Home » MODDING HQ 1.13 » v1.13 Feature Requests » [Request] New Ironman Modes
[Request] New Ironman Modes[message #331318] Sun, 16 March 2014 16:02 Go to next message
Charlie_May is currently offline Charlie_May

 
Messages:27
Registered:March 2009
I always play Ironman, because I don't have the restraint to stop myself from reloading if anything goes wrong. If I'm allowed to quicksave/load, I'll literally do so before/after each and every turn to maximize the outcome of the battle. Now that I play Ironman, everything is much more exciting and fun. But I'd like Ironman to be more customizable, hence why I'm proposing two new modes.

First, Ironman 'Light' : You're allowed to save during battle, but only in real-time mode. That way, if a battle goes wrong, you can at least reload to a point where all your mercs are in position right before engaging the enemy, instead of restarting from the strategic screen, and having to redeploy your mercs. I personally wouldn't use this mode unless playing on Insane or with tons and tons of enemies (having to restart a battle from scratch after having killed 50-60 enemies, because the last one that remains kills half your squad from his hiding spot in the corner of a map, can be too frustrating at times), but I can see how it would be a good compromise between the hardcoreness of Ironman and the cheesiness of instant reloading.

Which brings me to my second request : 'Extreme' Ironman. You're not allowed to save!, not by choice. Your progress is saved automatically after a certain amount of time (that the user could maybe specify in the .ini). For example, the game could be auto-saved at noon everyday. The reason I'm asking for this mode is that I want the tension and excitement of Ironman tactical battles to be transferred to the strategic screen. While I can't save/load obsessively in battle anymore, right now I can still save/load every hour on the overhead map, so as to optimize the movements of my troops. If Flo walks into a fatal ambush while bringing guns to San Mona, I can just reload my save from the hour before and send her through a different sector instead... I think that not being allowed to repair the catastrophes stemming from unwise troop movements or bad allocation of resources so easily would really make the strategic part of the game shine, and give much more weight to all the related 1.13 features such as the scout trait, the facilities, or the new ability to move militia from the Alma command center. If something bad happens, you've got to pay the price! either by losing some beloved merc, or by losing a lot of time replaying up to the point where things went terribly wrong.

[Updated on: Sun, 16 March 2014 16:04] by Moderator

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Private 1st Class
Re: [Request] New Ironman Modes[message #331867] Tue, 22 April 2014 23:46 Go to previous messageGo to next message
Decoy is currently offline Decoy

 
Messages:30
Registered:April 2004
Believe it or not, I just came to the forum to post exactly the same (well, aside from the "extreme" ironman, although it also sounds very interesting).

I also vote for a "soft" ironman. I loved it in Jagged Alliance 2/1 mod. Please include it.

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Private 1st Class
Re: [Request] New Ironman Modes[message #331902] Thu, 24 April 2014 23:20 Go to previous messageGo to next message
Decoy is currently offline Decoy

 
Messages:30
Registered:April 2004
Is anyone even reading this? Very Happy

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Private 1st Class
Re: [Request] New Ironman Modes[message #331904] Thu, 24 April 2014 23:25 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
yes I read it. but what about forcing yourself to play the style you mentioned?
i think it will not be too hard to code that, but I am currently really busy with RL.
maybe another coder picks your idea up.

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Sergeant Major

Re: [Request] New Ironman Modes[message #331906] Fri, 25 April 2014 00:34 Go to previous messageGo to next message
Decoy is currently offline Decoy

 
Messages:30
Registered:April 2004
Well, as Charlie May stated:

Quote:
I always play Ironman, because I don't have the restraint to stop myself from reloading if anything goes wrong.


For alot of people (inlcuding me) it is too tempting to quickly reload when you did something stupid in the game. That's why I love Iron man, battles are more thrillling and you have more of a up and down story rather than a clean shot.

Soft Ironman in my opinion would a good middleway in JA2 between having exciting battles and torturing myself with replaying long parts of the game.

If some developer could implement it, that would be awesome. Like I said, the jagged alliance 2/1 mod has that feature.

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Private 1st Class
Re: [Request] New Ironman Modes[message #331943] Sat, 26 April 2014 22:55 Go to previous messageGo to next message
anv is currently offline anv

 
Messages:258
Registered:March 2013
I'd add that official "hardcore" mode creates a bait for "let's play" videos.

New Iron Man Modes
Selectable at campaign start under "Extra Difficulty" label:

"Soft Iron Man"
No saving when in turn-based combat. Can save with enemies around (in sector) but only if still in real-time mode.

"Extreme Iron Man"
Don't confuse with extreme ironing. No saving, except punctually at midnight - save screen opens by itself, so Player won't accidentally miss saving time window. Besides Player's save, game will be auto-saved at midnight too if auto-saving is on.

Both additional modes get their own pre-game warnings and unique "can't save because" messages.

Another small change I made is how auto saves rotation works. If at the given moment game can't be auto-saved, instead of leaving empty slot, this slot will be used next time.

Also, while adding new mode names, fixed few texts in gzGIOScreenTextscreen and zNewTacticalMessages in Polish version.

Save game compatibility:
Not broken. I even checked it under UB - oh, what sacrifices I make.

Patch file

[Updated on: Sun, 27 April 2014 12:35] by Moderator

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Master Sergeant

Re: [Request] New Ironman Modes[message #331944] Sat, 26 April 2014 23:00 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
@anv
Is it possible to optionally avoid showing save screen for Extreme Iron Man, leaving only auto save at midnight?
(maybe it's enough to just stop the time in strategic at 00:00)

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Lieutenant

Re: [Request] New Ironman Modes[message #331945] Sat, 26 April 2014 23:06 Go to previous messageGo to next message
anv is currently offline anv

 
Messages:258
Registered:March 2013
@Sevenfm: How about .ini option for that? Auto-saves can be easily overwritten, and it would suck to lose entire progress if e.g. Player started another campaign in the meantime or wanted to keep late game save as a souvenir.

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Master Sergeant

Re: [Request] New Ironman Modes[message #331946] Sat, 26 April 2014 23:10 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
@anv
ini option is always good!
Just thought that these everyday popping save screens could be annoying for some players Smile
And if your game is stopped at 00:00 you can always manually save or press >> to continue game timer.

EDIT: is it possible to add this small feature to the stable branch, too? It seems very interesting and useful, and it does not change game data or something.

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Lieutenant

Re: [Request] New Ironman Modes[message #331952] Sun, 27 April 2014 08:24 Go to previous messageGo to next message
DarkGlass is currently offline DarkGlass

 
Messages:8
Registered:August 2010
I'd like to voice support for soft iron man as well.

I've played in iron man for years, and I can say that it makes me want to be too cautious. I avoid risks because they can ruin an entire battle, and then I miss out on fun parts of the game, such as stealth, rushing enemies to slice them in half with a sword, etc.

Soft iron man would also be a good solution to the problem of the last remaining enemy camping in a corner, and suddenly ambushing and killing one of your mercs while you were searching for him all over the sector. If you don't like losing your mercs, in iron man the only thing to do is restart the entire fight.

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Private
Re: [Request] New Ironman Modes[message #331956] Sun, 27 April 2014 12:37 Go to previous messageGo to next message
anv is currently offline anv

 
Messages:258
Registered:March 2013
Updated patch in my previous post with 2 new .ini options, "Strategic Interface Settings" section:
Toggle Spoiler

And after all these years now I discovered you can pause game by clicking on the clock. Yay.

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Master Sergeant

Re: [Request] New Ironman Modes[message #331968] Sun, 27 April 2014 19:35 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
very nice, patch is committed to development trunk.

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Sergeant Major

Re: [Request] New Ironman Modes[message #332002] Tue, 29 April 2014 23:51 Go to previous messageGo to next message
Decoy is currently offline Decoy

 
Messages:30
Registered:April 2004
Sorry if that's a stupid question, but where can I set the new Iron Man Modes? And is it enough to update my game folder from SVN or do I have to apply the patch also, and if so, where to?

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Private 1st Class
Re: [Request] New Ironman Modes[message #332014] Wed, 30 April 2014 17:07 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Decoy
Sorry if that's a stupid question, but where can I set the new Iron Man Modes? And is it enough to update my game folder from SVN or do I have to apply the patch also, and if so, where to?


you also need the executable file which includes the patch or you can compile the exe file directly from the svn development source trunk.

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Sergeant Major

Re: [Request] New Ironman Modes[message #332025] Thu, 01 May 2014 10:49 Go to previous messageGo to next message
Decoy is currently offline Decoy

 
Messages:30
Registered:April 2004
I checked Depri's lated Build but wasn't able to find a newer exe. Is there a guide how to compile the exe? If I linked my JA2 folder with SVN development trunk, do I already have the necessary files?

I would really appreciate it if someone could help me out what to do.

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Private 1st Class
Re: [Request] New Ironman Modes[message #332029] Thu, 01 May 2014 13:59 Go to previous messageGo to next message
Decoy is currently offline Decoy

 
Messages:30
Registered:April 2004
Ok I managed to compile the source code. I got a huge JA2_EN_Debug.exe, and when I run the game it takes long to load and says

(BETA VERSION ERROR REPORTING ENABLED)
VERSION: DEBUG: V 1.13.7083 (DEVELOPMENTBUILD) DEBUG BUILD 14.03.18
SOLDIER TYPE 2616 BYTES

Did I do it correctly?

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Private 1st Class
Re: [Request] New Ironman Modes[message #332030] Thu, 01 May 2014 14:45 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Decoy
Ok I managed to compile the source code. I got a huge JA2_EN_Debug.exe, and when I run the game it takes long to load and says

(BETA VERSION ERROR REPORTING ENABLED)
VERSION: DEBUG: V 1.13.7083 (DEVELOPMENTBUILD) DEBUG BUILD 14.03.18
SOLDIER TYPE 2616 BYTES

Did I do it correctly?


Yes you did it correctly, but you built a DEBUG version (which is very slow) instead of a RELEASE (fast) version. Just change it to RELEASE and compile it again. Then you can play.

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Sergeant Major

Re: [Request] New Ironman Modes[message #332035] Thu, 01 May 2014 17:27 Go to previous messageGo to next message
Decoy is currently offline Decoy

 
Messages:30
Registered:April 2004
That did work, thanks!

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Private 1st Class
Re: [Request] New Ironman Modes[message #354182 is a reply to message #331318] Sun, 29 July 2018 22:16 Go to previous messageGo to next message
Szakal is currently offline Szakal
Messages:2
Registered:July 2015
Location: Poland
Hey, I have slightly different question. Is there a way to disable soft ironman in already running campaign? I'm fighting almost 50 enemy soldiers in one battle and game crashed when I got them down to 20. I don't want to repeat that if the game will crash again.

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Civilian
Re: [Request] New Ironman Modes[message #354184 is a reply to message #354182] Mon, 30 July 2018 11:40 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
Szakal wrote on Sun, 29 July 2018 22:16
Hey, I have slightly different question. Is there a way to disable soft ironman in already running campaign? I'm fighting almost 50 enemy soldiers in one battle and game crashed when I got them down to 20. I don't want to repeat that if the game will crash again.

A) It is probably possible with a debug version JA2.exe.

B)Get a hex editor/other program which allows to edit ram, like HxD, debug etc.
Start a new game with same settings as in your current campaign. (i.e. soft iron man "on") and save asap, before hiring anybody.
Start another new game with different settings, i.e. max player/squad size, octh/nct etc and make sure to select soft iron man "off", again save asap.
Use hex editor to compare both saves, note the whole string including those bytes within that did not change.
Each byte acts like a switch, i.e. the game checks stored numbers and selects settings like realistic or ScFi mode.
If you are not sure which byte represents the soft iron man switch,
create another new_game_savegame with settings like in your campaign, but change the soft iron mode to "off".
Compare files to localize soft im switch, then look at campaign save and note the string of all bytes identified as switches.
Run the game, tab back to the hex editor, select to open ram and there select the desired process.
make sure to select the correct program, wrong byte written in crucial process or direct to disk may cause big havoc
Now search in ram for the string of bytes, it should be near the start of allocated memory
here under XP it defaults to offset C06338h for the byte which represents the (O)cth/Ncth switch.
Now change the soft iron man byte to desired value, tab into game, save game in a new save game slot.
To confirm success either load the save in game or with hex editor and check whether soft iron man is off.
If not successful, close the game,
perhaps even cold boot the computer, if there is even only a tiny chnace you selected anything else than the correct process,
try again til success.

btw same change in savegame has no effect, probably valure is stored more than one time at different offsets.

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Master Sergeant
Re: [Request] New Ironman Modes[message #354187 is a reply to message #354184] Mon, 30 July 2018 19:31 Go to previous message
Szakal is currently offline Szakal
Messages:2
Registered:July 2015
Location: Poland
Thank you for that detailed answer. It all makes sense but I have different problem so I have trouble confirming that it works for me. If I minimize my game then I cannot go back. It's obviously a different issue that requires me to search for an answer somewhere else. I just want to respond to you immediately, even before I try your method. ;)

Edit: I couldn't fix the issue with alt+tab so I downloaded a source code and modified CanBeSaved function in GameSettings.cpp so it always return true. This way I don't have to disable ironman.

[Updated on: Tue, 31 July 2018 23:01]

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Civilian
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