Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » HAM 3.6 Full - RELEASED
HAM 3.6 Full - RELEASED[message #243620]
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Tue, 09 February 2010 14:51
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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HAM 3.6 Full has been RELEASED
HAM 3.6 has been successfully merged with JA2 1.13. It is now available in the 1.13 SVN download, and does not require a separate download! Yay!
However, the 1.13 download has most HAM settings deactivated or at least nerfed down by default. This is done to avoid confusing new players, and to avoid altering the vanilla JA2 by more than is absolutely necessary.
For that reason, I am proud to present the HAM 3.6 Settings Package!
This package contains nothing more than a few files required to activate HAM 3.6 to the max, by installing it on top of JA2 1.13 build 1208 or higher.
DOWNLOAD HAM 3.6 Settings Package
DOWNLOAD HAM 3.6 Settings Package (old)
- Suitable for:
- Single Click Installer build 1210 or lower.
- Any installation of build 1212 or lower.
Installation instructions are INSIDE THE ZIP FILE. The HAM 3.6 Settings Package is far easier to install than any HAM version released to date!
The HAM 3.6 package contains the following:
- JA2_Options.INI, pre-tweaked to enable ALL HAM features to date, fully optimized to give you the full HAM experience.
- Facilities.XML and FacilityTypes.XML with all 19 HAM facilities enabled! This includes militia training restrictions, risks and operation costs, and a whole lot of mayhem that isn't available in the 1.13 download.
- A VFS file that enables switching the HAM 3.6 Settings Package on and off with ease.
- A READ ME file with all the necessary instructions. Easy to read, easy to use, that's our motto. Well, no, but still.
HAM 3.6 General Information
For new players, here is (again) the list of features of HAM 3.6. Some instructions for those features can be found on the HAM Wiki Features Page.
Major Features
- Facility system upgraded
- Facilities have been completely upgraded, and are now an extremely powerful tool both for modders and players. Facilities are static sector features that bestow a certain bonus when used. The effects of facilities are extremely diverse, and they can cause all sorts of things to happen. For the most part, facilities boost performance on assignments such as repair or doctor or even resting. However, many facilities provide other effects, like detection of enemy units on the Arulco map, increased mine income, and many many others.
- HAM 3.6 also adds costs and risks associated with facilities. These serve to add yet more complexity to the system, requiring the player to make important decisions about which facilities to use (or not to use) and when. Normally, facilities with great bonuses come at a great cost or risk (or both). Some facilities can make you money, while others are used as a cash sink to improve character skills and/or loyalty in the various cities.
- Facility work is now VOLUNTARY. A new option called "FACILITY" is available in the assignment menu, which will display all facilities that can be operated in the sector, and allows the player to select which assignment to perform at the chosen facility out of the possible options.
- Externalized Bloodcat Locations
- It is now possible for modders to customize bloodcat encounters, something which was completely impossible with 1.13.
- Bloodcat ambushes can be placed anywhere you want on the map (and can all be removed if so desired). It is possible to set the relative danger of encounters based on game difficulty, and alter the placements in the map editor freely.
- It's possible to place "static" bloodcat encounters where a set number of bloodcats appears, just like the Arena sector in Meduna N5. You can decide whether these bloodcats can/can't attack enemies. Each bloodcat killed in this sector will be removed forever and will not appear again.
- It's possible to move the location of the bloodcat lair, and/or add more lairs to the map. Lair sectors can regenerate bloodcats so that over time they will replenish their numbers. If ALL bloodcats in the lair are killed, then they will never respawn there again. Please note that there must exist at least ONE lair, which is used for Auntie's quest.
- PROFEX - XMLized Profiles
- An XML file now replaces PROF.DAT. You can edit the XML by hand in notepad, so you don't need to rely on PROEDIT anymore.
- With PROFEX it is possible to edit merc opinions about each other. Previously (with PROEDIT) it was only possible to VIEW these opinions but not change them.
- You can turn the XML on and off, to decide for yourself whether you want to use PROF.DAT or the new XMLs.
- PROFEX can be used to convert PROF.DAT into XML format.
- Militia Upkeep Costs
- It is now possible to set daily upkeep costs per militia. You can set a different payment rate for each "class" of militia (green/regular/elite) and separately for garrisons and mobiles.
- The money is automatically deducted from your account at the end of the day. If you cannot afford to pay the entire amount, some of your militia will automatically disband.
Minor Features
- Customizable Sector Names
- Allows modders to change sector names using an XML. This will replace the generic names (like "Woods", "Cambria", "SAM Site", etc.) with whatever you choose. Any sector that does not have a name defined in the XML will show its original generic name, so this is completely optional.
- The XML allows setting different names when the sector is explored and not explored.
- Daily Expenses window
- This window appears just underneath the "Daily Income" window on your strategic screen. It shows the daily cost of any facilities you are using, but depending on an INI setting can also show the projected daily cost for all mercs on your team.
- Separate Mobile Militia Training Assignment
- It is no longer necessary to fill an entire town with Elites (or Regulars if Elites are turned off) to train Mobile Militia. You can select Mobile Militia training from the assignment menu separately, once the town is full of at least Green militia. This allows focusing on Mobile Militia when necessary, before completing garrison militia training. The assignment appears in the training menu just below the normal militia training option.
- Mobile Militia training works completely separately from Garrison Militia training. If one character is training Mobiles and the other is training Garrison, the two do not "assist" one another, but are actually performing two completely separate jobs. You can even see a separate "training progress" percentage when you bring up the sector info box (right-click the sector).
- Having this as a separate assignment allows the game to check whether there's room for Mobile Militia around the city at all. If there isn't enough room, training cannot be initiated. This is mainly for avoiding issues where Mobile training is wasted due to lack of space.
- Wider Message Log
- The message log on the Strategic Screen will now stretch as far as possible to allow longer messages to appear without wrapping. The Balance/Income/Expenses window has been moved as far right as possible, and is now next to the laptop button. This works in all resolutions, although there's really no difference in 640x480 mode.
- Updated Smart Militia Generator
- The Mobile Militia Generator is now smart enough to place new mobile groups in the most suitable location, minimizing the possibility of wasting part of a training session by placing new mobiles in a sector that doesn't have enough room for all of them. It will now prefer placing new mobiles in emptier sectors if they are available.
- Level Progress Bars
- In the character's information panel (Strategic and Tactical), under the attribute/skill level scores, you can see a colored bar that shows the current progress towards the next level.
- INI Settings allow changing the color of these bars, using R/G/B.
- A preferences menu option allows turning the bars on and off as you please.
- A progress bar will now also appear in the merc's assignment field when training militia or being trained in a skill. This will show how far the merc is towards completing the assignment or gaining another stat level.
- Multi-color Message Log
- Messages in the message log are no longer only yellow and white. For now, merc arrival messages are green, and attribute/skill loss is shown in red.
- Militia Place Blue Flags
- If a militia person manages to spot a mine, they will automatically place down a blue flag. Note that they make the same skill check as mercs do, so don't count on them to scout out a minefield without casualties.
- Militia "Pick-up" Messages
- If a militia person picks up an item, a message will let you know which item was picked up.
- More Messages in Tactical Mode
- An INI setting allows you to decide how many messages can appear on screen simultaneously in Tactical mode.
- The limit is 36 lines in 1024x768 mode, 26 lines in 800x600 mode, and 20 lines in 640x480 mode. The original JA2 limit was 6 lines... ugh.
- Smarter Mobile Militia Movement
- Mobile Militia are now somewhat smarter about where/when to move. They will do their best to stay in large groups whenever enemies are nearby, and will split up into smaller groups to cover a larger area when the coast is clear. This allows them to maintain a somewhat better defensive spread while not compromising their strength.
- Disband Town Militia
- When viewing town militia (right-click a town sector in militia view mode), you can disband militia by removing them from a sector and clicking the DONE button. A prompt comes up to confirm this. Disbanded militia simply disappear from the map - you are not reimbursed for the money you paid to train them!
- XMLized Uniform Colors
- Using a new XML it is possible to change the default uniform colors for all enemy classes (Admin/Troop/Elite) and all Militia classes (Rookie/Regular/Elite). You choose pant and vest colors separately, out of a large list of options. No need to start a new campaign, although this will only take effect next time a sector is loaded.
- No Forced Massacre of Civilians
- Non-combat civilians will never become hostile towards you. This normally occurs when a civilian is shot or hit by explosives, and forces you to kill a large number of them if you want to pacify the sector. It makes no sense whatsoever.
- With an INI setting, you can turn this silly behavior off. Hurting/killing civilians still makes a huge impact on loyalty, but you can kill JUST ONE if you need to for some reason, without having to kill everyone in the friggin sector.
- This ONLY affects civilians with non-combat bodytypes. Other civvies may still go hostile on your ass.
- Bloodcat Faction Affiliation
- With the new Bloodcat Placement XML, it is now possible for modders to place down bloodcats that are NON-HOSTILE and affiliated with a specific assignment. These bloodcats do not attack anyone. If you attack a faction member, or the bloodcats themselves, the bloodcats (and faction members) will all become hostile.
- Militia Hostility Conditions
- A new INI setting allows you to decide whether militia become hostile when injured by your mercs, when killed by your mercs, or never.
- No Automatic Selection in Forced Real-Time
- A new INI setting disables the game automatically switching between mercs whenever they spot an enemy in real-time mode. This only works with forced real-time (see "ALLOW_REAL_TIME_SNEAK").
- If the spotting triggers turn-based mode for any reason, the spotting character will be selected as normal.
Fixes and Misc. adjustments
- Facility Name List
- When looking at the Sector Info Box (right click a sector on the strategy map), the list of facilities in the sector will show each facility on its own separate line, rather than one next to the other. This solves a problem where the info box was stretched sideways and showed a graphical glitch.
- Also, non-city sectors will now also show a list of facilities if they are present.
- Message Log Refresh
- In NIV, when the inventory is open, the messages in the message log window disappeared. This has now been fixed - the messages are always seen, and will also scroll appropriately if new messages are added while the inventory is open.
- Backpack Exploit Fix
- Much to the chagrin of some people it is no longer possible to avoid movement cost penalties when carrying a backpack in your hands (or, for that matter, anywhere else in your inventory).
- No Static Running
- Previously, characters who were in the running state at the end of their turn would remain in that state indefinitely, losing breath every turn. This has been fixed, mainly by automatically stopping the character if he/she is in a running state but hasn't moved at all for an entire turn.
- This fix is included in recent versions of 1.13.
- Crash in Bobby Ray's
- An old HAM bug caused a crash when using the Possible Attachments list in Bobby Ray's with mods like DBB or Alpha Item Mod that increase the number of attachments considerably. FIXED, finally.
- Two bugs in the San-Mona Boxing Competition
- HAM solves two long-standing issues with the San-Mona boxing arena. Firstly, Darren will no longer "forget" to pay you if your merc exits the ring AFTER the opponent exits it. Secondly, opponents will no longer stay in the ring after a fight.
And, of course, includes all features from HAM 1, HAM 2, and HAM 3.0 through HAM 3.5! There are so many it would take a week to list them all! Visit the HAM Wiki for more information and instructions on each and every feature that HAM has to offer.
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Re: HAM 3.6 Alpha v7 - RELEASED[message #243677]
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Wed, 10 February 2010 01:03
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Faithless |
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Messages:439
Registered:October 2009 Location: The safe end of the barre... |
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Well just installed it. Found a setting I dont know what to do about though.
Actually it's one from 3.5:
I know this one caps the CTH depending on the range, but how?
RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 3
I like the militia upkeep cost.
I used to just turn mobile militia off because you could just keep training them infinitely.
Can't really give more feedback than that before playing some anyway ^^
Edith: Oh, also, is that cover system bug still in this version?
[Updated on: Wed, 10 February 2010 01:09] by Moderator Report message to a moderator
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Master Sergeant
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Re: HAM 3.6 Alpha v7 - RELEASED[message #243682]
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Wed, 10 February 2010 01:52
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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Quote:I know this one caps the CTH depending on the range, but how?
RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 3
The calculation is ridiculously complex, sorry.
The best way to see if this is set correctly is to get some Tracer Bullets in the game and try to use them. If you find that long autofire volleys are way too accurate, increase the value. If you think Tracers should make you more accurate, decrease the value.
And, of course, let me know which value you liked.
Quote:I used to just turn mobile militia off because you could just keep training them infinitely.
It's why I made this setting. It becomes a tradeoff of "one more merc" vs. "a team of elite militia". It's a hard choice, especially in HAM where both these options are equally important. Actually, some would say that a team of 20 blueshirts are much better than a single merc - given the amount of firepower they add.
Quote:Edith: Oh, also, is that cover system bug still in this version?
No, because the new cover system isn't in HAM at all. That feature was was introduced into 1.13 after HAM 3.6 was created, and I have not updated HAM to that standard yet. I am actually avoiding upgrading HAM because of peoples' reaction to that bug.
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Re: HAM 3.6 Alpha v7 - RELEASED[message #243793]
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Wed, 10 February 2010 21:44
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@Headrock
For all of your dedication and hard work over the years, making 1.13 THAT MUCH BETTER! I decided to start a clothing company to sell to all of your fans here at Bear's Pit Forums. For all of those interested in the merchandise, this hooded sweatshirt is 100% cotton and comes in: small, medium, large, x-large, and xx-large. It will be available for purchase for $19.99 as of 2-15-10. Get your LIMITED EDITION Headrock hooded sweatshirt NOW!
E-mail your name, billing address, shipping address, telephone number, social security number, and valid VISA or Mastercard number along with valid security code. The first ten customers get a Headrock coffee mug! Don't think! Act Now before they run out!
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Re: HAM 3.6 Alpha v7 - RELEASED[message #243837]
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Thu, 11 February 2010 01:50
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Inukshuk |
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Messages:85
Registered:September 2009 Location: Canada |
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Wow..looking forward to even more. Really does amaze me that this game has such depth that it can be squeezed this way.
The tooltip for facilities will be great. I haven't downloaded and tried it yet since I just saw this new thread.
Now to follow up what I mentioned on the old thread that I've never been able to get "All Mercs at MERC available Day 1" to work, though I've done several installations of 1.13 and HAM 3.5 and 3.6. Well all of those installations used my old CD (1.03 or some such version) patched to 1.06 then 1.13 then HAM.
I recently did another installation in a different directory..using its own .ini editor/launcher and patched to 1.07, which I recently discovered, then 1.13 then the STOMP 1.0 alpha mod, which includes HAM 3.5. And this time the Mercs at MERC were available on the first day. It also seemed to fix the problem with Bobby Ray's 'show all possible attachments' tooltips not appearing. They now do. I don't know why installation works differently, but it might be the 1.07 versus 1.06 patch
One thing that didn't work ever before, and still doesn't, was setting starting cash higher, which I've been fooling around with for trying different combinations of Mercs and difficulty levels. It still didn't make any difference, even when using the STOMP/HAM3.5 installation, for me to set starting cash 5000 higher per level. This really doesn't matter much but I thought I'd include it for completeness' sake.
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Corporal 1st Class
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Re: HAM 3.6 Alpha v7 - RELEASED[message #243862]
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Thu, 11 February 2010 05:23
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Hey hey now.... I refuse to listen to you bash my hero New Joisey!
BTW
Ever heard of Princeton NJ I used to live and work there. Also went to the famous Gunnison beach to gawk at naked goils!
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Re: HAM 3.6 Alpha v7 - RELEASED[message #243951]
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Fri, 12 February 2010 00:33
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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Quote:Hans did actually move when I gave Brenda the tape.
Hmmmm... So you shot her, and killed her? Or shot her without killing her? Did Hans say "step right in" and didn't move, or simply refused to let you in to see Tony?
Quote: I didn't realize that was necessary since each has its own line in the ini..
It's not. It's just important to change the line that refers to the difficulty level you're playing, so changing all four would've made SURE whether the settings worked or not.
Quote:To repeat..this happened with the new installation (with STOMP and HAM 3.5) which before worked fine when I chose both "All mercs at MERC" and "Available Day one" options
So it worked once, then failed to work the other time, with the same exact version installed?
Quote:Perhaps I'm misinterpreting the intent of the option and all it means is that eventually (very eventually no doubt) all the mercs from UB become available, but not early in the game, but that's not how I read it.
I've never used the setting, but from what I understand it should let you hire ANY merc from MERC straight from day one (that is, with both settings on). In other words, something's wrong.
[EDIT: Also, I'm very confused as to the version you're using. Please make it clearer...]
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Re: HAM 3.6 Alpha v7 - RELEASED[message #243957]
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Fri, 12 February 2010 02:04
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Inukshuk |
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Messages:85
Registered:September 2009 Location: Canada |
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The version I used that never worked, with two installations and several new games, using both options selected (ie 'First day' and 'All mercs at MERC') was the SCI from October 2009 or so (the last one before this) with HAM 3.5 and 3.6. Attachment Tooltips at BR didn't work either and the first installation had a few other problems as well. I patched to 1.06 then to 1.13 for all of these. No STOMP had been used, nor any other mod; I fiddled with nothing but the ini editor settings.
The one game that worked properly... but only if both options were chosen for a new game was a new install in a new directory, patched to 1.07 from the CD (no 1.06 step involved) then to 1.13 using the current SCI then STOMP 1.0 (I used the '1.0a' that was briefly available recently then installed over that the newer and possibly different '1.0 alpha', both of which include HAM 3.5. That game began with all the Mercs (Biggins for example) available for hire at the outset. The last new game I started had only "All mercs at MERC" selected but not "MERC opens day one" selected and when the web site opened day 2 or 3, only the usual suspects were hire-able.
Perhaps selecting both options is necessary for the "All Mercs" to work at all.
The reason I care about all this is I like those MERC mercs for their sheer character...not to mention that they play right into my commitment issues, being averse to long term contracts and all .
Again, no big deal if we know about it since we can always select both options if we really want those mercs early, if that's the problem. But let's just say that watching your posts makes me think you'd like to know absolutely everything about how your mod is working....and as I've said more than once, it's much appreciated. If this is too trivial to bother with, or is something only I am experiencing I'm fine with dropping it. You don't need any more work.
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Corporal 1st Class
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Re: HAM 3.6 Alpha v7 - RELEASED[message #243958]
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Fri, 12 February 2010 02:31
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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Quote:Then he said "tony stepped out" and "I've got to take inventory" and stayed put.
Oh well that isn't what I'm looking for, actually. The "NPC movement bug" is when Hans says "Bet you're here to see Tony? He's in the back.", at which point he's supposed to move out of the way, but doesn't move at all. What you're describing ("Tony stepped out") is perfectly normal behavior and should be expected randomly.
If you do encounter a situation where Hans says the correct dialogue but doesn't (or, Does!) move, please report it.
Quote:If this is too trivial to bother with, or is something only I am experiencing I'm fine with dropping it. You don't need any more work.
I'm not sure I can help or whether this is a HAM issue. However, if you ever get to try HAM 3.6 on a properly installed version (I.E. 1.07) let me know how it works out. I assume that both settings can be used together, so what you're describing is rather odd. Of course, since STOMP is involved, that kind of skews things. I can't provide very good support for EXE versions that I didn't make.
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Re: HAM 3.6 Alpha v7 - RELEASED[message #244039]
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Fri, 12 February 2010 18:45
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Faithless |
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Messages:439
Registered:October 2009 Location: The safe end of the barre... |
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HeadrockIf you do encounter a situation where Hans says the correct dialogue but doesn't (or, Does!) move, please report it.
I've never really had Hans say "he's in the back" and stay put. (In any of my games ever)
I'm pretty sure it's still bugged however, cause Hans will never let you in once the first time fails.
Here's a bit more detailed sequence of events:
*shot brenda*
Hans just gives the "oh crap messy" dialogue, then there's supposed to be a second dialogue saying ohwell come on in.
Sometimes he doesn't give that second one, and once he doesn't, he never lets me in anytime after. (tried 20ish times after waiting some time)
When you come back later he doesn't even bother mentioning that tony isn't there.
He just talks about his ambitions, a dialogue that I don't even remember from vanilla.
I'm pretty sure you didn't hear it often at least.
Perhaps it's just 2 different bugs? (or the same, presenting itself differently)
Saved just before talking to Hans, so I can test it all I like
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Master Sergeant
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