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Re: HAM 3.6 Alpha v7 - RELEASED[message #245012]
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Tue, 23 February 2010 00:33
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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WarmSteelOpening doors from a distance... I've heard that somewhere before but I can't remember..
In the feature requests section :wrysmiley:
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Sergeant Major
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Re: HAM 3.6 Alpha v7 - RELEASED[message #245188]
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Wed, 24 February 2010 16:55
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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:
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Sergeant Major
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Re: HAM 3.6 Full - RELEASED[message #245230]
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Wed, 24 February 2010 23:29
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Miguels |
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Messages:18
Registered:April 2008 Location: Portugal |
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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 Report message to a moderator
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Private
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Re: HAM 3.6 Full - RELEASED[message #245237]
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Thu, 25 February 2010 01:34
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dzeller |
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Messages:87
Registered:February 2003 Location: USA |
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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 Report message to a moderator
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Corporal 1st Class
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Re: HAM 3.6 Full - RELEASED[message #245369]
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Fri, 26 February 2010 04:20
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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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?
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Re: HAM 3.6 Full - RELEASED[message #245441]
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Fri, 26 February 2010 19:38
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Miguels |
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Messages:18
Registered:April 2008 Location: Portugal |
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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 Report message to a moderator
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