Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » HAM 5 Alpha - You know it!!
Re: HAM 5 Alpha - You know it!![message #296084] Sun, 01 January 2012 19:44 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
Quote:

  • NORMAL_SHOOTING_DISTANCE increased to 100 from 70
  • DEGREES_MAXIMUM_APERTURE decreased to 10 from 15
  • RANGE_COEFFICIENT decreased to 1.0 from 1.1
  • VERTICAL_BIAS decreased to 0.25 from 0.5
  • BASE_MARKS increased to 2.0 from 1.0
  • BASE_DEX increased to 1.5 from 1.0
  • AIM_CROUCHING_STANCE decreased to 1.0 from 1.25
  • AIM_PRONE_STANCE decreased to 0.75 from 1.0
  • NORMAL_RECOIL_DISTANCE increased to 100 from 70


Hmmm, well those are indeed very mild settings - they make all guns significantly more accurate, by at least 75% in standing stance and over 100% in the other stances. It's probably going to feel better in the early game, with unscpoed pistols and SMGs, but I'm going to warn you straight away that you will be killed very often as soon as enemies start getting scopes... and once you get scopes you'll be right back to killing enemies as soon as they appear - making the game too easy. I could be wrong of course, so it'll be good if you could tell us what happens later on in the game...

BTW on BASE_MARKS and BASE_DEX: These affect the snap-shooting. The reason why marksmanship was set to weight 1 is because when snapshooting you are not really using marksmanship skill. Also by modifying the BASE you're actually decreasing the usefulness of aiming for good marksmen - they are simply better without any aiming.

Quote:
According to the tooltip the sniper trait gives an aiming bonus for everything except pistols


Those tooltips were written for OCTH. I'm not sure what they do in NCTH since the effect of traits on NCTH was not added by me. I'll see if I can figure it out for you later tonight.

Quote:
I've noticed with these settings that when firing long auto bursts the first few shots will miss, then a couple hits, then misses...it seems to simulate raking a target with autofire very well (before these settings I found that auto bursts tended to either have one bullet hit, every bullet hit, or no bullets hit).


Actually your settings clearly make autofire MORE ACCURATE than before, so what you're seeing is probably not a result of your changes.


Re: HAM 5 Alpha - You know it!![message #296090] Mon, 02 January 2012 00:40 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
Quote:
According to the tooltip the sniper trait gives an aiming bonus for everything except pistols


Ok, I've checked the NCTH functions, and this is what I found regarding this trait:

1) It raises the CTH "Cap". This means that a skilled sniper can make up for lack of desxterity, wisdom, marksmanship or experience level when calculating his maximal accuracy. Note that situational penalties notwithstanding, you should be able to reach your CTH Cap with any fully-aimed shot - so this means better aiming basically.
Note however that this bonus is only applied when using a scope.
As the character's skill and experience level improve, this bonus becomes less significant, and would eventually become meaningless for anything but the highest-precision shots (e.g. Barrett at 70+ tiles).

2) It reduces the "visual" range to the target, allowing easier shots at enemies outside visual range -- primarily by avoiding the "can't see target" penalty just because the target is outside of visual range. So it's great for weapons that can target enemies spotted by other mercs.

3) Reducing visual range to the target also translates into easier shooting through cover. Cover between the shooter and the target increases the visual range, which will normally result in penalties to aiming. Since the Sniper Trait helps reduce the visual range, those penalties are much more easily avoided - allowing the shot to be fired as though the cover wasn't there at all. Note of course that this only refers to partial cover - if you can't see the target you still get the "no line of sight" penalty to aiming, which is massive.

So overall, the Sniper Trait in NCTH actually does work primarily with weapons that would take long-range shots, through heavy cover, or outside visual range - and those would indeed be the sniper rifles and DMRs. I'm not sure whether there should be more effects, but the existing ones are pretty suitable IMHO. You will not find much use for this trait with short-range or even mid-range weapons.


Re: HAM 5 Alpha - You know it!![message #296091] Mon, 02 January 2012 00:53 Go to previous messageGo to next message
Captain Colon

 
Messages:10
Registered:December 2011

Headrock
BTW on BASE_MARKS and BASE_DEX: These affect the snap-shooting. The reason why marksmanship was set to weight 1 is because when snapshooting you are not really using marksmanship skill. Also by modifying the BASE you're actually decreasing the usefulness of aiming for good marksmen - they are simply better without any aiming.

Doh, you're absolutely right...it's been a long couple of days. Gonna knock them back to 1.1 for marks and 1.2 for dex. Did some quick testing with various scopes and they seem to scale nicely; will know better after some more playtime.

Ideally I'd like to have a merc who's been completely min/maxed for shooting (DEX/MAR/WIS) able to shoot like this at higher experience levels: http://youtu.be/jpv0yZC3iMM?t=1m Wink

Thanks for the trait info BTW, really appreciate it.

[Updated on: Mon, 02 January 2012 00:54] by Moderator

Re: HAM 5 Alpha - You know it!![message #296094] Mon, 02 January 2012 02:01 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
Quote:
Ideally I'd like to have a merc who's been completely min/maxed for shooting (DEX/MAR/WIS) able to shoot like this at higher experience levels: http://youtu.be/jpv0yZC3iMM?t=1m


These aren't actually aimed shots like we think of them in JA2 - it's actually almost an autofire volley done with a semi-automatic weapon. He's countering recoil as he fires, to keep the muzzle on top of his targets (switching targets between each shot). So he is not taking time to re-aim his weapon, he's carrying forwards the benefits of good initial aim and good counter-force application from bullet to bullet - so his aim and stability increase from shot to shot.

The only way to accurately simulate this without screwing up our current shooting system would be to add a fourth firing mode, whereby a semi-auto weapon can be fired like this. It would be extremely difficult to get it right - significantly more difficult than autofire, and shooting at a greatly-reduced firing rate unless the shooter is extremely competent. It would make pistols much more useful too.

The other way is to play with AP costs based on skill - so skilled shooters get an innate reduction in drawing, firing and/or aiming AP costs. This might be exceedingly tricky to do - in fact the weapon tag "ShotsPer4Turns" was made specifically to make all shooters take the same amount of time to fire the same weapon...


Re: HAM 5 Alpha - You know it!![message #296145] Tue, 03 January 2012 04:11 Go to previous messageGo to next message
Captain Colon

 
Messages:10
Registered:December 2011

Good to know...maybe something to think about way down the line after all the important HAM stuff is in and stable, but not too important for the time being. Definitely something that I think would be cool to have from a realism standpoint; I'm not a huge fan of how semi-auto currently seems to lose a lot of its usefulness later on in the game when everyone has high armor values and it's better to be able to use autofire and suppress a target or knock the wind out of them with multiple rapid hits than actually kill them outright.

I think your idea of reduced AP costs based on skill would be the best way to do it...I'm thinking a reduction in firing and aiming AP cost that's based on your skills+the recoil and counter-force modifiers of the weapon and is applied if you've shot at the same target that turn (similar to how the current CtH bonus for shooting at the same target is applied). That would allow you to make rapid snap shots or low-level aimed shots, but the current system of ramping AP costs for higher aim levels should prevent abuse of the system by making it too expensive to try and do the same thing with higher aim levels (effectively making the tactic unusable with say, a scoped M21 at long range...you wouldn't be hitting much unless you spend lots of APs, in which case you wouldn't be able to get more than two or MAYBE three shots off in a turn).

My overall goal would be the increase the value of semi-auto and the weapons that are very fast and low-recoil but don't do much damage by giving them at least some more ability to put out a decent volume of fire that only highly-skilled mercs (MAR/DEX/WIS of 85-90+) would be able to do effectively. You'd have a nice incentive to say, build a stealthy merc that makes heavy use of flanking tactics to get close to an enemy and knock them down with a double-tap from a faster low-recoil weapon like a pistol or SMG with a laser/foregrip/reflex sight. To complement this I'd probably want to modify the Gunfighter/Gunslinger trait so that instead of focusing all its benefits on pistols (which in general just aren't super useful at the moment), it would have more generalized benefits that apply to all weapons but only when using semi-auto. I'll have to take a look at the code and see how all that stuff works but I'm still new to JA2 modding and it would probably have to be a somewhat complicated system to be balanced and not overly reduce the usefulness of autofire, so don't expect much in the near future.

Again, many thanks for your replies...I'm learning tons just from this thread and this is really the first community for an open-source project where I haven't been lambasted by angry programmers for asking what are probably rather newbish questions Smile
Re: HAM 5 Alpha - You know it!![message #296233] Wed, 04 January 2012 20:32 Go to previous messageGo to next message
medicinman

 
Messages:38
Registered:July 2004
Location: FL
Great Stuff Headrock!!

Idk if posted before but I ran across the following message "not enough action points" trying to steal unconcious with 100 AP merc and only needing 29 with hand. Idk if it was the position of the enemy or not. Steal others no problems in same game.

I can send you save and pic if you want.

Using Ham5.5.1 alpha and Ham5.exe and added AIM25 in vfs as follows:

PROFILES = SlfLibs, Vanilla, v113, AIM, HAM, UserProf


Idk if Ham5 or 113 related.

Pat
Re: HAM 5 Alpha - You know it!![message #296330] Thu, 05 January 2012 22:21 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
hi headrock,

i don't know if anybody have already asked this. since you managed to make fragmentation explosives can you also add one ore two options to it? for example to make them oriented - subject in case being claymore mines.

tnx.
Re: HAM 5 Alpha - You know it!![message #296351] Fri, 06 January 2012 05:27 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
It is quite possible, actually, with minor modifications to the system, to make a vertical bias and add it as a separate tag. I've actually been thinking about doing it to control the spread of explosions with large/small fragment flight range.

Currently, the amount of vertical momentum given to the fragments (and in fact the angle at which they are fired, which are largely one and the same) is determined by range. Fragments with less range tend to shoot upwards more often than ones with higher range. So a mini-grenade sends many fragments flying up (and occasionally landing down on enemies within the kill zone), while a TNT explosion sends most of its fragments flying far away at rather shallow angles to the ground.

Or at least, it was mainly like that until I realized that basing vertical bias entirely on fragment range could pose issues. But with very light intervention I could externalize the bias so you can choose what you'd like. Therefore, you could make fragments with very long range which mostly fly upwards, or fragments with very short range that spread out more. Naturally, there's a reason why I wanted to control vertical bias in the first place, and that's because short-range fragments flying upwards are really ugly-looking. But I guess if it was a claymore, and you biased MOST of them upwards, you might have a better-looking effect.

My problem with Claymores is still that you don't have the correct interface to activate them. Claymores are fired on command, just like "remote detonator" explosives. I'd much rather for mercs to be able to lay down wire instead, like you would with a real claymore. Of course that's very wishful thinking...

Alternately, you could set up the claymore as a proximity mine - but mines in JA2 are sadly ineffectual in many combat situations...


Re: HAM 5 Alpha - You know it!![message #296386] Fri, 06 January 2012 23:23 Go to previous messageGo to next message
Captain Colon

 
Messages:10
Registered:December 2011

Claymores can be remote-detonated IRL so that wouldn't be unrealistic, but I too would love to be able to lay down a tripwire...the only idea I can think of at the moment would be when you set up a claymore to set up a line of proximity mines that aren't actually mines, but they just trigger the claymore when stepped on. It sounds like it'd be kind of an ugly hack though.

The other issue with claymores is you'd want the fragments to only shoot out in front of it (IIRC they have a 75-degree kill radius in front and a small kill zone similar to a mini grenade in all other directions), but I doubt that's a difficult issue to solve Smile

[Updated on: Fri, 06 January 2012 23:25] by Moderator

Re: HAM 5 Alpha - You know it!![message #296575] Thu, 12 January 2012 00:46 Go to previous messageGo to next message
LordHelmchen
Messages:1
Registered:June 2009
Greetings.
After unpacking the HAM over a fresh install and 1.13 svn checkout (seperate dir, then c&p'ed) [btw: is this sane ? what would give the best of both worlds concerning 1.13 up-to-dateness and HAMminess?], creating a new male IMP merc only offers voice sets 1 and 3, not 2. Is this intentional and I just did not read all I shoud have? everything looks fine... must have been my mistake.

[Updated on: Thu, 12 January 2012 11:56] by Moderator

Re: HAM 5 Alpha - You know it!![message #296660] Sat, 14 January 2012 10:18 Go to previous messageGo to next message
SacredVow

 
Messages:12
Registered:January 2010
I setup ham + UC 1.13 no problem.
I got through the first battle, and then getting the first quest was given a laptop.
I got a crash when mousing over the laptop in the character's inventory.
Re: HAM 5 Alpha - You know it!![message #296812] Mon, 16 January 2012 17:44 Go to previous messageGo to next message
reVurt

 
Messages:67
Registered:March 2007
Location: The Great White North, eh...
SacredVow
I setup ham + UC 1.13 no problem.
I got through the first battle, and then getting the first quest was given a laptop.
I got a crash when mousing over the laptop in the character's inventory.


You might try reposting this in the appropriate UC thread. The problem sounds like the image or some other information for the laptop is missing from some library. Mousing over the laptop causes the game to go look for it, it can't find it, and crashes. Probably not a HAM issue.
Re: HAM 5 Alpha - You know it!![message #296898] Wed, 18 January 2012 16:07 Go to previous messageGo to next message
tag8833

 
Messages:38
Registered:September 2010
I'm doing a new playthrough with
SCI_113_Stable_r1343_2011126_gdo.7z
Ham 5.5.1 Alpha
UC v3.60


I ran into a bug, and will473 suggested I post it here. I'm in Sector C5, and I was using the sector inventory to pick up guns to sell to Tony. However, when I go to the tactical map to actually sell the items to Tony, all of the items on the ground in the sector disapear. Everything was working fine until I took Sector C5 and talked to Tony.

I had a theory about this being related to sorting the inventory using the HAM buttons atop the sector inventory, and the sorted items ending up in the water, but I tried to move everything to sector C6, and when I load the tactical screen for that sector, I lose the inventory as well. Now it appears that any sector, that I enter the tactical screen, loses its sector inventory (except for 2 rocks that are inaccessible from the sector inventory).

I once had a similar problem in an earlier play through with a previous version of UC 1.13, where containers would lose their items when I set them down. I'm going to try to load an earlier save. Is there a chance that this is a result of having bought and sold things from Tony?

Here is a link to a saved game:
http://www.mediafire.com/?ynruia665ywrlee
Re: HAM 5 Alpha - You know it!![message #296902] Wed, 18 January 2012 19:02 Go to previous messageGo to next message
TClaymore

 
Messages:35
Registered:July 2011
Question: is HAM 5 nominally compatible with the latest version of v1.13? If so, I wouldn't mind helping with tests where I can upon starting a new game.
Re: HAM 5 Alpha - You know it!![message #296960] Thu, 19 January 2012 17:34 Go to previous messageGo to next message
tag8833

 
Messages:38
Registered:September 2010
Update on Inventory bug.

I loaded a save all the way back on Day 1, and I can make the sector inventory disappear by entering tactical in that sector, but it seems to only affect certain sectors. This got me thinking.

Is this perhaps intentional? Is this to illustrate the natives stealing all of the stuff lying around on the ground? Callisto Airport sector seems to hold on to its inventory when I go to tactical. Is this sector a safe place to store things? What other sectors are safe? Can I turn this feature off?
Re: HAM 5 Alpha - You know it!![message #296961] Thu, 19 January 2012 17:58 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3756
Registered:July 2009
I don't know of any such feature, and frankly, Heady wouldn't implement something like that without telling anybody in at least a 1500 word essay and providing 3 ini settings to go along with it.

The only instance when gear should vanish is due to enemy occupation.


Re: HAM 5 Alpha - You know it!![message #296973] Thu, 19 January 2012 19:53 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008
Sometimes when you are shift+m'ing stuff around you could accidentally put items in a container. Try GABBI alt+O alt+E cheat to see hidden items.

[Updated on: Thu, 19 January 2012 22:25] by Moderator

Re: HAM 5 Alpha - You know it!![message #296975] Thu, 19 January 2012 20:26 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3756
Registered:July 2009
It's [ALT] + E to make everything visible, [ALT] + O is obliterate enemies.


Re: HAM 5 Alpha - You know it!![message #296983] Thu, 19 January 2012 21:29 Go to previous messageGo to next message
tag8833

 
Messages:38
Registered:September 2010
[ALT] + E, [ALT] + O its off to work we go. Those keys don't make the inventory come back.

Here is the issue in pictures.

I look at the sector inventory and see items.
http://thumbnails39.imagebam.com/17065/199d90170645270.jpg

I go to Tactical
http://thumbnails62.imagebam.com/17065/3bf9a9170645271.jpg

I return to Sector inventory and see no items except for Rocks
http://thumbnails55.imagebam.com/17065/3911c0170645275.jpg

Thinking about the items ending up in a container, I looked at the open container in front of me.
http://thumbnails63.imagebam.com/17065/e409e5170645276.jpg

And when I close and open it again, an item appears.
http://thumbnails42.imagebam.com/17065/6a43dd170645278.jpg

So maybe all the items are there, just no longer visible. So I explored the map, and found a couple of the missing items laying on the ground out of sight. So perhaps the issue is that it forgets what items I know about when I go to tactical.

But then I tried the [Shift]-M key upon entering tactical with all of the items invisible. It makes the tile I'm standing on trigger the red hand as if items are there, but when I click "Nothing".

Is there something I need to do to enable the cheat codes? [ALT] + E seems like it might help, but appears to do nothing.
Re: HAM 5 Alpha - You know it!![message #296985] Thu, 19 January 2012 21:36 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3756
Registered:July 2009
Yeah, got to tactical, hold [CTRL] and type g a b b i , you should get a confirmation.


Re: HAM 5 Alpha - You know it!![message #296994] Thu, 19 January 2012 23:30 Go to previous messageGo to next message
tag8833

 
Messages:38
Registered:September 2010
That does indeed work as advertised. It shows me which open containers have hidden items in them. So I can go around and close the container and reopen them to unhide the items. It also shows me which items are laying on the ground waiting to be rediscovered. It appears that no items were actually lost they were just all hidden.

Does that mean the bug is a map issue with UC 1.13 or is it HAM?
Re: HAM 5 Alpha - You know it!![message #296995] Thu, 19 January 2012 23:31 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3756
Registered:July 2009
HAM, I guess.


Re: HAM 5 Alpha - You know it!![message #297014] Fri, 20 January 2012 06:18 Go to previous messageGo to next message
Evo
Messages:9
Registered:July 2010
I ran into the same problem, after I have posted about my problem (sector inventory just reappears -all original items placed in map-) I realized that my items were gone as well. However, i never put my items in map containers, what happened is that once all of my items in the sector inventory disappeared, i did the gabbi cheat and found out that all the original items are waiting to be discovered in the containers, again. But all of my items are gone.

I am guessing the map inventory just resets under some conditions. I never left items in sectors where this happened before (on the ground at least) so did not notice it. I do not think it is sector specific as it happened in various sectors at different times (with 2nd entrance, with 10th entrance etc.)

Extra: The new ai seems to be afraid of your weapon range and try to stay outside your firing range, just running back and forth most of the time. It is a good way to level up mercs but does not give the stress of old ai where if you missed the first runners you know you will be overrun. (not to mention elites and red shirts waiting in toilets to be punched to death after a loud gunfight Smile

regardless, thanks to everyone involved, everything is great Smile
Re: HAM 5 Alpha - You know it, bitches!![message #297033] Fri, 20 January 2012 16:56 Go to previous messageGo to next message
Sowilo

 
Messages:47
Registered:April 2011
Hi,

is this HAM-Mod compatible with AIMNAS?

And what's about this mod?:

1.13 Unstable ( ONLY GET THIS IF YOU DONT MIND RUNNING INTO BUGS )
Current version: SCI_113Unstable_r4778_20111029.7z (Updated 29 October 2011)
Re: HAM 5 Alpha - You know it, bitches!![message #297034] Fri, 20 January 2012 16:59 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3756
Registered:July 2009
Please visit the AIMNAS thread and the FAQ, it's all there.


Re: HAM 5 Alpha - You know it, bitches!![message #297038] Fri, 20 January 2012 18:17 Go to previous messageGo to next message
tag8833

 
Messages:38
Registered:September 2010
Evo,

It looks like you are right, and I was wrong when I said all of the items that were in the sector were still there. It looked that way for the specific sector I looked at only because all of the items were a part of the default sector inventory.

It looks like the sector inventory resets. For me it is repeatable which sector will reset on which visit, but once it starts resetting, it seem to never stop.
A9 - 3rd visit
C5, C6 - 2nd visit
Re: HAM 5 Alpha - You know it, bitches!![message #297042] Fri, 20 January 2012 18:40 Go to previous messageGo to next message
Evo
Messages:9
Registered:July 2010
I had the landing sector reset after a lot of times (as i was hoarding there), I had a few underground sectors reset right away. The only inconsistent thing is that some resets are visible from the sector inventory, as in as soon as i step in all reset items are already discovered (like the ones in the police lockers) but this last time when my items disappeared I had to do the cheat to see items. Now that I think of it in one underground sector, dropped items remained while the sector inventory respawned.

I just wonder if this happens with vanilla 1.13 or is it due to UC&AFS hybrid. We can't be the only ones playing legit so this only happens with UC ?

Edit: Is it possible to disable the sector inventory additions (sorting,hiding etc) without breaking saves? Since our games already have the bug, we can try to see right away if it is caused by them (that is the only visible feature added about the sector inventory -to me anyways Very Happy -)

[Updated on: Fri, 20 January 2012 18:44] by Moderator

Re: HAM 5 Alpha - You know it, bitches!![message #297084] Sat, 21 January 2012 17:46 Go to previous messageGo to next message
Friendly Fire

 
Messages:76
Registered:January 2006
First a big thank you for your work !
I play an hybrid of ja113 4870 (the one from the wiki, no SVN nonsense for me), IOV 925, with WF maps and I just put HAM 551 in my JA113 data folder (VFS is in the same category with SVN for me).
It works well, I use OCTH, yes I am a dinosaur.
Only problem is whenever a militia picks something from the ground I get a CTD.
I guess it is linked to the message that should follow, because my mercs and the enemy pick things up without a problem. Is there a way to disable those messages ?
I managed to make some impact and frag explosives,using the JMich's XML editor (another big thank you for that) still testing the parameters to reach sensible results.
The almost certain death from fragments when the grenade lands in the square of the target is annoying though, since the fragments should add a risk factor, randomness, not certainty.
I had to fiddle with the range bonus values of chokes and extender since the IOV exe reads them as percentages and HAM 5 as flat values (why is that, BTW ? Percentages seem more logical to me).
Would it be possible to make the fragments deal no damage in the first 1 or 2 squares ? The explosive takes care of that close range reasonably enough.
Oh, almost forgot, I had repeated CTD when applying a crate or 7.62x54 to my PKM, no problem splitting the crate in sector inventory, so it was not very important, but you should know.
Re: HAM 5 Alpha - You know it, bitches!![message #297085] Sat, 21 January 2012 17:48 Go to previous messageGo to next message
reVurt

 
Messages:67
Registered:March 2007
Location: The Great White North, eh...
I've been testing pretty much every version of HAM 5 on top of only Tais' SCI v1343, linked to in the first post, and have never encountered this sector inventory bug. The one time inventory disappeared was after I had left items on the ground in a road sector and a wandering patrol passed through, after which most (but not all) of the items had been taken. That all said, I typically move items to warehouse them in mine sectors and at SAM sites, but at those locations, I've never noticed anything going missing. My current game is at progress 59, so I've seen a fair bit of Arulco by now.

So no, not happening with my vanilla HAM game.
Re: HAM 5 Alpha - You know it, bitches!![message #297092] Sat, 21 January 2012 22:22 Go to previous messageGo to next message
Sowilo

 
Messages:47
Registered:April 2011
Hi,

I just started playing JA2 1.13 HAM5 AIMNAS V25 and gave Enricos letter to the contact woman in Omerta. She took it but then ... nothing happened. She didn't react in any way and Dimitri in the other Omerta-sector refuses to let me in.

Is this a bug, too less leadership (30) or anything else ..? Or is it possible to go on, taking Drassen anyway ..?
Re: HAM 5 Alpha - You know it, bitches!![message #297093] Sat, 21 January 2012 22:37 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3756
Registered:July 2009
This is a known issue with big maps, the quest doesn't work. However, if you haven't realized yet, JA2 doesn't have mandatory quests you must fulfill to 'take a city' or something, just go there and kill some baddies.


Re: HAM 5 Alpha - You know it, bitches!![message #297094] Sat, 21 January 2012 22:40 Go to previous messageGo to next message
Sowilo

 
Messages:47
Registered:April 2011
.. this quest is never performable with my version?! So no Ira, Dimitri, Carlos, etc....? The whole game long..? Cause the letter is away ..
Re: HAM 5 Alpha - You know it, bitches!![message #297095] Sat, 21 January 2012 22:46 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3756
Registered:July 2009
Nope, no aid from any of the rebels. And 'whole game long' is only the north east corner of the map anyway.


Re: HAM 5 Alpha - You know it, bitches!![message #297096] Sat, 21 January 2012 22:48 Go to previous messageGo to next message
Sowilo

 
Messages:47
Registered:April 2011
.. and this is normal with this version or just "a maybe" ...?
Re: HAM 5 Alpha - You know it, bitches!![message #297097] Sat, 21 January 2012 22:49 Go to previous messageGo to next message
Sowilo

 
Messages:47
Registered:April 2011
Always apologize my terrible English .... I'm a German .--
Re: HAM 5 Alpha - You know it, bitches!![message #297099] Sat, 21 January 2012 22:51 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3756
Registered:July 2009
It's 'normal' for the AIMNAS V25 big maps, independent of the used exe. So it's not really a HAM issue.

Edit: And why do we have a proportionally higher tendency to apologize? Always leaves me wondering ...

[Updated on: Sat, 21 January 2012 22:57] by Moderator



Re: HAM 5 Alpha - You know it, bitches!![message #297101] Sat, 21 January 2012 22:59 Go to previous messageGo to next message
Sowilo

 
Messages:47
Registered:April 2011
I see... last question: When I leave a sector, nearly all left behind items are gone away. Is this also normal..? Quite new experience for me. Might be more realistic but shit .... everythings away ;o(
Re: HAM 5 Alpha - You know it, bitches!![message #297102] Sat, 21 January 2012 23:00 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3756
Registered:July 2009
Uhm, no. That's a bug. Good thing you mention it as you seem to be the first non-UC player having that issue.


Re: HAM 5 Alpha - You know it, bitches!![message #297104] Sun, 22 January 2012 01:47 Go to previous messageGo to next message
Evo
Messages:9
Registered:July 2010
Update on the sector inventory bug: It seems like it is triggered by loading the sector directly form the map. My bugged sector did not reset when I took one of my mercs to the next sector and came back form the tactical. Since I was using metro excessively where I was just doing hits from metro nonstop, I did not load sectors directly from the map, hence why Tag noticed it before me. And that underground sector happened when I hauled the items from it with a donkey and loaded it again to advance with my squad.

Tl:dr, it seems to be only triggered if you load the sector from the map. I can avoid it by changing sectors by walking to the edges.

Quick edit: Even if you have noone in the sector and just load it from the tactical, it will still trigger.

[Updated on: Sun, 22 January 2012 01:48] by Moderator

Re: HAM 5 Alpha - You know it, bitches!![message #297114] Sun, 22 January 2012 12:23 Go to previous messageGo to previous message
Sowilo

 
Messages:47
Registered:April 2011
There are also some minor bugs, like items in the mercenary-inventory are somewhere beside its normal place or mercenaries lying "through" a wall.

But I really hate the letter-issue .... would probably be a loyalty-problem too ...
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