Home » MODDING HQ 1.13 » v1.13 General Development Talk » HAM SVN
Re: HAM SVN[message #257418] Sun, 25 July 2010 00:25 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I don't want to play with neither AIM nor IoV. There are too many items in these mods especially merges which I don't need in NAS.

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Lieutenant
Re: HAM SVN[message #257419] Sun, 25 July 2010 00:31 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Then you don't get the maps either, unless you hook the item ID's to existing similair items ^^

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Master Sergeant
Re: HAM SVN[message #257421] Sun, 25 July 2010 00:42 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Yeah, I will have to stick to the old WF 6.06 international version then because that one didn't feature "foreign" item IDs.

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Lieutenant
Re: HAM SVN[message #257866] Thu, 29 July 2010 13:28 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Headrock, I really hate it when Tony steps out a bit and won't return in a week. Is it possible to give a switch into the .ini what with we can decide if Tony never goes out?

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Staff Sergeant
Re: HAM SVN[message #257867] Thu, 29 July 2010 14:01 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
You mean something like this? -> http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=257177#Post257177
Razz

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Lieutenant
Re: HAM SVN[message #257870] Thu, 29 July 2010 14:43 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Hell yes!
But I'm not a geek, what to do with this code? Need to insert into the .ini editor, or are there any updated files?

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Staff Sergeant
Re: HAM SVN[message #257871] Thu, 29 July 2010 15:08 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Most of it is part of the source code. Sandro implemented this in STOMP but I doubt that he released a new exe after it. So you'll have to wait until he merges his code with the developer tree and a new public release is made from that. Sorry.

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Lieutenant
Re: HAM SVN[message #257872] Thu, 29 July 2010 15:12 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
No problem, I can wait. Thank you!

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Staff Sergeant
Re: HAM SVN[message #260369] Mon, 23 August 2010 17:03 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
Would it be possible to merge together like two 9mm x 19mm 30 round magazines with duct tape and slap one of the mags to a 9mm gun, and when the first clip is empty, the second clip reload would cost like -50% less APs than just normally grabbin' a fresh mag from battle vest, leg rig etc. ?

[Updated on: Mon, 23 August 2010 17:04] by Moderator

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Staff Sergeant
Re: HAM SVN[message #260372] Mon, 23 August 2010 17:31 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
I'm hoping to make that happen once I get ammo to work as an attachment to a gun.

It's scheduled for future HAM releases, possibly 4.1 or 4.2.

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Sergeant Major

Re: HAM SVN[message #260683] Fri, 27 August 2010 00:47 Go to previous messageGo to next message
Riiccia is currently offline Riiccia

 
Messages:43
Registered:December 2009
Location: Finland
I'm not really sure where to post this, but I hope this comes even close Smile

First of all, thanks to Headrock for all the cool modifications. Keeping the game as it is (except maybe for mobile militia), and adding something that should have been there from the beginning (suppression). I really like the new features and the way even a monkey like me can edit them easily.

The problem is: facilities. I really hate them. And can't figure out a easy way to get back to vanilla ones. I would be really happy with a few of them, distinquishing each town from other. But hiring a guy for 5 k a day, and then make him carry crates at the airport, his health dropping due to jet fumes. Come on, you gotta be kidding me.

So, how to "fix" this. I hope I don't seem too harsh, I really admire all the hard work put into this. Thanks for making the best game playable over and over again after all these years.

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Corporal
Re: HAM SVN[message #260688] Fri, 27 August 2010 01:22 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Keeping the game as it is (except maybe for mobile militia)


LOL, it was there when I started, I just made it better ^^

Quote:
The problem is: facilities.


The thing is I made facilities so that modders could use them for all sorts of cool things. I'm not really a modder, in the sense that writing new content for the game isn't something I'm good at. So it's not surprising that the facilities I made for HAM and 1.13 aren't very good. Unfortunately, apparently very few modders have actually replaced my "demo" facilities with anything that's balanced or useful... Though I do still think that some of these facilities are very very helpful, while admittedly others are pointless. And yeah, part of the point in JA2 is figuring out what to do and what not to do, so if carrying crates at the airport isn't for you, no one is forcing you to do it. Unless you've installed the HAM Settings Package, no facility will "impose" any damage or difficulty on you just for being in the same sector (this is called an "Ambient" effect), so there's really no point to removing them.

If you still want to remove them, that's actually simple. You need to go to the TableData folder, and edit FacilityTypes.XML. Write down the index numbers of each facility you don't like (their names are listed, so it's not hard finding any specific ones). Close the file, and edit Facilities.XML - remove every entry that refers to those numbers you wrote down. That basically removes those facilities from the game.

Alternately, you could edit FacilityTypes.XML and change the facilities you don't like so that they do what you think they should do. Learning this is somewhat more complicated, of course. If you do that, and come up with good results, please tell us what you changed. Again, there's a good chance it'll be better than the "Demo" ones I created.

Two things to note:
A) Make backups!!!!!!! If you make a bad edit, you could cause the game to become unloadable.
B) Find out which data folder your game is using before you begin. If you're plaing Vanilla 1.13, the XMLs you need will be in DATA-1.13\TableData\Map. If you're using the "FULL" HAM Settings Package, they'll be in DATA-HAM\TableData\Map. Other mods may have their own folders for this. The best way to test it is to simply remove a facility, load a game, and see if it has disappeared from where it was. If it's still there, you're editing the wrong file. And again, make backups before doing this.

If you run into specific problems, let me know.

Quote:
And can't figure out a easy way to get back to vanilla ones.


On this point, the only facility existing in "Vanilla" 1.13 before HAM facilities were enabled was the shooting range at Alma. There were NO other facilities at all. So going "back" to the old style means deleting every facility except that one.
However, please note that if you want to train militia, you need to keep the A.C.A buildings in the game, or that facility called "Legacy Militia" or something like that. Without them, training militia is impossible, so leave them in. In the vanilla 1.13 download, the "Legacy Militia" facilities work in a way that they don't actually appear as facilities in the game, they just make sure you can train militia where you should. So if you're using the vanilla, leave those as they are. If you're using HAM Full... well it's a little trickier, but I could explain how to do it.

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Sergeant Major

Re: HAM SVN[message #260690] Fri, 27 August 2010 01:31 Go to previous messageGo to next message
Riiccia is currently offline Riiccia

 
Messages:43
Registered:December 2009
Location: Finland
Thank you for the quick and helpful answer! My plan was to start new game with my old 1.13, maybe tweak it a little so defending would not be that easy. Then I found out about the militia support costs and I knew this was for me. So there I was, tweaking the game for SEVERAL hours instead of playing it.

I used the single click installer, so no ambient (like airport health loss)? I'd still like the marksmanship training bonus for gun range, all the vanilla ones. Are they included if I dont use facilities? My guess is not.

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Corporal
Re: HAM SVN[message #260696] Fri, 27 August 2010 02:27 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
I'd still like the marksmanship training bonus for gun range, all the vanilla ones. Are they included if I dont use facilities? My guess is not.


I don't understand the question. If you used the single-click installer, then you've got all the "basic" style facilities added by HAM 3.6, including things like, I think, staffing mines and bonuses for doctoring at the hospital in Cambria, and so forth. None of them HAVE to be used, and none of them have a damaging ambient effect. If you want to remove them anyway, you need to follow my above explanations and remove all but the Alma Gun Range and the Legacy Training Facilities.

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Sergeant Major

Re: HAM SVN[message #260740] Fri, 27 August 2010 15:12 Go to previous messageGo to next message
Riiccia is currently offline Riiccia

 
Messages:43
Registered:December 2009
Location: Finland
Ok, excuse me for being unclear. What I don't want is airport health loss. What I do want is when I assign my mercs to do marksmanship teaching/training in Alma gun range (and med in Cambria, rep speed increase in Grumm), is that I get the normal training bonus without touching the facility button (like in the vanilla JA2). Isn't this considered ambient?

But ok, if they don't have any effects unless facility button is touched, then I'm fine. I wont just use them, and clear them when I have the time. But I assume the vanilla ones don't work either then?

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Corporal
Re: HAM SVN[message #260749] Fri, 27 August 2010 18:29 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
Headrock says "I'm not a modder" HAHAHAHAHA! THE JOKE OF THIS MILLENNIUM

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Sergeant
Re: HAM SVN[message #260759] Fri, 27 August 2010 21:14 Go to previous messageGo to next message
Riiccia is currently offline Riiccia

 
Messages:43
Registered:December 2009
Location: Finland
Ok guys, this is the last time I am going to disturb you Very Happy Did some research on editing the facilities, and I found this example:




1
Gun Range
25



2
Factory
25
50


3
Hospital
25
25
90




So, if I delete the content in the current facilitytypes.xml and replace it with this text, does it mean that I have only the "vanilla" type facilities? Of course I have to place these on the map in the facilities.xml file but that shouldn't be a problem.

If this is correct then I can finally play and thank you very much!

(I have HAM 3.6, hope this stuff is not different from it Sad )

[Updated on: Fri, 27 August 2010 21:17] by Moderator

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Corporal
Re: HAM SVN[message #260811] Sat, 28 August 2010 01:56 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
What I do want is when I assign my mercs to do marksmanship teaching/training in Alma gun range (and med in Cambria, rep speed increase in Grumm), is that I get the normal training bonus without touching the facility button (like in the vanilla JA2). Isn't this considered ambient?


No. An ambient effect applies to ALL mercs in the sector, regardless of what they are doing.

What you requested is no longer possible, because to give the effect you want (bonus to training without actually selecting a "training" assignment at the facility) the gun range would have to be hard-coded into the game. While it may be a little simpler in game-terms, it is not moddable, not flexible, and in general less desirable. The idea is that you can do normal training in the sector, or "enhanced" training at the facility. In other words you have a choice.

Quote:
But ok, if they don't have any effects unless facility button is touched, then I'm fine.


Should be that way, in the vanilla 1.13 installation.

Quote:
Headrock says "I'm not a modder" HAHAHAHAHA! THE JOKE OF THIS MILLENNIUM


Certainly not in the conventional sense of the word. A modder uses the existing infrastructure of the game to create new content. That is, by replacing externalized content like graphics, models, sounds, even scripts. I do not do any of this - I create new infrastructure for others to use, on top of the existing one. If anything, I am a hacker.

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Sergeant Major

Re: HAM SVN[message #260812] Sat, 28 August 2010 02:00 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
So, if I delete the content in the current facilitytypes.xml and replace it with this text, does it mean that I have only the "vanilla" type facilities? Of course I have to place these on the map in the facilities.xml file but that shouldn't be a problem.


No, if you did this your facilities will not work at all. This text belongs to the obsolete HAM 3.5 format, and is not suitable for your installation.

Also, the hospital and factory are not "vanilla" facilities, they were added in HAM 3.4.

I'm a little preoccupied right now so I can't generate a better xml for you to use... Maybe someone else will?

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Sergeant Major

Re: HAM SVN[message #261088] Mon, 30 August 2010 20:50 Go to previous messageGo to next message
RandomOracle is currently offline RandomOracle

 
Messages:19
Registered:October 2009
Not sure if this right place for this, but here goes:

Why does the HAM settings package change the STRENGTH_TO_LIFT_HALF_KILO variable in the ini to 1.2? This means that it's harder to carry equipment than with the default 1.0. Incidentally, the description of the ini line seems to be wrong:

Quote:

; This value controls the amount of STRENGTH points required to comfortably lift 0.5 kilograms (1 lb.)
; At the default value (1.0), the character can comfortably lift 0.5kg for each point of STRENGTH he has.
; At 2.0, characters can comfortably carry twice as much with the same amount of strength.


In truth, raising this value makes it harder to carry stuff, whereas lowering it has the opposite effect, as the variable name implies. I don't remember if this is a default 1.13 variable or if it was introduced by HAM.

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Private
Re: HAM SVN[message #261097] Mon, 30 August 2010 22:20 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
HAM settings package is something Headrock likes to play with, as far as I know. If you don't like his values you are free to change them.

But you are right about the description. This should be corrected although the variable name says it all.

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Lieutenant
Re: HAM SVN[message #261116] Tue, 31 August 2010 01:43 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
It's not a default variable, I introduced it. (it was previously a hard-coded constant)

It's set to 1.2 in the settings package because, as Surfer said, that's how I think it should be. Actually, I play with 1.5 and not a point less. I think mercs can carry too much heavy equipment as it is. I made this variable in order to INCREASE it. :taskmaster:

As to the description - you're right, the last line (and only the last line) is wrong.

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Sergeant Major

Re: HAM SVN[message #261136] Tue, 31 August 2010 08:20 Go to previous messageGo to next message
RandomOracle is currently offline RandomOracle

 
Messages:19
Registered:October 2009
OK, thanks for the information. And thanks once again for this wonderful mod!

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Private
Re: HAM SVN[message #261367] Thu, 02 September 2010 17:36 Go to previous messageGo to next message
Animus is currently offline Animus
Messages:2
Registered:January 2010
Location: Australia
This might help people it might not.
(TaoCheng's many issues partly why i write this, some want the modz but not the vfs hassle)
Because im staying up to date with AIM+NAS and running 3.6a HAM with my non-vfs setup.

Currently im Running the following error free.
JA2.1.1.3-SVN - Into Fresh Directory, Then Merged with Vanilla JA2 (This SVN includes HAM 3.6 merged this year )
WF.6.06 - Merged into Data, data 1.13
STOMP 1.2 - Merged into Data 1.1.3
Added SANDRO's STOMP 3578 build 1.2.exe
Added AIM-NAS v8 Smeagols upload yesterday.
Added Smeagols
Movement Costs,Facilites, Facility types, Merc Starting Gear.


Notes
SVN is easy to use and you always have access to fresh 1.1.3 files if you make a mistake.
Also as Headrock said
Quote:
Two things to note:
A) Make backups!!!!!!! If you make a bad edit, you could cause the game to become unloadable.
B) Find out which data folder your game is using before you begin. If you're plaing Vanilla 1.13, the XMLs you need will be in DATA-1.13\TableData


This setup Combind's some of the current Modz and all your XML's will be in /DATA1.13
You carn't uninstall modz or edit modz easily and unless you know what your doing with this setup
If that sounds like you, best learn how to run a VFS setup.
Installing AIM-NAS updates are as simple as dropping all files into your DATA1.13 directory.
(BACKUP YOUR JA2OPTIONS.INI files in your DATA1.13 Directory and your TABLE data XML's before you do)

- Easiest way to have everything up to date i think
- Vfs is more modular but tricky for some.

(Also good idea to have an idea of your XML's, where they came from and what data they where uploaded, to make sure you have the latest.)

Everything works, Facilities give thier bonus's HAM setting all works. ( of course Smeagol hasn't finished every gun with AIM-NAS 8 yet. )

What im wondering is if anyone has got a more advanced HAM to work flawlessly with STOMP,AIM-NAS,WF 6.06 combo or should i stick to this?


Of course all praise to Headrock, Karaer, Smeagol and hope this helps someone.

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Civilian
Re: HAM SVN[message #261375] Thu, 02 September 2010 18:43 Go to previous messageGo to next message
Riiccia is currently offline Riiccia

 
Messages:43
Registered:December 2009
Location: Finland
Ok, actually the facilities aren't so bad. Only thing I miss is that it would be nice to receive a teaching bonus also, not just training bonus.

Why cannot I change the mobile militia percentages freely? I can also set number of elites (and also this does not work, but I have elites of from normal militia training). I can't set the number of regulars, it shows only the permanent 30 %. I have 3.6 quick installer (that version that did not have shooting range in Alma by default).

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Corporal
Re: HAM SVN[message #261385] Thu, 02 September 2010 19:56 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Only thing I miss is that it would be nice to receive a teaching bonus also, not just training bonus.


There's a teaching AND taught-by-other bonus available, they both work in the HAM Setting Package version, but I think I removed them for the vanilla 1.13. If you learn the Facility Types XML format, you could add them back in.

Quote:
Why cannot I change the mobile militia percentages freely? I can also set number of elites (and also this does not work, but I have elites of from normal militia training).


You need to turn off one of the INI settings, "LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY". Then, the percentages will work.

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Sergeant Major

Re: HAM SVN[message #261468] Fri, 03 September 2010 12:25 Go to previous messageGo to next message
Riiccia is currently offline Riiccia

 
Messages:43
Registered:December 2009
Location: Finland
No they won't. But now I turned it on, so that militia training would be a bit more difficult and so that leadership would be a more useful skill. Now with suppression (I think it is used with LVL?) it is MUCH more important which is very nice.

God I love this game (especially now).

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Corporal
Re: HAM SVN[message #261601] Sat, 04 September 2010 23:50 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Welp, today I made a second attempt to make nightvision goggles color the area around the merc in green.

Unfortunately, this failed again. I can color the entire tactical display green, but can't create two separate color levels (normal/green) to be used depending on the character's equipped gear.

The bottom line is, unless a good programmer comes along who'll be willing to mess with the internal workings of the palette and tile system, this will be impossible.

At least that's one item off my long, long list of things to do.

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Sergeant Major

Re: HAM SVN[message #261644] Sun, 05 September 2010 14:33 Go to previous messageGo to next message
Riiccia is currently offline Riiccia

 
Messages:43
Registered:December 2009
Location: Finland
Is it normal that I cannot change the dynamic aiming level restrictions to true? I have HAM 3.6. The menu doesn't have a "new value" bar and the default is false Sad I would really like this setting. I just turned on the "restrict aiming levels beyond 4 to sniper rifles" from ingame menu, but this only makes sniper rifles have extra levels, but still my merc can shoot with short range assault rifle with no attachments and aim with 4 levels.

[Updated on: Sun, 05 September 2010 14:55] by Moderator

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Corporal
Re: HAM SVN[message #261647] Sun, 05 September 2010 16:09 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
There are several settings to configure this. In current exe versions there are two options in JA2_Options.ini.

ALLOW_EXTRA_AIM_LEVELS
and
DYNAMIC_AIMING_LIMITS

The first one has to be set to "TRUE" in order for the second one to have any effect. That's what the description says. In order to have full effect both settings have to be set to "TRUE".

IIRC the first option was in the ingame menu in older exe versions.

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Lieutenant
Re: HAM SVN[message #261649] Sun, 05 September 2010 16:14 Go to previous messageGo to next message
Riiccia is currently offline Riiccia

 
Messages:43
Registered:December 2009
Location: Finland
ALLOW_EXTRA_AIM_LEVELS? It doesn't exist in my file WTF

And I turned it on ingame. Still cant set the dynamic aiming levels to true

[Updated on: Sun, 05 September 2010 16:20] by Moderator

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Corporal
Re: HAM SVN[message #261653] Sun, 05 September 2010 16:32 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
There's an INI setting... Don't remember the name right now (look for "DYNAMIC" in JA2_Options.INI). Set to TRUE. Also enable the menu option like you did.

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Sergeant Major

Re: HAM SVN[message #261655] Sun, 05 September 2010 16:38 Go to previous messageGo to next message
Riiccia is currently offline Riiccia

 
Messages:43
Registered:December 2009
Location: Finland
DYNAMIC_AIMING_LIMITS? Yes I know, and I set "restrict extra aiming levels" on ingame, but the first one is false and I cannot change it Sad

Description reads: "missing data type". Is it broken or smth?

[Updated on: Sun, 05 September 2010 16:38] by Moderator

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Corporal
Re: HAM SVN[message #261657] Sun, 05 September 2010 16:49 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Missing data type? Are you editing JA2_Options.INI with the XML editor? Perhaps there's something wrong with the editor configuration...

Try editing it by hand (set the value to TRUE). See if that helps. I'll have a look at the editor configuration.

[EDIT: Yup, the editor is misconfigured. I'll send a fix to RoWa]

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Sergeant Major

Re: HAM SVN[message #261660] Sun, 05 September 2010 16:58 Go to previous messageGo to next message
Riiccia is currently offline Riiccia

 
Messages:43
Registered:December 2009
Location: Finland
It worked manually. Thx again a lot Smile By the way I think the percentage of elite/normal/green is broken too? I use the setting where it depends on leadership so it does not concern me, but if you would like to fix it anyway?

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Corporal
Re: HAM SVN[message #261661] Sun, 05 September 2010 16:59 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
What exactly is the issue?

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Sergeant Major

Re: HAM SVN[message #261675] Sun, 05 September 2010 19:33 Go to previous messageGo to next message
Riiccia is currently offline Riiccia

 
Messages:43
Registered:December 2009
Location: Finland
There is not a setting for green percentage. Ok, this is fine since you can change the percentage of elites and regulars. Except you cannot change regulars. I think it also read "missing property description" and you could not change it.

And by this I mean the training of mobile militia. Anyways I use the leadership based. Makes it more important skill. By the way, does leadership affect suppression "resistance" or just lvl?

[Updated on: Sun, 05 September 2010 19:37] by Moderator

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Corporal
Re: HAM SVN[message #261684] Sun, 05 September 2010 22:28 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
There is not a setting for green percentage. Ok, this is fine since you can change the percentage of elites and regulars. Except you cannot change regulars. I think it also read "missing property description" and you could not change it.


Changing the Green percentage is done by changing the other two. If they total 40%+10%, then the remainder(50%) will be green.
Of course that is a problem if the Regulars percentage is faulty. Again, please try to edit the file by hand to see if that works. I'll check the editor configuration again when I get home to see if there's a problem in that area.

Quote:
By the way, does leadership affect suppression "resistance" or just lvl?


Leadership DOES affect it. Characters within close proximity to a good "leader" will get a bonus to their suppression tolerate. The bonus diminishes over distance, so the radius at which you get ANY bonus shrinks with less leadership. Also note that it only takes effect if the leader is of higher experience level than the recipient.

There's also the opposite effect: if the leader gets suppressed, the people around him who are of lower level than he is will become less tolerant to suppression. So getting your leader pinned down will create a "zone" of lower tolerance around him.

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Sergeant Major

Re: HAM SVN[message #262280] Sat, 11 September 2010 23:29 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Just on the verge of the HAM 4.0 Alpha release, I've finished adding a cool new feature that will be a great blessing to anyone using the 1.13 Beta:

It is now possible to save the New Game settings to a file, and reload them on demand (in the New Game screen). This will cut down work for those of us who restart games often and hate changing all those (dozen) settings over and over again to suit their taste.

You can set the settings as you want them, and then click the "Save Defaults" button. A file is created in the user profile folder.

Whenever you open the New Game screen, the settings are loaded and used to setup all the buttons. You can also click the "Load Defaults" button to have the program load them again - in case you changed some and want a quick way to return to your defaults.

This feature is now part of HAM 4.0, and will be part of the Alpha release... which is a few hours from now. Very Happy Very Happy Very Happy

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Sergeant Major

Re: HAM SVN[message #262281] Sat, 11 September 2010 23:30 Go to previous messageGo to previous message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
:ok:

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Captain
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