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Re: HAM 3.6 Alpha v7 - RELEASED[message #245450]
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Fri, 26 February 2010 22:10
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Meowmers |
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Messages:13
Registered:October 2005 Location: 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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Re: HAM 3.6 Alpha v7 - RELEASED[message #245454]
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Fri, 26 February 2010 23:26
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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Quote: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.
Quote: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.
Quote:is it possible to add new facilities simply by editing the xml?
That's the whole point.
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