Home » MODDING HQ 1.13 » Flugente's Magika Workshop » Pending Feature: Increased Team sizes
Re: Pending Feature: Increased Team sizes[message #330744] Thu, 20 February 2014 22:21 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Update: New volatile release (r6952).
  • Fix: crash due to too many popup boxes
  • Fix: crash due to too many lines on screen
  • Savegame compatible to 6872 release.
As usual, this contains all new fixes, features (and bugs :laugh: ) that were added to the trunk until r6950.

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Captain

Re: Pending Feature: Increased Team sizes[message #330746] Thu, 20 February 2014 23:24 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@flugente: when do you plan to commit this feature to the development trunk?

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Sergeant Major

Re: Pending Feature: Increased Team sizes[message #330747] Thu, 20 February 2014 23:31 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
@RoWa21: Once someone convinces me that he/she did a bug-free, standard playthrough with this.

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Captain

Re: Pending Feature: Increased Team sizes[message #330756] Fri, 21 February 2014 12:04 Go to previous messageGo to next message
drunk71 is currently offline drunk71

 
Messages:56
Registered:March 2004
Location: England
Morning

Sorry but have managed to find another issue with the strategic screen. Its when I'm trying to issue move orders. It doesn't crash but I can't get the options to select which squad to move. So no movement via the strategic screen I'm afraid.

Did a complete new install with the latest 6952, tweaked the imp starting xml and the ini.

the save and my ini are on skydrive if that helps

https://onedrive.live.com/redir?resid=538FB7A4DA6DCA7C%21162

Thanks

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Corporal
Re: Pending Feature: Increased Team sizes[message #330769] Fri, 21 February 2014 20:12 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
A quick question: are you referring to the text box that appears when clicking on a sector, listing all squads and team members in that sector?

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Captain

Re: Pending Feature: Increased Team sizes[message #330770] Fri, 21 February 2014 20:16 Go to previous messageGo to next message
drunk71 is currently offline drunk71

 
Messages:56
Registered:March 2004
Location: England
Yes. Nothing comes up for me to select so I can't choose a squad to move Sad

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Corporal
Re: Pending Feature: Increased Team sizes[message #330772] Fri, 21 February 2014 20:21 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Ah. That is due to the popupbbox error I fixed, it screws with that box. I have to dig deeper there, might take a while.

I never even knew people used that thingy tbh. Just click on the 'DEST'-column in the merc roster to select a squad and order them to move.

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Captain

Re: Pending Feature: Increased Team sizes[message #330773] Fri, 21 February 2014 20:27 Go to previous messageGo to next message
drunk71 is currently offline drunk71

 
Messages:56
Registered:March 2004
Location: England
Ahh never knew there was another way. Smile Fantastic game. Still learning bit about it. Smile

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Corporal
Re: Pending Feature: Increased Team sizes[message #330845] Tue, 25 February 2014 10:05 Go to previous messageGo to next message
arkanglesk is currently offline arkanglesk

 
Messages:29
Registered:June 2011
Hi there!
And thanks a lot for yet another impressive addition, Fluguente.

I was wondering, with sooo many people running around one by one... Is there any way to make enemies and militia (and possibly civies, or anything not-player controlled for that matter) take their turns at the same time AND in real-time?

I mean, you move your mercs in the same old fashion you've always done but when you end your turn, all AIs move at the same time so the AI's turn ends faster. Would that be possible?

Maybe this could be applied (assuming it is doable, of course) to autoresolve battles, instead of the classic box of portraits you actually load the sector and watch your militia duke it out in real-time Razz

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Private 1st Class
Re: Pending Feature: Increased Team sizes[message #330846] Tue, 25 February 2014 11:05 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
smoke_grenade

I mean, you move your mercs in the same old fashion you've always done but when you end your turn, all AIs move at the same time so the AI's turn ends faster. Would that be possible?


No need for that. Just enable "Fast Enemy AI Turns" in the ingame option screen and enemy/militia/civ turns will be a lot faster.

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Sergeant Major

Re: Pending Feature: Increased Team sizes[message #330944] Sat, 01 March 2014 12:54 Go to previous messageGo to next message
arkanglesk is currently offline arkanglesk

 
Messages:29
Registered:June 2011
Hehe... i know we can make it faster, but when fast-forwarding we (or at least it's what happens to me) only see a crazy screen jumping around the map, weird mashed-up sound effects and almost no way of actually knowing how the tactical situation is developing.
If we were able to see things happening at the same speed regular animations happen, we would get a nice view of the fight while still speeding things up. Well, its my opinion anyway and maybe I'll do it someday and show it off Razz

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Private 1st Class
Re: Pending Feature: Increased Team sizes[message #330945] Sat, 01 March 2014 14:00 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:346
Registered:July 2006
You can regulate how fast is fast-forward function in options.ini file. If it's moving too fast for you, just reduce the setting until you find 'sweet spot'.

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Master Sergeant
Re: Pending Feature: Increased Team sizes[message #330970] Sun, 02 March 2014 17:55 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Update: New volatile release (r7012).
  • Fix: thanks to anv, the 'move merc' popupbox is fully functional again. Note that Data/Interface contains a necessary STI file for this.
  • Fix: MERC members accounts not displayed if they were at the end of the list
  • Savegame compatible to 6835 and 6838 and 6952 releases.
As usual, this contains all new fixes, features (and bugs ) that were added to the trunk until r7012. This includes those that are in the trunk but not in stable 2014 revision branch.
anv added Additional tile properties. You'll likely need the new xmls to start a game with this exe.

I've started playing the game a bit (not that I have that much time...). Good news is: The Drassen counterattack went flawless. I've since run into a few issues, but those do not seem to be related to this per se:
  • Entering combat simultaneously with mercs travelling to a sector by foot/car and another squad arriving by helicopter is still borked. The heli mercs aren't correctly placed in the sector. Exiting squads/vehicles and entering combat is obscure stuff. Not a bug, since I never said it was possible, but worth knowing.
  • I observed a troubling bug. In a firefight, I was interrupted by the enemy, who was then interrupted by miltia. Interrupting back and forth, the militia is suddenly allowed to start their turn. Basically, the game skipped the entire enemies turn Uh Oh
    I've never seen this before. Been hunting for this bug for several hours, but have found no solution. Everything in the interrupt functions seems plausible - I don't know enough about these routines to identify where something went 'wrong'. Has anybody observed something like this in other exes?
@smoke_grenade: That would be very, very bad. Not least because if everything happens at once, you have no idea what exactly happens.
However, just for fun:
http://www.youtube.com/watch?v=Fj31p_eYp84[/video]

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Captain

Re: Pending Feature: Increased Team sizes[message #330992] Mon, 03 March 2014 10:54 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
bugs found:

Skills_Settings.ini is ignored
I have
- all snitchvalues =0 -> only one snitch will report but now they all are talking
- 4 traits (max 2 major) but it is 3 as in "normal" unstable.


when starting a new game the *.dat of the IMPs can't be loaded (perhaps due to the above)


missing ini.entry
*** Sun Mar 02 23:15:24 2014 ***
[ 2FKP6-DY2P9-WJZMN-5F95M-XVRZ7 ]

[8.62088e-006] : The value [Tactical Cover System Settings][COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used.


the inis are in data-1.13, there are NO inis in profiles. (Fox: "as always")
I just "winmerged" the JA2_options ini and then put Your file over my existing install.

But the attacks came back :super:

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Sergeant Major
Re: Pending Feature: Increased Team sizes[message #331215] Tue, 11 March 2014 23:57 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Update: New volatile release (r7051).
  • Fix: bomb ownership was not set correctly.
  • Savegame compatible to 7012 release.
  • Contains all new fixes, features (and bugs Wink ) that were added to the trunk until this revision.
@Gorro: This should fix the issue with IMP loading and missing ini values. Snitch stuff is not related to this exe, anv is the better contact for this. I can't reproduce the 'max traits' issue, 4 works for me :whoknows:

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Captain

Re: Pending Feature: Increased Team sizes[message #331312] Sun, 16 March 2014 09:31 Go to previous messageGo to next message
mercsdontcry is currently offline mercsdontcry

 
Messages:17
Registered:October 2013
This feature looks great!

I'm looking forward to battles with completely controllable militia!

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Private
Re: Pending Feature: Increased Team sizes[message #331333] Mon, 17 March 2014 10:19 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
I dare say You look in Wayne (John)

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Sergeant Major
Re: Pending Feature: Increased Team sizes[message #331513] Thu, 27 March 2014 01:28 Go to previous messageGo to next message
Jakub is currently offline Jakub

 
Messages:40
Registered:January 2014
Hello ! So I was think about changes number of player Mercs to 64 or 48 because my Volaiote exe not work with my AIMNAS.

Did any body try make this change or what editor am need to upgrade INI file ??

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Corporal
Re: Pending Feature: Increased Team sizes[message #332187] Mon, 05 May 2014 14:03 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
Ah, what a nice addition to bigmaps! Very Happy

EDIT: I apologize, but is the latest release of Increased Team Sizes compatible with reversion 7178 onwards?

[Updated on: Wed, 07 May 2014 01:34] by Moderator

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Sergeant
Re: Pending Feature: Increased Team sizes[message #332235] Wed, 07 May 2014 01:44 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
7178 refers to an source code revision. You can't use them both, as you cannot use more than one exe at the same time Wink

It'll be once I'll update it. However, as it seems that apart from me ABSOLUTELY NOBODY is testing this (Gorro did, but haven't heard from him for a while), I'm not exactly rushing to.

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Captain

Re: Pending Feature: Increased Team sizes[message #332471] Mon, 12 May 2014 21:24 Go to previous messageGo to next message
veedotja2 is currently offline veedotja2

 
Messages:86
Registered:April 2012
Location: New York
Flugente
...it seems that apart from me ABSOLUTELY NOBODY is testing this (Gorro did, but haven't heard from him for a while), I'm not exactly rushing to.


I'm a bit afraid, my gaming system is weak, and I know I'm signing up for a looong game to the end. Maybe tonight I will start a play-through.

By the way, how did you initiate the real-time combat like in the video a few posts back (#330970)? That's a setting I'd like to play with. You take all the time setting up your mercs and fortifications and then hit that GO button, like in X-Com Apocalypse.

Of course I can't play through AIMNAS (Big Maps incomplete) I have to play in the crowded maps. That's going to be messy...

Edit:

***UPDATE***

After a few huge battles using GABBI to create about 30 mercs (wasn't going to hire them all the slow way!), 50 civs, lots of explosive weapons and hundreds of bad guys I can say:

HOLY CRAP IT IS IMPRESSIVE

I wasn't able to induce a crash yet.

I run JA in Windows 7 in VMWare Fusion on a Mac laptop and get really great performance giving it two cores and 2GB. With three hundred guys onscreen, it does take a while to get through a turn, however.

I noticed a couple of short enemy deadlocks (clock cursor ~15 seconds) but cannot yet determine a common reason.

I noticed when adding a mercenary with the Ctrl+G cheat that NPC mercs sometimes use as battle dialog conversations you would hear if you met them in-game through ordinary gameplay. Seems the game selects dialog randomly including scripted conversations. Miguel and Shank give their initial dialog, Ira gives her "I'm not a good marksman" speech, and these NPC's also cannot be selected directly, the mouth icon appears if hovering over them. They need to be selected with the spacebar. This is probably just a GABBI thing, and not due to big teams, but it's interesting.

I'll keep fighting through as far as I can. If I get a CTD or buggy behavior I'll post.

[Updated on: Tue, 13 May 2014 14:45] by Moderator

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Corporal 1st Class
Re: Pending Feature: Increased Team sizes[message #332518] Tue, 13 May 2014 14:54 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
Flugente

I observed a troubling bug. In a firefight, I was interrupted by the enemy, who was then interrupted by miltia. Interrupting back and forth, the militia is suddenly allowed to start their turn. Basically, the game skipped the entire enemies turn Uh Oh
I've never seen this before. Been hunting for this bug for several hours, but have found no solution. Everything in the interrupt functions seems plausible - I don't know enough about these routines to identify where something went 'wrong'. Has anybody observed something like this in other exes?


workaround is to disable improved interrupts

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Sergeant Major
Re: Pending Feature: Increased Team sizes[message #332551] Tue, 13 May 2014 22:56 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
VeeDotJA2
By the way, how did you initiate the real-time combat like in the video a few posts back (#330970)? That's a setting I'd like to play with. You take all the time setting up your mercs and fortifications and then hit that GO button, like in X-Com Apocalypse.
You can't. It's a one-liner test I found amusing, there is no exe for that.

I sometimes have deadlocks too, but also get those in regular 1.13, so I don't see it as a bug specific to this.

Aye, sounds like a GABBI thing.

@Gorro: Yes. Shooting a specific enemy also did the trick. But the question is wether this a known issue to the improved interrupt system, or a new bug.

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Captain

Re: Pending Feature: Increased Team sizes[message #332557] Wed, 14 May 2014 00:22 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Update: New volatile release (r7205).
  • Savegame compatible to 7051 release.
  • Also contains a few more GameDir files that aren't yet in the latest SCI. This should provide you with all files necessary to play on the r7178 SCI.

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Captain

Re: Pending Feature: Increased Team sizes[message #332764] Sun, 18 May 2014 07:55 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
Sorry. I'm not good at installing.

How do you actually install Increased Team Sizes? I probably screwed up my installation.
  • Installed JA2 1.13 r7205 from Depri's SCI
  • Extracted the volatile release to my JA2 Gold folder.
I am probably getting it wrong.

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Sergeant
Re: Pending Feature: Increased Team sizes[message #332767] Sun, 18 May 2014 09:39 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
and start it with the volatile exe, how was the party?

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Sergeant Major
Re: Pending Feature: Increased Team sizes[message #332773] Sun, 18 May 2014 10:33 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
I get this error when trying to open the volatile exe.

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Sergeant
Re: Pending Feature: Increased Team sizes[message #332774] Sun, 18 May 2014 10:50 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
corrupted or win64 (Flugenter bei Fu

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Sergeant Major
Re: Pending Feature: Increased Team sizes[message #332797] Sun, 18 May 2014 19:31 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Hu? Never had that one... does the exe from the SCI work?

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Captain

Re: Pending Feature: Increased Team sizes[message #332805] Mon, 19 May 2014 06:22 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
The EXE from Depri's SCI works, but it doesn't recognize the Increased Team Sizes, therefore generating an error report.

I have done this:
  • Installed a fresh copy of JA2 Gold
  • Installed Depri's JA2 1.13 r7205 SCI, overwriting existing files
  • Installed the volatile release r7205, overwriting existing files.


Probably because my computer doesn't support it?

[Updated on: Mon, 19 May 2014 06:25] by Moderator

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Sergeant
Re: Pending Feature: Increased Team sizes[message #332812] Mon, 19 May 2014 08:33 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Just tested it and it works fine, probably corrupted exe like Gorro stated. Here's some info for extra solutions for your error; http://en.kioskea.net/faq/1591-exe-is-not-a-valid-win32-application

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First Sergeant
Re: Pending Feature: Increased Team sizes[message #332816] Mon, 19 May 2014 10:02 Go to previous messageGo to next message
M16AMachinegun is currently offline M16AMachinegun

 
Messages:304
Registered:September 2013
Any chance of this being incorprated into the main SCI? Eager to have the 32 merc limit be lifted Very Happy

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Master Sergeant
Re: Pending Feature: Increased Team sizes[message #332818] Mon, 19 May 2014 10:30 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Go test it, that will increase the chances Very Happy

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Captain

Re: Pending Feature: Increased Team sizes[message #332833] Mon, 19 May 2014 14:00 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
Gambigobilla
Just tested it and it works fine, probably corrupted exe like Gorro stated. Here's some info for extra solutions for your error; http://en.kioskea.net/faq/1591-exe-is-not-a-valid-win32-application


I should probably re-download it, hmm?

EDIT: I re-downloaded it, but I still am experiencing the same error.

[Updated on: Tue, 20 May 2014 11:12] by Moderator

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Sergeant
Re: Pending Feature: Increased Team sizes[message #334037] Sun, 06 July 2014 22:20 Go to previous messageGo to next message
drunk71 is currently offline drunk71

 
Messages:56
Registered:March 2004
Location: England
Hi

Is this compatible with dynamic opinions and drivable vehicles? If so I'll give it another play through.

Been ages since I last did this version. Do I just download the latest svn and then your files on top of that and it should work?

Thanks in advance and can't wait for this to join the trunk svn.

Drunk71

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Corporal
Re: Pending Feature: Increased Team sizes[message #334038] Sun, 06 July 2014 22:23 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
It is not compatible at the moment, as I haven't updated it to those new features. At the moment, you cannot have both. It will be a while before I have time to properly mod again.

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Captain

Re: Pending Feature: Increased Team sizes[message #334039] Sun, 06 July 2014 22:29 Go to previous messageGo to next message
drunk71 is currently offline drunk71

 
Messages:56
Registered:March 2004
Location: England
No worries I'll have a little play around as is. See if I find any bugs or give you the all clear. Much appreciated all your hard work. Smile

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Corporal
Re: Pending Feature: Increased Team sizes[message #334440] Tue, 22 July 2014 10:52 Go to previous messageGo to next message
drunk71 is currently offline drunk71

 
Messages:56
Registered:March 2004
Location: England
Hi Smile. Been playing for a while now. Taken all the top half of the country with no crashes. Seems to be working fine with me. Though equipping 70 mercs has been a bit of a pain in the backside. I do like the option of lots of mercs Smile

Thanking you

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Corporal
Re: Pending Feature: Increased Team sizes[message #334447] Tue, 22 July 2014 13:04 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
That is very good news, thank you!

Were there any cases of menus being too small to show all personnel (e.g. the 'Assignment finished' box being too small)? How tedious is it to constantly monitor all assignments (I played a bit with ~50 mercs, and it started to get on my nerves)?

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Captain

Re: Pending Feature: Increased Team sizes[message #334449] Tue, 22 July 2014 13:14 Go to previous messageGo to previous message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
nope, I test with 101 mercs atm, but it would be nice if

- select the mercs/squads from the sector right click (including mercs which aren't on squad)

- when a squad/group of mercs is highlightend -> always in the middle of the list (as long as there is enought space, won't work oc with 50 mercs in sector)


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Sergeant Major
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