Home » MODDING HQ 1.13 » Flugente's Magika Workshop » Pending Feature: Increased Team sizes
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 is currently offline kwasny

 
Messages:14
Registered:January 2017
Location: Poland
Sadly to hear that, ok. Thx for answer.

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Private
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 is currently offline Jakub

 
Messages:39
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 ...

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Private 1st Class
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 is currently offline 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.

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Civilian
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 is currently offline 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

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Private
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:3533
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.

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Captain

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 is currently offline kwasny

 
Messages:14
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.

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Private
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 is currently offline SamBlack

 
Messages:26
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 ;)

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Private 1st Class
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 is currently offline jj5530
Messages:4
Registered:January 2019
@Flugente
Can I publish the increased teamsize exe in Chinese?

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Civilian
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 is currently offline jj5530
Messages:4
Registered:January 2019
@Flugente

Is there a Chinese version of exe?

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Civilian
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:3533
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.

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Captain

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 is currently offline jj5530
Messages:4
Registered:January 2019
Thank you Flugente !
However, I don't have the ITS source code.

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Civilian
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 is currently offline 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.

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Civilian
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 is currently offline Wolfe

 
Messages:36
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?

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Private 1st Class
Re: Pending Feature: Increased Team sizes[message #358308 is a reply to message #358306] Sun, 20 October 2019 21:09 Go to previous messageGo to next message
BruceVaran is currently offline 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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Civilian
Re: Pending Feature: Increased Team sizes[message #358417 is a reply to message #358308] Fri, 01 November 2019 11:38 Go to previous messageGo to next message
kwasny is currently offline kwasny

 
Messages:14
Registered:January 2017
Location: Poland
Maybe raise the mine incomes in ini file. I was doing that and i was able to pay all my mercenaries debts.

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Private
Re: Pending Feature: Increased Team sizes[message #361162 is a reply to message #358417] Tue, 08 September 2020 01:38 Go to previous messageGo to next message
SinMachina is currently offline SinMachina

 
Messages:48
Registered:August 2020
I'm not sure what needs updating to make this compatible with the latest / next SCI, but having access to this feature and the rest of your magic is what dreams are made of. This is easily one of the top things that I remember wanting from vanilla, and when I saw the original post many years ago I about shit myself. Its a shame that it apparently doesn't work anymore. angry

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Corporal
Re: Pending Feature: Increased Team sizes[message #364261 is a reply to message #361162] Sat, 29 January 2022 17:18 Go to previous messageGo to next message
cornholio is currently offline cornholio
Messages:3
Registered:January 2022
Would love to see this updated, though I'm mostly interested in MAX_NUMBER_PLAYER_MERCS and would be very happy for a version with just this setting increased.

[Updated on: Sat, 29 January 2022 17:28]

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Civilian
Re: Pending Feature: Increased Team sizes[message #364410 is a reply to message #364261] Sat, 05 March 2022 17:12 Go to previous messageGo to next message
Asdow is currently offline Asdow

 
Messages:94
Registered:August 2010
I've been slowly working on this feature, but unfortunately we didn't have any of Flugente's changes so I had to start from scratch. After plenty of bug squashing, I can play and save/load a game but it's still far from done.
Gotta say, attacking one vanilla sector with 56 mercs is a little overkill. big grin

https://cdn.discordapp.com/attachments/430729503644319745/944547378952830996/jagged_alliance_2-2022-02-19-12_48_32.png
https://cdn.discordapp.com/attachments/430729503644319745/948673861463973898/jagged_alliance_2-2022-03-02-22_04_02.png
https://cdn.discordapp.com/attachments/430729503644319745/948673864160915457/jagged_alliance_2-2022-03-02-22_04_10.png

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Corporal 1st Class
Re: Pending Feature: Increased Team sizes[message #364411 is a reply to message #364410] Sat, 05 March 2022 17:56 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3679
Registered:July 2009
What do you mean "didn't have any of his changes"? They should all be in one of his branches like usual.
https://ja2svn.mooo.com/source/ja2/branches/Flugente/myriad/Build/



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(Pls don't use my forum PMs for general game queries)

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Captain

Re: Pending Feature: Increased Team sizes[message #364412 is a reply to message #364411] Sat, 05 March 2022 18:03 Go to previous messageGo to next message
Asdow is currently offline Asdow

 
Messages:94
Registered:August 2010
When I looked at his branches on SVN, none of the names had any indication to be the expanded teamsize branch.

[Updated on: Sat, 05 March 2022 18:04]

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Corporal 1st Class
Re: Pending Feature: Increased Team sizes[message #364413 is a reply to message #364412] Sat, 05 March 2022 23:56 Go to previous messageGo to next message
Vritran is currently offline Vritran

 
Messages:200
Registered:February 2020
Location: North East England
I would love to see this feature make it to the trunk.

Been playing JA2 1.13(8338) + DBB IoV 929 + ITS + Arulco Revisited v1.41 from JA Center and its great fun as it allows you to have support teams and rotate injured mercs etc.

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Sergeant 1st Class
Re: Pending Feature: Increased Team sizes[message #364494 is a reply to message #364413] Sat, 19 March 2022 05:18 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
I'm really hoping that this finally gets implemented. It been in 'development' for really long time.

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Master Sergeant
Re: Pending Feature: Increased Team sizes[message #364725 is a reply to message #329856] Sun, 26 June 2022 21:36 Go to previous messageGo to next message
kwasny is currently offline kwasny

 
Messages:14
Registered:January 2017
Location: Poland
Waiting for this mod for such a long period of time... Is there a chance that this mod see the daylight this year? ;D

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Private
Re: Pending Feature: Increased Team sizes[message #364729 is a reply to message #364725] Thu, 30 June 2022 07:48 Go to previous messageGo to next message
Pr0ph3t is currently offline Pr0ph3t

 
Messages:9
Registered:June 2022
Trying to implement this into my mod, I see the myriad branch:

https://ja2svn.mooo.com/source/ja2/branches/Flugente/myriad/Build/

Looking at the files though I'm not seeing any size increases to the squads are we sure this is the right build ?

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Private
Re: Pending Feature: Increased Team sizes[message #364979 is a reply to message #364729] Mon, 14 November 2022 02:54 Go to previous message
Jakub is currently offline Jakub

 
Messages:39
Registered:January 2014
Hi ! So maybe we could leave these options in mod like here :

************************************************************************************************************************ ******
; 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

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