Home » MODDING HQ 1.13 » Flugente's Magika Workshop » Pending Feature: Increased Team sizes
Re: Pending Feature: Increased Team sizes[message #347399 is a reply to message #347392] Thu, 27 October 2016 00:19 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
As I fixed a bug that only happens under very special conditions (more than 64 mercs getting an interrupt at the same time), I'm releasing a quick update: New volatile release (r8337).
  • Same stuff as above applies.
  • Fix: crash if more than 64 soldiers interrupt at the same time
  • german version



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Pending Feature: Increased Team sizes[message #347420 is a reply to message #347399] Sat, 29 October 2016 22:59 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Thanks to DepressivesBrot, I found a really, really nasty bug, so here you get the fix (increased teamsize r8338):
  • Same stuff as above applies.
  • Fix: crash when entering sector with NPC schedules



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Pending Feature: Increased Team sizes[message #347807 is a reply to message #347399] Mon, 26 December 2016 00:37 Go to previous messageGo to next message
Jakub

 
Messages:38
Registered:January 2014
AIMNAS works enough as 8234 validate file . just please look :

Smaller modification in my old favor game & works & is harder a bit . cheeky
When you don't have enough money to buy ... you improvised !
It's Jagged Alliance 2 .13 A_I_M_N_A_S_ Mod version 1.13 8234 Valid beta file ...
[System Limit Settings]
;*********************************************************************************************************************** *******
; These settings control some program limits.
; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED.
;*********************************************************************************************************************** *******
;----------------------------------------------------------------------------------------------------------------------- -------
; This is the max number of mercs and vehicles you can recruit.
;
; PLEASE NOTE:
; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game!
; To load any "broken" savegames, simply revert to your original settings.
;----------------------------------------------------------------------------------------------------------------------- -------
; Player mercs, valid values 1 through 256, default is 24
MAX_NUMBER_PLAYER_MERCS = 64
; Player vehicles, valid values 2 through 20, default is 2
MAX_NUMBER_PLAYER_VEHICLES = 6
;----------------------------------------------------------------------------------------------------------------------- -------
; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode.
;----------------------------------------------------------------------------------------------------------------------- -------
; Enemies (i.e., soldiers), valid values 16 through 512, default is 32
MAX_NUMBER_ENEMIES_IN_TACTICAL = 128
; Creatures (i.e., bloodcats and crepitus), valid values 0 through 512, default is 32
MAX_NUMBER_CREATURES_IN_TACTICAL = 128
; Rebels (i.e., militia), valid values 16 through 512, default is 32
MAX_NUMBER_MILITIA_IN_TACTICAL = 128
; Civilians, valid values 16 through 512, default is 32
MAX_NUMBER_CIVS_IN_TACTICAL = 64
; increased teamsize testing only: fill up sectors with as many civilians as possible
SECTOR_FILL_UP_TEAMS = TRUE
;----------------------------------------------------------------------------------------------------------------------- -------
; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20
; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map.
; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together
; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size.
;----------------------------------------------------------------------------------------------------------------------- -------
MAX_STRATEGIC_ENEMY_GROUP_SIZE = 99
;----------------------------------------------------------------------------------------------------------------------- -------
; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon
; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE
; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than
; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-250, default is 34.
; MAX_WEAPON_SIZE is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE
; regardless of attachments. Values 0-100, default is 9
; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-255, default is 99.
;----------------------------------------------------------------------------------------------------------------------- -------
MAX_ITEM_SIZE = 949
MAX_WEAPON_SIZE = 599
OLD_INVENTORY_ITEM_NUMBER = 1000
;----------------------------------------------------------------------------------------------------------------------- -------
; ALLOW_TARGET_HEADANDLEG_IFPRONE is an experimental switch which allows targetting/hitting head/torso/legs for
; prone targets (until now, hits were always considered on torso).
; Additionally soldiers are no longer protected from stray bullets in crouched and prone stance.
; This switch will be removed once this code change has been accepted (or deemed unacceptable).
;----------------------------------------------------------------------------------------------------------------------- -------
ALLOW_TARGET_HEADANDLEG_IFPRONE = TRUE
Re: Pending Feature: Increased Team sizes[message #348429 is a reply to message #329856] Mon, 23 January 2017 23:57 Go to previous messageGo to next message
kwasny

 
Messages:12
Registered:January 2017
Location: Poland
Hi Flugente,
I have question about your mod of increased team sizes in ja. Is there a possibility to run ja 2 1.13 v7609 stable release with your mod?
Thx for any reposts.
Re: Pending Feature: Increased Team sizes[message #348431 is a reply to message #348429] Tue, 24 January 2017 01:15 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Hi kwasny, welcome to the pit!

Absolutely not. The changes are all in the exe itself, and there are ~2-3 years of changes between this and 7609. Nope.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Pending Feature: Increased Team sizes[message #348441 is a reply to message #329856] Tue, 24 January 2017 12:31 Go to previous messageGo to next message
kwasny

 
Messages:12
Registered:January 2017
Location: Poland
Sadly to hear that, ok. Thx for answer.
Re: Pending Feature: Increased Team sizes[message #349922 is a reply to message #348441] Tue, 30 May 2017 00:57 Go to previous messageGo to next message
Jakub

 
Messages:38
Registered:January 2014
Hi ! The version what only works with AIMNAS is 8234 other versions have error & game can't even start ... I press escape & back to Linux desktop ... My game run fine under WINE ... Sometimes I have missed files of animations , sometimes game crashes when someone use grenades or blow something ...
Re: Pending Feature: Increased Team sizes[message #350369 is a reply to message #348431] Fri, 21 July 2017 13:39 Go to previous messageGo to next message
Juku121
Messages:1
Registered:July 2017
Hey!

Apparently this feature is in hibernation, but Flugente wanted testing, so I did some and came up with something rather nasty.

Namely, autoresolve has crashed pretty much every time I've tried it, producing the error message

"Assertion Failure [Line 995 in file Auto Resolve.cpp]. <debug save stuff>
Mapping between actual enemies and autoresolve cells is wrong."

I'm about 90% certain this has to do with the increased team size code, since switching to "regular" r8338 .exe fixes this.

If you need a save or other info, do tell.
Re: Pending Feature: Increased Team sizes[message #352351 is a reply to message #350369] Sat, 10 February 2018 20:54 Go to previous messageGo to next message
Spamwebster

 
Messages:8
Registered:February 2018
I apologise if this qualifies as necroposting.

I was just wondering if, as it's been over a year, there was any chance of a return to this feature. Even if just so it will work with the latest release.

I get that the feature was labelled pending for a reason. I just feel bad missing out on the latest features due to a desire to play with the full 140 mercs, (not counting any new ones) at the same time.

I don't expect anything to come from this message, I'm not a coder so I don't expect my opinions to affect how 1.13 is developed.

Thank you for reading this and working on something as amazing as 1.13
Re: Pending Feature: Increased Team sizes[message #352354 is a reply to message #352351] Sun, 11 February 2018 15:17 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Hi Spamwebster, welcome to the pit!

Uh. I guess when I'm done with the next feature, I might update this, not sure.

Thanks happy



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Pending Feature: Increased Team sizes[message #353882 is a reply to message #352354] Mon, 25 June 2018 12:10 Go to previous messageGo to next message
kwasny

 
Messages:12
Registered:January 2017
Location: Poland
I think that many players are waiting for this function. Recruiting all heroes was the first thought, after passing the whole game and getting to know all the mercenaries from aim, merc and all NPCs. IoV mod with many weapons and ITS from Flugente (the greatest feature in my opinion), all together in combination is the best modification for me. I hope that this function will not die Flugente ;p, also thanks for any work you have done so far Flugente. Best regards.
Re: Pending Feature: Increased Team sizes[message #353883 is a reply to message #353882] Mon, 25 June 2018 17:04 Go to previous messageGo to next message
SamBlack

 
Messages:28
Registered:November 2010
Location: Finland
Yes, this is a very welcome feature!
I always end up taking all the npc's that I can find, and it leaves too few spots for the AIM/MERC mercs.
About 50 mercs is the amount I want to have. I also like to edit the MercProfiles.xml to make my team NOT hate eachother ;)
Re: Pending Feature: Increased Team sizes[message #357036 is a reply to message #353883] Sat, 23 March 2019 11:24 Go to previous messageGo to next message
jj5530
Messages:4
Registered:January 2019
@Flugente
Can I publish the increased teamsize exe in Chinese?
Re: Pending Feature: Increased Team sizes[message #357041 is a reply to message #353883] Sun, 24 March 2019 01:40 Go to previous messageGo to next message
jj5530
Messages:4
Registered:January 2019
@Flugente

Is there a Chinese version of exe?
Re: Pending Feature: Increased Team sizes[message #357088 is a reply to message #357041] Fri, 29 March 2019 00:43 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
There is one if you build one. As long as you credit me (dunno, how that works. Just don't pretend it's yours maybe) your free to build it.

I should probably update the damn thing.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Pending Feature: Increased Team sizes[message #357094 is a reply to message #329856] Fri, 29 March 2019 06:25 Go to previous messageGo to next message
jj5530
Messages:4
Registered:January 2019
Thank you Flugente !
However, I don't have the ITS source code.
Re: Pending Feature: Increased Team sizes[message #358296 is a reply to message #329856] Sat, 19 October 2019 23:07 Go to previous messageGo to next message
BruceVaran
Messages:2
Registered:October 2019
Thanks for your work Flugente. I got to try this mod a few years ago, and it was awesome being able to hire all the mercs! I was really hoping to use it with the latest AIMNAS, but apparently it's no longer compatible.

Do you still have plans to update the mod, or is it permanently abandoned at this point? Is there anything I could do to help, or any way I could compile an .exe myself to have increased team sizes in the latest AIMNAS?

Thanks for any response.
Re: Pending Feature: Increased Team sizes[message #358306 is a reply to message #358296] Sun, 20 October 2019 18:45 Go to previous messageGo to next message
Wolfe

 
Messages:25
Registered:July 2019
For some who can't code I have to say this is very impressive. When I read about some of the mercs who are limited or let's face it the screw ups who might be interesting you often don't get a chance to hire because you're trying to win. This let's you expand your force and have a "section 8" unit.

My question is will you have enough money to pay for everyone? You can hire one but can you handle the increased payroll?
Re: Pending Feature: Increased Team sizes[message #358308 is a reply to message #358306] Sun, 20 October 2019 21:09 Go to previous message
BruceVaran
Messages:2
Registered:October 2019
Wolfe wrote on Sun, 20 October 2019 18:45
For some who can't code I have to say this is very impressive. When I read about some of the mercs who are limited or let's face it the screw ups who might be interesting you often don't get a chance to hire because you're trying to win. This let's you expand your force and have a "section 8" unit.

My question is will you have enough money to pay for everyone? You can hire one but can you handle the increased payroll?
I could be wrong but I don't think it's possible to have a high enough daily income to hire all mercs at once, especially since their salaries increase as they level up.

However, you can modify MercProfiles.xml to change the salary of the mercs and the amount by which it increases. Personally, I like to give them all a medical deposit of 50,000 and a salary of 0. This makes them hirable for a single one-time fee and no recurring salary. If I remember correctly (it's been years since I last played) a salary of 0 doesn't work on M.E.R.C. mercs, unless you transfer them to AIM.

Edit: I just remembered: giving a salary of 0 to mercs hired through M.E.R.C. causes a problem: the M.E.R.C. website expects you to pay your bill anyway (in this case, a bill of $0) but the game won't let you pay at all. You basically end up indebted to M.E.R.C. with no way to pay the debt. To avoid this, you must give those mercs a salary of $1 minimum or mod your game files to make the mercs hirable through AIM.

[Updated on: Sun, 20 October 2019 23:17]

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