Re: HAM 3.6 Alpha v7 - RELEASED[message #245779]
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Mon, 01 March 2010 23:08
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kris_h |
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Messages:7
Registered:February 2010 Location: Katowice, Poland |
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Hi Headrock, great job with the HAM
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
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
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.
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Private
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Re: HAM 3.6 Alpha v7 - RELEASED[message #245785]
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Mon, 01 March 2010 23:58
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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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.
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
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Re: HAM 3.6 Alpha v7 - RELEASED[message #245796]
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Tue, 02 March 2010 01:00
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kris_h |
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Messages:7
Registered:February 2010 Location: Katowice, Poland |
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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.
No problem 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 I've got zero C++ skills, so have no idea know how much coding work such feature demands.
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Private
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Re: HAM 3.6 Alpha v7 - RELEASED[message #245973]
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Wed, 03 March 2010 01:59
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CptMoore |
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Messages:224
Registered:March 2009 |
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HLTVdbb's exe reduces night time visual range to 1/3 of day time
is it possible to make an externalize variable for that?
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Sergeant 1st Class
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Re: HAM 3.6 Full - RELEASED[message #246159]
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Thu, 04 March 2010 16:16
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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.
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Sergeant Major
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Re: HAM 3.6 Full - RELEASED[message #246273]
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Sat, 06 March 2010 05:17
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Minty |
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Messages:110
Registered:July 2009 Location: UK |
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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.
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Sergeant
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Re: HAM 3.6 Full - RELEASED[message #246278]
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Sat, 06 March 2010 08:49
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Minty |
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Messages:110
Registered:July 2009 Location: UK |
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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.
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Sergeant
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