7 - RELEASED[message #245005] Tue, 23 February 2010 00:18 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
With this 3329 Buzz acts oddly: lies down, stops moving and jumps down from the roof on her own, and sometimes opens doors from a distance. Never seen this before. All other party members are fine however.
Re: HAM 3.6 Alpha v7 - RELEASED[message #245009] Tue, 23 February 2010 00:32 Go to previous messageGo to next message
Faithless

 
Messages:442
Registered:October 2009
Location: The safe end of the barre...
Opening doors from a distance... I've heard that somewhere before but I can't remember..
Re: HAM 3.6 Alpha v7 - RELEASED[message #245012] Tue, 23 February 2010 00:33 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
WarmSteel
Opening doors from a distance... I've heard that somewhere before but I can't remember..


In the feature requests section :wrysmiley:
Re: HAM 3.6 Full - RELEASED[message #245019] Tue, 23 February 2010 01:28 Go to previous messageGo to next message
dzeller

 
Messages:91
Registered:February 2003
Location: USA
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...
Re: HAM 3.6 Alpha v7 - RELEASED[message #245123] Wed, 24 February 2010 02:07 Go to previous messageGo to next message
Faithless

 
Messages:442
Registered:October 2009
Location: The safe end of the barre...
Sir Headrock I noticed a little function that seems to write xml's.
It doesn't seem to write IMP data.
What is the purpose of it? Backing up the XML data?
Re: HAM 3.6 Alpha v7 - RELEASED[message #245137] Wed, 24 February 2010 06:19 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
You mean WRITE_PROFILE_DATA_TO_XML? That's PROFEX, when that setting is on it converts PROF.DAT into an XML file.


Re: HAM 3.6 Alpha v7 - RELEASED[message #245151] Wed, 24 February 2010 10:28 Go to previous messageGo to next message
Faithless

 
Messages:442
Registered:October 2009
Location: The safe end of the barre...
Butbut... There is a mercprofiles in the "Data-HAM\TableData" folder.
Then there's one in the "Profiles\UserProfile_JA2113\TABLEDATA" folder.
I reckon the second one is the written one. But what does it add over the first one?
Re: HAM 3.6 Alpha v7 - RELEASED[message #245156] Wed, 24 February 2010 12:22 Go to previous messageGo to next message
RoWa21

 
Messages:2003
Registered:October 2005
Location: Austria
@warmsteel: If WRITE_PROFILE_DATA_TO_XML = TRUE, then after the initializing of the game it outputs the mercprofile file in your "Profiles\UserProfile_JA2113\Tabledata". Then quit JA2 1.13, rename the mercprofile file in the "Profiles\UserProfile_JA2113\Tabledata" and copy the xml file in your GameDir\TableData folder (you have to overwrite the exiting mercprofile file, if exists). Now you can set WRITE_PROFILE_DATA_TO_XML = FALSE, so that it does not generate a new profile xml file after the start of JA2 1.13.
Check that READ_PROFILE_DATA = TRUE in your ja2_options.ini. Now it uses the mercprofile file from your GameDir\TableData folder. If READ_PROFILE_DATA = FALSE, it uses the prof.dat file instead of the XML file.


Re: HAM 3.6 Alpha v7 - RELEASED[message #245172] Wed, 24 February 2010 15:37 Go to previous messageGo to next message
Faithless

 
Messages:442
Registered:October 2009
Location: The safe end of the barre...
Ah, thank you.
Guess I can turn that off by default then Smile
Re: HAM 3.6 Alpha v7 - RELEASED[message #245180] Wed, 24 February 2010 15:53 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
Quite. It's only useful if you've edited your PROF.DAT file with proedit, and then wish to use PROFEX instead.


Re: HAM 3.6 Alpha v7 - RELEASED[message #245188] Wed, 24 February 2010 16:55 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
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?

:whoknows:
Re: HAM 3.6 Alpha v7 - RELEASED[message #245217] Wed, 24 February 2010 20:39 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
Quote:
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.

Quote:
when using OIV i dunno where the gear then comes from, mercprofiles? or fallback to prof.dat?


PROF.DAT.


Re: HAM 3.6 Full - RELEASED[message #245230] Wed, 24 February 2010 23:29 Go to previous messageGo to next message
Miguels

 
Messages:18
Registered:April 2008
Location: Portugal
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 :silly: )

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.

[Updated on: Wed, 24 February 2010 23:39] by Moderator

Re: HAM 3.6 Full - RELEASED[message #245235] Thu, 25 February 2010 01:09 Go to previous messageGo to next message
Faithless

 
Messages:442
Registered:October 2009
Location: The safe end of the barre...
I agree on the facility costs mostly, but hey we can change them Smile
Re: HAM 3.6 Full - RELEASED[message #245237] Thu, 25 February 2010 01:34 Go to previous messageGo to next message
dzeller

 
Messages:91
Registered:February 2003
Location: USA
I think the facilities are really a great idea. It definitely enhances the game on a strategic level and breathes new life into sectors. So, congrats Headrock!
As some people have pointed out, the risks are sometimes a bit steep but hey, as Warmsteel said, it's not hard to edit the XML files! That's what I did with the airport. I also put A.C.A buildings in all city sectors, I missed being able to use all my mercs to train militia fast.

I've also noticed that the "Snack and Shack" facility in San Mona is not placed in the right sector: it is in C5 wheras it should be in C6. I edited that in my game.

Finally, the game CTD roughly half the time when I try to use the "Junkyard" facility in Estoni (using the Junkyard -> Repair fonction). It hangs when I click on Repair and then CTD.

Edit: forgot to say that I'm still playing with the PlusAI.exe and I can confirm what Beetee said (AI is much better than before, that is it dumb but it fires more often).

[Updated on: Thu, 25 February 2010 01:36] by Moderator

Re: HAM 3.6 Full - RELEASED[message #245346] Thu, 25 February 2010 23:28 Go to previous messageGo to next message
halkonnen

Messages:3
Registered:February 2010
i have installed the "New EXE Release (Build: 3329) incl. HAM 3.6" over svn.
now i am at the sam-site east of drassen and can't train militia. sector description says: civ training: N/A for this sector.



Re: HAM 3.6 Full - RELEASED[message #245349] Fri, 26 February 2010 00:44 Go to previous messageGo to next message
Anonymous
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.
Re: HAM 3.6 Full - RELEASED[message #245351] Fri, 26 February 2010 01:11 Go to previous messageGo to next message
halkonnen

Messages:3
Registered:February 2010
can i deaktivate this feature? and thanks for the quick response!
Re: HAM 3.6 Full - RELEASED[message #245358] Fri, 26 February 2010 02:09 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
Yup, I've messed up the XMLs a little. I've just sent RoWa a fixed version. 1.13 will probably be updated with these files within the next few days.


Re: HAM 3.6 Full - RELEASED[message #245363] Fri, 26 February 2010 03:16 Go to previous messageGo to next message
Kaerar

 
Messages:2045
Registered:January 2003
Location: Australia :D
What exactly was messed up?


Re: HAM 3.6 Full - RELEASED[message #245369] Fri, 26 February 2010 04:20 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
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?


Re: HAM 3.6 Full - RELEASED[message #245370] Fri, 26 February 2010 04:27 Go to previous messageGo to next message
Kaerar

 
Messages:2045
Registered:January 2003
Location: Australia :D
Can you upload the fixed XML?


Re: HAM 3.6 Full - RELEASED[message #245371] Fri, 26 February 2010 04:38 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
Here:

http://www.bookgallery.co.il/JA2PublicPosts/misc/FacilityXMLFix.zip

Extract 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 Wink ).


Re: HAM 3.6 Full - RELEASED[message #245382] Fri, 26 February 2010 07:32 Go to previous messageGo to next message
Kaerar

 
Messages:2045
Registered:January 2003
Location: Australia :D
lol thanks mate Smile

Just grabbed it, hopefully it'll help me actually complete a game even though I'm just testing STI's most of the time.


Re: HAM 3.6 Full - RELEASED[message #245435] Fri, 26 February 2010 18:28 Go to previous messageGo to next message
halkonnen

Messages:3
Registered:February 2010
thanks a lot! i really enjoy the other HAM 3.6 features!
Re: HAM 3.6 Full - RELEASED[message #245441] Fri, 26 February 2010 19:38 Go to previous messageGo to next message
Miguels

 
Messages:18
Registered:April 2008
Location: Portugal
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.

[Updated on: Fri, 26 February 2010 19:48] by Moderator

Re: HAM 3.6 Full - RELEASED[message #245443] Fri, 26 February 2010 19:48 Go to previous messageGo to previous message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
Quote:
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. Razz

Quote:
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. Wink


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