Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » HAM 3.6 Full - RELEASED
Re: HAM 3.6 Full - RELEASED[message #249333] Wed, 14 April 2010 23:55 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
yeah but 1 point for every hour? and why doesn't anyone else loose health? Before it was random, now it is a loss for every hour no matter what.
Re: HAM 3.6 Full - RELEASED[message #249334] Thu, 15 April 2010 00:02 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
it happens to others as well - just change

10
-2

to your needs - chance is a percentage (range 0-100), base is straight value (the numbers are probably different)

if you lower chance it will occur less often


there maybe a trend to hurt imps - i don't know that (headrock does) - if you keep ira at the airport she will suffer
Re: HAM 3.6 Full - RELEASED[message #249337] Thu, 15 April 2010 00:28 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
Thanks for the quick reply.

Well, after a few tries I nailed it down. When I read that I didn't realize which setting needed to be changed exactly, but I think AMBIENT pretty much says it all.
Re: HAM 3.6 Full - RELEASED[message #249339] Thu, 15 April 2010 00:32 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
yep
Re: HAM 3.6 Full - RELEASED[message #249343] Thu, 15 April 2010 00:55 Go to previous messageGo to next message
Headrock

 
Messages:1781
Registered:March 2006
Location: Jerusalem
Quote:
to your needs - chance is a percentage (range 0-100)


By default, chance is not a percentage, it's a permiltage (hehehe), I.E. X in 1000.

Quote:
yeah but 1 point for every hour?


That shouldn't happen. What version of JA2 and what version of HAM are you using?


Re: HAM 3.6 Full - RELEASED[message #249344] Thu, 15 April 2010 00:57 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
so i get again slapped (with whatever device) by the hamtasticator himself

mea culpa - mea maxima culpa
Re: HAM 3.6 Full - RELEASED[message #249345] Thu, 15 April 2010 01:11 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
using svn 3356 ham 3.6 and your settings package. On top of that WF maps only svn and smeagels map update and item mod.
Re: HAM 3.6 Full - RELEASED[message #249348] Thu, 15 April 2010 01:49 Go to previous messageGo to next message
Headrock

 
Messages:1781
Registered:March 2006
Location: Jerusalem
That is very strange. With the files in the HAM settings package, the chance of that happening at the airport is 2 of 1000 per hour. I.E. 1 in every 500 hours on average.

However, with HAM and WF installed together, it's always possible that you've mixed up the INI files and/or XML files somehow, and the game is reading the wrong things. In such a case, it may be rolling 2 of 0, rather than 2 of 1000, or some such other strange error.

Make sure the game is reading the JA2_Options.INI file provided by the HAM Settings package (should be in DATA-HAM\ after installation), and not any other similar file in other directories. You could edit something obvious in that file, like the starting cash on all difficulties, and see if it has effect in-game. If it doesn't, that means the game is reading the wrong file, and may be causing this issue.

Also make sure that the value of the INI setting "FACILITY_EVENT_RARITY" is set to 1000.


Re: HAM 3.6 Full - RELEASED[message #249349] Thu, 15 April 2010 02:08 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
Yup, just checked everything it all seems to be set up fine. I'm using the right ini. I don't know when it started exactly, but I know it wasn't like that when I started the game. Besides that all other mercs don't get hurt, just the imp. I could upload a savegame if you want.
Re: HAM 3.6 Full - RELEASED[message #249351] Thu, 15 April 2010 02:59 Go to previous messageGo to next message
Headrock

 
Messages:1781
Registered:March 2006
Location: Jerusalem
Coolness, I'll take that save.


Re: HAM 3.6 Full - RELEASED[message #249369] Thu, 15 April 2010 15:21 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
http://rapidshare.com/files/376155628/SaveGame01.rar.html

Cheers
Re: HAM 3.6 Full - RELEASED[message #249399] Thu, 15 April 2010 23:58 Go to previous messageGo to next message
Headrock

 
Messages:1781
Registered:March 2006
Location: Jerusalem
Sorry dude, when I load your save and let time run, the IMP doesn't lose any health. However, I have spotted a small code error that may or may not cause problems, so I'll send this to RoWa now. Maybe it will fix your problem... maybe not.


Re: HAM 3.6 Full - RELEASED[message #249404] Fri, 16 April 2010 00:40 Go to previous messageGo to next message
Headrock

 
Messages:1781
Registered:March 2006
Location: Jerusalem
Ok, I think I figured it out. I ran into several possible wrap-around variables, places where I used integers that were just too small. Combined with the default Danger Rate of 50, it's likely that characters with low skills or experience level are likely to trigger some facility events every hour. In addition, Risk Chance values of 256+ were looped backwards, meaning that some risks were far less likely to occur than intended (like getting drunk, or loyalty bonuses).

The fix has been submitted to RoWa, hopefully to be included soon.

I really need to stop using those small integers. They make the code easier to read, but if you use the wrong one... ugh.


Re: HAM 3.6 Full - RELEASED[message #249555] Sat, 17 April 2010 18:19 Go to previous messageGo to next message
tais

 
Messages:807
Registered:February 2008
Location: NL
I think i got the problem why "SELF_TRAINING_DIVISOR" isn't working, i have been checking the code and it seems that in GameSettings.cpp on line 1339 it states the following

gGameExternalOptions.ubSelfTrainingDivisor = iniReader.ReadInteger("Strategic Assignment Settings","TRAINING_RATE_DIVISOR",1000, 1, 10000);

After changing the ini value to "TRAINING_RATE_DIVISOR" everything now works and the training goes faster as it's supposed to be.
I could be mistaken but wasn't it "TRAINING_RATE_DIVISOR" in earlier ini files?


Re: HAM 3.6 Full - RELEASED[message #249558] Sat, 17 April 2010 18:54 Go to previous messageGo to next message
Headrock

 
Messages:1781
Registered:March 2006
Location: Jerusalem
LOL. Yes, you're absolutely correct. I changed the name of the value from "SELF_TRAINING_DIVISOR" to "TRAINING_RATE_DIVISOR" during the great INI change that came with build 1213. I guess I forgot to change the name in the INI file itself when submitting it to RoWa. The game doesn't give feedback on integer values that are missing, leading to the above confusion.

Good catch, Tais. I'll send this to RoWa straight away!


Re: HAM 3.6 Full - RELEASED[message #249596] Sun, 18 April 2010 07:06 Go to previous messageGo to next message
olol

 
Messages:28
Registered:March 2009
hi,Headrock

I have a suggestion, can you integrate ja2ub's AI???
Re: HAM 3.6 Full - RELEASED[message #249619] Sun, 18 April 2010 18:40 Go to previous messageGo to next message
Anonymous
olol


I have a suggestion, can you integrate ja2ub's AI???


WHY?
Re: HAM 3.6 Full - RELEASED[message #249624] Sun, 18 April 2010 19:56 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
Because it's obviously superior ...

No, seriously, before suggesting to integrate the AI of any version of JA2 (Vanilla, WF, UB) or any prior version of 1.13, please consider that AI in JA2's case (and to a greater or lesser degree in all games) only is a fancy word for 'bunch of algorithms that TRY to simulate tactical combat (or whatever) and give the player a hard time / challenge without outright cheating (may vary)'. A true AI would essentially mean multiplayer against a skilled player with a superior number of troops.

Those algorithms work reasonably well, not perfectly but sufficiently good, under the circumstances and parameters they were designed for.
The reason those suggested 'superior' AIs seem to be better on a first look is, that they are deployed under exactly the circumstances they were written for while the 1.13 AI simply didn't keep up with the myriad of features added over time, thus opening lots of new weaknesses for the player to exploit, and sometimes for the AI to stumble over its own feet.

I'm not saying the 1.13 AI is great right now, there for sure is lots of room for improvements.

So please feel free to provide concrete ideas on how to improve the AI but please refrain from general statements like 'AI of xyz is better, please implement'.
Thank You


(On a side note, don't you guys have the habit to limit threads to approximately 10 full pages? I think its about time for this one.)


Re: HAM 3.6 Full - RELEASED[message #249630] Sun, 18 April 2010 21:21 Go to previous messageGo to next message
Headrock

 
Messages:1781
Registered:March 2006
Location: Jerusalem
Yeah, it's easy to judge the 1.13 AI as being inferior to 1.12 or UB, ignoring the fact that it is quite superior to both, because it didn't have to cope with the number of possibilities available to the players. Adapting JA2UB AI to 1.13 would be taking a step back - it would be even dumber and easier to exploit, resulting in exactly the opposite of what you're asking for. It would be a bloodbath, like when I started playing 1.13 five years ago. Pushover.

Quote:
On a side note, don't you guys have the habit to limit threads to approximately 10 full pages? I think its about time for this one.


Oh dear... I guess you're right.


Re: HAM 3.6 Full - RELEASED[message #249631] Sun, 18 April 2010 21:30 Go to previous message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
Start a new thread HR , and we can lock this off .
ta .


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