Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » HAM 3.6 Full - RELEASED
Re: HAM 3.6 Alpha v7 - RELEASED[message #245779] Mon, 01 March 2010 23:08 Go to previous messageGo to next message
kris_h

 
Messages:7
Registered:February 2010
Location: Katowice, Poland
Hi Headrock, great job with the HAM Wink

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 Wink

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 Wink

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.
Re: HAM 3.6 Alpha v7 - RELEASED[message #245785] Mon, 01 March 2010 23:58 Go to previous messageGo to next message
Headrock

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

Quote:
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.

Quote:
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...

Quote:
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.

Quote:
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 Razz


Re: HAM 3.6 Alpha v7 - RELEASED[message #245788] Tue, 02 March 2010 00:15 Go to previous messageGo to next message
Miguels

 
Messages:18
Registered:April 2008
Location: Portugal
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. Razz

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!
Re: HAM 3.6 Alpha v7 - RELEASED[message #245796] Tue, 02 March 2010 01:00 Go to previous messageGo to next message
kris_h

 
Messages:7
Registered:February 2010
Location: Katowice, Poland
Quote:
YOU ARE ALL PUSSIES.


:exactly:

Quote:
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. Very Happy


No problem Wink 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.

Quote:
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 Wink I've got zero C++ skills, so have no idea know how much coding work such feature demands.
Re: HAM 3.6 Alpha v7 - RELEASED[message #245797] Tue, 02 March 2010 01:07 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
I've just fixed a couple of bugs regarding using facilities to repair items (I.E. Estoni/Grumm), and to repair Vehicles. Both should work fine once those bug fixes are introduced into the main code. Keep your heads up for that - it's not currently available for download I'm afraid.


Re: HAM 3.6 Alpha v7 - RELEASED[message #245847] Tue, 02 March 2010 07:11 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
As soon as people start testing HAM with the bigger maps, I want to know about it. 'Night all. Or G'day all, where the f* is Kaerar anyway.


Re: HAM 3.6 Alpha v7 - RELEASED[message #245853] Tue, 02 March 2010 09:49 Go to previous messageGo to next message
Deane

 
Messages:62
Registered:January 2010
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 Very Happy
Re: HAM 3.6 Alpha v7 - RELEASED[message #245855] Tue, 02 March 2010 10:06 Go to previous messageGo to next message
lei75jkt

 
Messages:11
Registered:February 2010
Location: Indonesia
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 Here

Enjoy Modding the Facilities and don't forget to give Headrock credit for all the work he's done Very Happy

[Updated on: Tue, 02 March 2010 10:10] by Moderator

Re: HAM 3.6 Alpha v7 - RELEASED[message #245858] Tue, 02 March 2010 10:39 Go to previous messageGo to next message
Kaerar

 
Messages:2045
Registered:January 2003
Location: Australia :D
Sorry Headrock old chap, been out this arvo Wink


Re: HAM 3.6 Alpha v7 - RELEASED[message #245931] Tue, 02 March 2010 21:10 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Master Headrock, there is something I hate in JA2 since the oldest version:
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.
Re: HAM 3.6 Alpha v7 - RELEASED[message #245932] Tue, 02 March 2010 21:26 Go to previous messageGo to next message
Sot

 
Messages:86
Registered:April 2009
to Headrock
"AI_test" was integrated into the HAM 3.6? Or work in this area is continuing?
PS Personally, I do a new "AI_test" like. Good job!
Re: HAM 3.6 Beta - RELEASED[message #245946] Tue, 02 March 2010 22:49 Go to previous messageGo to next message
lockie

 
Messages:3832
Registered:February 2006
Location: Scotland
Quote:
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 ? :scan:


Re: HAM 3.6 Alpha v7 - RELEASED[message #245973] Wed, 03 March 2010 01:59 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
HLTV
dbb's exe reduces night time visual range to 1/3 of day time


is it possible to make an externalize variable for that?
Re: HAM 3.6 Alpha v7 - RELEASED[message #245979] Wed, 03 March 2010 03:27 Go to previous messageGo to next message
Headrock

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

Quote:
"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.

Quote:
Quote:
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.


Re: HAM 3.6 Alpha v7 - RELEASED[message #246033] Wed, 03 March 2010 13:41 Go to previous messageGo to next message
Kaerar

 
Messages:2045
Registered:January 2003
Location: Australia :D
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...


Re: HAM 3.6 Alpha v7 - RELEASED[message #246036] Wed, 03 March 2010 13:46 Go to previous messageGo to next message
Faithless

 
Messages:442
Registered:October 2009
Location: The safe end of the barre...
For the NIV that would generate shitloads of new XML's, though.
Re: HAM 3.6 Alpha v7 - RELEASED[message #246039] Wed, 03 March 2010 13:52 Go to previous messageGo to next message
Kaerar

 
Messages:2045
Registered:January 2003
Location: Australia :D
Yes but only because the NIV slots are hardcoded. It would be better to have an XMLised version which can be dynamic Smile


Re: HAM 3.6 Alpha v7 - RELEASED[message #246087] Wed, 03 March 2010 22:40 Go to previous messageGo to next message
Meowmers

 
Messages:13
Registered:October 2005
Location: New York

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.
Re: HAM 3.6 Alpha v7 - RELEASED[message #246088] Wed, 03 March 2010 22:43 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
Don't forget that facilities can be placed outside cities, where there is no loyalty.


Re: HAM 3.6 Full - RELEASED[message #246114] Thu, 04 March 2010 07:03 Go to previous messageGo to next message
olol

 
Messages:28
Registered:March 2009
A BUG:


AUTO RESOLVE AND DEAD


http://i49.tinypic.com/2eusy8n.jpg
Re: HAM 3.6 Full - RELEASED[message #246128] Thu, 04 March 2010 11:28 Go to previous messageGo to next message
Sot

 
Messages:86
Registered:April 2009
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)?
Re: HAM 3.6 Full - RELEASED[message #246139] Thu, 04 March 2010 14:47 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
LOL Sot, that's actually one of my earliest suggestions.

Hmmmmm I'm not sure I have the expertise required for something like that. But I'll give it a try.

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.


Re: HAM 3.6 Full - RELEASED[message #246149] Thu, 04 March 2010 15:28 Go to previous messageGo to next message
Starwalker

 
Messages:767
Registered:October 2005
Location: Hannover, Germany
Headrock
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.


Re: HAM 3.6 Full - RELEASED[message #246150] Thu, 04 March 2010 15:30 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
The itemclass thing is just a workaround, I'm trying to figure out how mortar shells worked (they are flagged as both AMMO and BOMB, the latter causes impact explosions) so that in the future we can add an XML tag for impact explosions and have them used correctly when throwing.


Re: HAM 3.6 Full - RELEASED[message #246156] Thu, 04 March 2010 16:04 Go to previous messageGo to next message
Sot

 
Messages:86
Registered:April 2009
maybe you misunderstood me ...
I meant only a grenade launcher grenades - they have to explode instantly when hitting the ground, as mortar shells;
but grenades can roll on the ground
Re: HAM 3.6 Full - RELEASED[message #246157] Thu, 04 March 2010 16:06 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
Doesn't matter, try to set the 40mm grenades to ubItemClass 24, then.


Re: HAM 3.6 Full - RELEASED[message #246159] Thu, 04 March 2010 16:16 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
I currently do that for my rifle grenades. 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.
Re: HAM 3.6 Full - RELEASED[message #246162] Thu, 04 March 2010 16:26 Go to previous messageGo to next message
Headrock

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


Re: HAM 3.6 Full - RELEASED[message #246184] Thu, 04 March 2010 22:46 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Quote:
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.
Re: HAM 3.6 Full - RELEASED[message #246273] Sat, 06 March 2010 05:17 Go to previous messageGo to next message
Minty

 
Messages:112
Registered:July 2009
Location: UK
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.
Re: HAM 3.6 Full - RELEASED[message #246275] Sat, 06 March 2010 06:08 Go to previous messageGo to next message
Headrock

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


True. It's a very curious issue you're describing. I'll keep an eye out for opportunities to recreate it though. They start on dry land, right? All bunched up? And then some get completely stuck no matter how many times you tell the group to cross the river?


Re: HAM 3.6 Full - RELEASED[message #246278] Sat, 06 March 2010 08:49 Go to previous messageGo to next message
Minty

 
Messages:112
Registered:July 2009
Location: UK
Exactly so, Headrock. Start bunched up, on dry land, then go into the normal line as pathfinding dictates. First couple cross normally, and the rest (I've only tried it with four mercs so far) stop either at the water's edge, or waist-deep, and are completely unresponsive, till I select them individually, order them to back off, then re-issue the cross-order.

Possibly related, I've had a similar thing happen with wall-jumps, but only if they approach the wall from a distance, and at an oblique angle. Most noticeable with barbed wire fences with traffic-barriers at the end.
Re: HAM 3.6 Full - RELEASED[message #246347] Sun, 07 March 2010 07:06 Go to previous messageGo to next message
Deane

 
Messages:62
Registered:January 2010
That bug shouldnt be HAM 3.6 specific tho.. as I'm facing similar bug several times.. and I'm using STOMP(+HAM3.5)
Re: HAM 3.6 Full - RELEASED[message #246355] Sun, 07 March 2010 10:08 Go to previous messageGo to next message
Faithless

 
Messages:442
Registered:October 2009
Location: The safe end of the barre...
Good then it's not the AI changes, or bad, since we don't know where the hell it may be coming from then Smile
Re: HAM 3.6 Full - RELEASED[message #246370] Sun, 07 March 2010 17:38 Go to previous messageGo to next message
Sot

 
Messages:86
Registered:April 2009
It has long wanted to ask a competent person Smile
to Headrock
there any hope to see in the new version of the HAM firing bursts with two hands?
Re: HAM 3.6 Full - RELEASED[message #246376] Sun, 07 March 2010 18:24 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
That would be pretty difficult to do. I might be able to do it someday, but it'll take a ton of work.


Re: HAM 3.6 Full - RELEASED[message #246394] Sun, 07 March 2010 20:52 Go to previous messageGo to next message
Ion_Flux

 
Messages:5
Registered:August 2007
Thanks for all of your work Headrock. I'm looking forward to playing with your additions, but I'm having some major problems right now.

1. The Drassen counterattack is happening despite the .ini setting being set to FALSE

2. Mickey opens fire on my mercs during the counterattack in the Drassen mine sector. Seems to happen at random.

3. Seemingly at random, the saved games load with the much of the interface blacked out and I'm unable to interact with the game. I'll post a screenshot the next time it happens.

Thanks man!

Re: HAM 3.6 Full - RELEASED[message #246395] Sun, 07 March 2010 21:05 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
If the drassen counterattack always happens, it may be that you're editing the wrong INI file or somesuch.

Problem #2 is known, still trying to solve it.

Problem #3 is completely new to me.


Re: HAM 3.6 Full - RELEASED[message #246396] Sun, 07 March 2010 21:20 Go to previous messageGo to next message
Sot

 
Messages:86
Registered:April 2009
to Headrock
One tricky question Smile
I already asked in this forum: Is it possible to increase the number of mercenaries in the detachment from 6 to 10 ... Answer: Wildfire is done, but here no one knows how Sad
Maybe you still know? Smile Have you thought to do this?

[Updated on: Sun, 07 March 2010 21:21] by Moderator

Re: HAM 3.6 Full - RELEASED[message #246397] Sun, 07 March 2010 21:21 Go to previous messageGo to previous message
Ion_Flux

 
Messages:5
Registered:August 2007
Headrock
Problem #3 is completely new to me.


Here's a screenie:

http://img716.imageshack.us/img716/8238/interfaceloss.jpg

[Updated on: Sun, 07 March 2010 21:23] by Moderator

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