Home » MODDING HQ 1.13 » v1.13 General Development Talk » HAM 3.6 Alpha - RELEASED
Re: HAM 3.6 Alpha - RELEASED[message #232231] Mon, 31 August 2009 19:41 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
I lowered the chances of a facility risk event in my configurations - Razor (at mech 40) and Maddog were losing health several times a day in Estoni junkyard with the default settings and would've been dead in a week!

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Staff Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #232234] Mon, 31 August 2009 20:25 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
I also lowered this, because in 3 hours my IMP lost 4 HP permanently

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Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #232238] Mon, 31 August 2009 21:12 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
INI setting that will prevent militia from ever turning hostile even if you shoot them openly.


I didn't know they reacted that way to gas. But I've placed the INI setting in nonetheless. Will be available in download v6. It has three settings:

0 = Militia NEVER go hostile.
1 = Militia only go hostile if killed.
2 = JA2 Default.

Quote:
I lowered the chances of a facility risk event in my configurations


Noted. Good work. Keep that feedback flowing, this is very important stuff.

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #232247] Mon, 31 August 2009 22:05 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:346
Registered:July 2006
Thanks Headrock. Smile

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Master Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #232251] Mon, 31 August 2009 23:37 Go to previous messageGo to next message
cdudau
How can I turn off the stealth option that allows you to choose to go into turnbased mode?

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Re: HAM 3.6 Alpha - RELEASED[message #232253] Tue, 01 September 2009 00:49 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
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It's in the INI file somewhere. I believe the settings come right before the rain settings, so look for [JA2 Rain Settings] in JA2_Options.INI, and it should be right above that.

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #232254] Tue, 01 September 2009 01:10 Go to previous messageGo to next message
cdudau
I have searched through entire INI file and still can not find it. I just downloaded the new HAM 3.6 Beta. It was in my INI in my last version so ????

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Re: HAM 3.6 Alpha - RELEASED[message #232255] Tue, 01 September 2009 01:27 Go to previous messageGo to next message
RiderCZ is currently offline RiderCZ
Messages:1
Registered:December 2007
Location: Trutnov, Czech Republic
ja2 tactical settings in ini editor, roll to last two choices

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Civilian
Re: HAM 3.6 Alpha - RELEASED[message #232256] Tue, 01 September 2009 01:41 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Look for these:

ALLOW_REAL_TIME_SNEAK
QUIET_REAL_TIME_SNEAK

--------------------------------------

BTW, It just occurs to me that the INI file included in the HAM download is a frankenstein-like mix of HAM recommended settings and JA2 default settings, which is probably not going to give a good impression to those of you who are playing HAM for the first time. Some things contradict one another in a very very ugly fashion. I'll do my best to compile a new INI by tomorrow.

Sorry.

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #232257] Tue, 01 September 2009 01:57 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Say, does repairing/healing in a facility improve your health or mechanical skills respectively, because I've had a group of mechanics repair stuff in Estoni junkyard, but they show no improvement on skills?

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Staff Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #232260] Tue, 01 September 2009 03:08 Go to previous messageGo to next message
Wounded Ronin is currently offline Wounded Ronin

 
Messages:75
Registered:August 2006
Headrock
UPDATE

Two new features will enter HAM 3.6 in the next update.

A) Civs that aren't capable of combat do not become hostile, even if you shoot them. There's really nothing they can do anyway, so setting them hostile only serves to annoy everybody, as you're suddenly forced to kill everyone in the sector even though they aren't a threat anyway. This really makes no sense. An INI setting now prevents such situations.


Yeah, much better. IT was surreal before where you were forced to Mai Lai everyone's ass just because some civilian took a little bit of shrapnel.

That would realistically happen in the Village of the Damned in Parmistan: http://www.youtube.com/watch?v=NjBcRDZeh0E

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Corporal
HAM 3.6 Alpha - RELEASED[message #232261] Tue, 01 September 2009 03:10 Go to previous messageGo to next message
Wounded Ronin is currently offline Wounded Ronin

 
Messages:75
Registered:August 2006
Logisteric
@ t-bird

so it's not gc but the international court in den haag

btw gc rules out ANY use of gas, that's the reason why police-forces are allowed to use tear and/or cs - gas, whilst in the military you have to shoot that guy properly through his head :gaga:


It's also funny how police use hollow points all the time but you can't if you're in the military. The NYPD patrolmen are running around with 9mm hollow points in their sidearms.

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Corporal
Re: HAM 3.6 Alpha - RELEASED[message #232262] Tue, 01 September 2009 03:15 Go to previous messageGo to next message
cdudau
Headrock
Look for these:

ALLOW_REAL_TIME_SNEAK
QUIET_REAL_TIME_SNEAK

--------------------------------------

BTW, It just occurs to me that the INI file included in the HAM download is a frankenstein-like mix of HAM recommended settings and JA2 default settings, which is probably not going to give a good impression to those of you who are playing HAM for the first time. Some things contradict one another in a very very ugly fashion. I'll do my best to compile a new INI by tomorrow.

Sorry.

I do not have these choices Headrock. ???

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Re: HAM 3.6 Alpha - RELEASED[message #232266] Tue, 01 September 2009 04:04 Go to previous messageGo to next message
stigma is currently offline stigma

 
Messages:25
Registered:August 2009
Headrock
Look for these:
BTW, It just occurs to me that the INI file included in the HAM download is a frankenstein-like mix of HAM recommended settings and JA2 default settings, which is probably not going to give a good impression to those of you who are playing HAM for the first time. Some things contradict one another in a very very ugly fashion. I'll do my best to compile a new INI by tomorrow.

Sorry.


I noticed that too now that I went through the INI. Of course Il go thrugh the iNI before a game regardless, but some settings are not so obvious how they really affect the game longterm. I very much look forward to you updating the downoad with a INI that has the default settings you would recommend for HAM in a normal game.

Oh, and in regards to real-time sneaking, can anyone tell me how this affects the game in detail, apart from the obvious? Does it make stealth any easier or harder, or is it just purely a preference thing? Also, can you chose to go into turnbased without attacking the enemy while this setting is on?

Man, there is so much Im going to have to test out Wink

-Stigma

[Updated on: Tue, 01 September 2009 04:07] by Moderator

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #232268] Tue, 01 September 2009 04:24 Go to previous messageGo to next message
stigma is currently offline stigma

 
Messages:25
Registered:August 2009
craigmsandy
Headrock
Look for these:

ALLOW_REAL_TIME_SNEAK
QUIET_REAL_TIME_SNEAK

--------------------------------------

BTW, It just occurs to me that the INI file included in the HAM download is a frankenstein-like mix of HAM recommended settings and JA2 default settings, which is probably not going to give a good impression to those of you who are playing HAM for the first time. Some things contradict one another in a very very ugly fashion. I'll do my best to compile a new INI by tomorrow.

Sorry.

I do not have these choices Headrock. ???


Its at the very bottom of the JA2 tactical settings category. Are you using the INI editor to view it, and are you using the right INI?

Oh and I saw from the INI that you CAN enter turnbased at will. Thats awesome! I will definately be using that then, since im all about stealth Wink Nightops FTW!.

-Stigma

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #232271] Tue, 01 September 2009 05:08 Go to previous messageGo to next message
stigma is currently offline stigma

 
Messages:25
Registered:August 2009
Hmmm... when IRA was set to simply act as a trainer for the medical skill in Drassen airport it seems that she was open for being affected by random facility events, even though she was not assigned to staff the facility.

Is this a bug or a feature? if its a feature I don't understand it :/

HR, let me know if you need more details if you think it might be a bug.

BTW to everyone else who looked at the random events rates: What did you end up setting the rates at? I agree that the current rate of accidents is more than a little crazy. My mercs are getting serious permanent injuries from staffing in relatively mundane facilities heh... its more dangerous than fighting the enemies right now =P


-Stigma

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #232272] Tue, 01 September 2009 05:13 Go to previous messageGo to next message
Snake Plissken is currently offline Snake Plissken

 
Messages:37
Registered:December 2001
Wounded Ronin
Logisteric
@ t-bird

so it's not gc but the international court in den haag

btw gc rules out ANY use of gas, that's the reason why police-forces are allowed to use tear and/or cs - gas, whilst in the military you have to shoot that guy properly through his head :gaga:


It's also funny how police use hollow points all the time but you can't if you're in the military. The NYPD patrolmen are running around with 9mm hollow points in their sidearms.


Wikipedia tells me this is a result of the Hague Convention. The practical reason it wouldn't apply to police is that an international treaty dictating what each nation can and can't do to enforce its own laws would be a bitch to enforce.

Not that it's easy telling a country's military what to do either, but apparently it has stuck with some developed nations.

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #232278] Tue, 01 September 2009 07:08 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
hager landkriegsordnung or geneva convention - so what, you can't have one without the other

after wwI they were all afraud of gasing and forbate it. as the police was not supossed to gas (ww I -style) someone and police was also never subject to something similar hlo or gc there are no rules.

btw i bet if the had the opportunity of non-lethal gassing the would have thaught twice. as hitler was gassed in wwI he was (his pov) against gasing even sovjets (in the firld that is)

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Captain
Re: HAM 3.6 Alpha - RELEASED[message #232280] Tue, 01 September 2009 08:25 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Say, does repairing/healing in a facility improve your health or mechanical skills respectively, because I've had a group of mechanics repair stuff in Estoni junkyard, but they show no improvement on skills?


It might be related to the fact that the junkyard decreases Kit Degrade rates... I'm not entirely sure, but I will check it though.

Quote:
Hmmm... when IRA was set to simply act as a trainer for the medical skill in Drassen airport it seems that she was open for being affected by random facility events, even though she was not assigned to staff the facility.


The airport has an AMBIENT effect that will decrease health for anyone there, over time.

Quote:
BTW to everyone else who looked at the random events rates: What did you end up setting the rates at? I agree that the current rate of accidents is more than a little crazy. My mercs are getting serious permanent injuries from staffing in relatively mundane facilities heh... its more dangerous than fighting the enemies right now =P


I'll slash all "bad" chances by 3 for the next release...

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #232296] Tue, 01 September 2009 14:56 Go to previous messageGo to next message
Damienov is currently offline Damienov

 
Messages:10
Registered:August 2009
my second post here on the forum, hope this is the right place to post this Smile

is it possible to make Drassen C13 sector add Doreen textile facility?

in 113 or mods like alpha item mod/pddb there are a few non repairable armor (correct me if I'm wrong). why not use Doreen textile facility to make repairing armor possible?

of course this would require some decision on your part also, for example;

Case a: if you persuade Doreen (using Friendly option several times) you can repair armors but will not gain/reduce loyalty in Drassen.
Case b: if you kill doreen on the spot, you cannot repair armor but will gain a good boost of loyalty in Drassen.

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Private
Re: HAM 3.6 Alpha - RELEASED[message #232298] Tue, 01 September 2009 15:08 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
they are repairable - try c18

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Captain
Re: HAM 3.6 Alpha - RELEASED[message #232299] Tue, 01 September 2009 15:59 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
The textile factory is a good option, with one issue: There's no way to limit its use until AFTER doreen's been removed...

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #232302] Tue, 01 September 2009 16:46 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
ok..all is fixed..my intent was to move the posts pertaining to geneva convention to off topic..and i flubbed it..marlboro as usual saved my bacon and saved the day..please..no more geneva convention talk..i asked politely once after 3-4 posts about it..once something not on topic goes beyond 3-4 comments its basically a new thread within a thread..so please..take the geneva convention talk to off topic..thank you..and keep me away from marlboro's funny cigarettes Smile

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First Sergeant

Re: HAM 3.6 Alpha - RELEASED[message #232303] Tue, 01 September 2009 16:50 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
:mm: duuuude :mm:

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #232306] Tue, 01 September 2009 17:21 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
*Turns a blind eye*

:vader:

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #232323] Tue, 01 September 2009 20:37 Go to previous messageGo to next message
Damienov is currently offline Damienov

 
Messages:10
Registered:August 2009
Logisteric
they are repairable - try c18

True, but c18 is not a common item. its availability limited.
thus my suggestion to make use of Doreen's Textile factory when you need an armor repair but no c18 in sight

Headrock
The textile factory is a good option, with one issue: There's no way to limit its use until AFTER doreen's been removed...

hmm, does it includes repair time limit?
maybe making the time to repair armors very long to avoid exploits?

Also i've noticed that the mercs is not responsive in v5. In several instances selecting mercs and ordering it to move only show the merc audio response but they didnt move to the designated point. Took two to three clicks until the merc actually walk

[Updated on: Tue, 01 September 2009 20:44] by Moderator

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Private
Re: HAM 3.6 Alpha - RELEASED[message #232339] Tue, 01 September 2009 23:45 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Also i've noticed that the mercs is not responsive in v5.


Interesting. I've never had that happen. Is anyone else experiencing this?

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #232343] Wed, 02 September 2009 00:53 Go to previous messageGo to next message
Damienov is currently offline Damienov

 
Messages:10
Registered:August 2009
just to add, it happens often when selecting mercs with F1~F6 and the mercs is not centered/visible on screen

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Private
Re: HAM 3.6 Alpha - RELEASED[message #232347] Wed, 02 September 2009 01:27 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Anybody else find this annoying?

You're entering a sector controlled by enemies and position your squad for an attack. You move your sniper to an overwatch position, where he spots a group of enemies up ahead. Just as you are about to move your riflemen to a cut-off position in real-time sneak another enemy pops into the sniper's view and your sniper begins to move to the cut-off position exposing himself.

Can you make automatic merc selection in real-time sneak optional?

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Staff Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #232350] Wed, 02 September 2009 01:42 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
@ Damienov: I believe you need to double-tap the F# key to actually select a merc for movement. Try that.

Quote:
You're entering a sector controlled by enemies and position your squad for an attack. You move your sniper to an overwatch position, where he spots a group of enemies up ahead. Just as you are about to move your riflemen to a cut-off position in real-time sneak another enemy pops into the sniper's view and your sniper begins to move to the cut-off position exposing himself.


A known problem with JA2 from the old days, I hear. I haven't looked at fixing this issue yet, although it's on my (very very very very very very very long) to-do list. It's probably not difficult to fix, although finding the source of the bug might be annoying as f***.

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #232352] Wed, 02 September 2009 02:04 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
LOL heheh I got curious and I fixed it. Very Happy

An INI setting now controls whether focus can automatically jump to a merc when he spots an enemy in real time mode. Note that if turn-based mode is initiated, focus will still jump to that merc as normal.

This will be included in the next download version.

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #232354] Wed, 02 September 2009 02:30 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
Headrock
LOL heheh I got curious and I fixed it. Very Happy

An INI setting now controls whether focus can automatically jump to a merc when he spots an enemy in real time mode. Note that if turn-based mode is initiated, focus will still jump to that merc as normal.

This will be included in the next download version.



Nice job duuuuude. :mm:


That has always been an annoying "bug" that happens from time to time forever.

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #232357] Wed, 02 September 2009 03:06 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Headrock, you're my hero! Very Happy

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Staff Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #232359] Wed, 02 September 2009 03:20 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Hold your horses, this thing isn't even properly tested yet.

Also a question: do you think this would work better as an INI setting or as an in-game option?

--------------------------------

REQUEST

I want to release the next download with this feature and the No-Militia-Hostility feature, but I previously promised to also include better facility chances with that. However, it looks like it may take a LONG while to update all the facilities to the proper values, especially because the maths are difficult for me. Is there anyone here who is good with statistics and probability and would like to lend a hand? I can provide an excel chart of values for the XML and the approximate likelyhood of triggering each day...

Otherwise, the next HAM download would be... a while from now.

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #232363] Wed, 02 September 2009 05:29 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
I'd vote for in-game option

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Staff Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #232364] Wed, 02 September 2009 05:42 Go to previous messageGo to next message
stigma is currently offline stigma

 
Messages:25
Registered:August 2009
[quote=Headrock]Quote:


Quote:
Hmmm... when IRA was set to simply act as a trainer for the medical skill in Drassen airport it seems that she was open for being affected by random facility events, even though she was not assigned to staff the facility.


The airport has an AMBIENT effect that will decrease health for anyone there, over time.


Mmmm, ok, but why though? What does that represent? Surely it can't be that horrible for your health to just BE in the general area of a tiny airport like that. I guess Drassen airport must have a lot of frequent job openings, seeing as how nobody can work there more than a month or two before dying? =P

By ambient, do you mean everyone in the sector that is not staffing, but rather doing other stuff?

If its supposed to represent something generally insignificant like pollution, then I'd say your going overboard on adding special properties to the sectors. Sometimes more is not nessecarily better, and any bonus or detriment should have a relatively obvious reason for being there IMO (like the gunrange in alma).

In general, im not so sure Im such a big fan of all these random factors in various facilities. For example, in the small sleazy bar you can rest more efficiently (good idea, and makes sense to get better rest there than in the woods in the rain), but then there are all these very significant detrimental random chances - like losing as much as 10 points of health just kinda randomly. I would never risk that for my good mercs since that could be a huge blow, and if it ever happened to someone playing ironman I think it would just seem unfair to have such a big event happen randomly, without any chance to prevent it, and without even any explanation. (something bad happened, but youl have to use your immagination...). Thats not fun IMO. It would be much more conductive to good strategy play to have the benefit just balanced out with some cons, like how much it costs to use. Or... atleast leave permanent ability dammage out of the randomness. A chance to get hurt while working in the mine seems fair. A chance to get cripled for life in a bar dosnt IMO.

Also, im just not understanding some of these facilities from reading the XML, example: The prison complex.
(assuming Im understanding it right) If you staff this building it costs 120/hour (2900 a day, so not cheap) pr staffer, and the "benefits" are:
- Cance to get injured
- Chance to lose permanent health
- Chance to +1 global loyalty
- Chance (slightly lower) to reduce local loyalty
- Chance to chance merc morale (bigger chance to go down)
Oh, and to even staff it you need 78STR and 80HEALTH

So what does this facilitiy actually do? sucks up money, drains your mercs stats and morale and health for a very slight chance of raising global morale 1 point? It just dosnt seem remotely useful to me. Are there other hidden attributes im not seeing?

Other thoughts:
- Prices seem way too high on many things. Why use the munitions factory to help repair faster? you get +40% repair bonus and use 40% less repair kits, but it costs 150/hour. Thats 10800 for 3 days for example... For that kind of money I could just hire Gasket *forever* and still have lots of money to buy him all the toolkits he wanted - and then some. That would be way more effective than having a single merc get +40% (and paying way way more or it to boot).

- Many, if not most of the requirements seems too high. Heres the stats you ned to be an explosives trainer at the lab:
95
85
80
60
20
(this entry seems to be duplicate in the XML BTW).
Who the heck has those kinds of stats??
Or another example - leadership trainer in the military HQ: you need 80wis/80leadership. AFAIK only Gus Tarballs has high enough stats for that.
Aside from that, while it seems logical to have some requirements for the teacher, I dont agree on having requiremnts (atleast not this high) for the students. Sorry Ira, you can't practice medical skills inside the hospital. Please go outside, you can practise it there... (logic?) :/
Its also sucky to capture a brand new facility - only to realize that none of your mercs are even qualified to use its functions...

- The brothel is just silly... 12K for a day worth of resting with the additional chance of health reduction? (STDs?) Why even have that except perhaps for pure roleplaying-inside-your-own-head reasons?

- We realy really need a short plain-text translation of the bonuses for the various facilities. We cant properly test them if we dont know what they do, and I only understandsome of the XML myself. Besides - "regular" players cant be exptected to read the XML code... If its technically possible to add "flavor/explanation" mesages to facility events, or maybye in your laptop that would be awesome, though I realize its maybye not possible for you.

- What chance does "60" (for example) represent anyway? 6% pr hour or something?

Sorry for ranting too much. I just kinda threw down all my random thoughts here as feedback.

-Stigma

[Updated on: Wed, 02 September 2009 08:39] by Moderator

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #232371] Wed, 02 September 2009 10:22 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Mmmm, ok, but why though? What does that represent? Surely it can't be that horrible for your health to just BE in the general area of a tiny airport like that. I guess Drassen airport must have a lot of frequent job openings, seeing as how nobody can work there more than a month or two before dying? =P


Fuel fumes are dangerous to your health... It's not supposed to be such a strong effect though, the chance is obviously set too high.

The effect I'm trying to achieve with all these health-related issues is that health can drop, and then you'd have to practice health (I.E. work out, jogging, whatever) to get it back.

Quote:

By ambient, do you mean everyone in the sector that is not staffing, but rather doing other stuff?


No, I mean everyone in the sector, period.

Quote:
A chance to get cripled for life in a bar dosnt IMO.


It's supposed to be a general health decrease through indulgence in alcohol. Kills your liver, makes you fat, and generally not very good for you. Again, if the chance of that happening is too high, that's a whole 'nother issue and I'm looking for people to help with readjusting the probability.

Quote:
So what does this facilitiy actually do? sucks up money, drains your mercs stats and morale and health for a very slight chance of raising global morale 1 point?


The chance of loyalty increase globally should be the most important effect for this facility, although overall the prison exists mostly to be avoided. Once again, if the number are wrong, that's an issue that must be solved.

Quote:
Who the heck has those kinds of stats??


The idea was that you'd want to train your mercs up so that they can use these facilities, and then reward the player for having done all that training by giving him a cool-ass facility to use. Once again, I realize that the numbers are way off on most of these things, but I've been asking for help on that matter for weeks now and very few people were interested in even looking at them. I'm hoping that now that people can actually edit the XML and try it out, this thing will move forward...

Also about requirements, in theory you can remove all of them if you want, and there's an added bonus that mercs who lack the appropriate skill are in much greater danger of suffering from risks (and much less likely to benefit from risks). Of course, not all facilities have any risks. I was also hoping to come up with a system where the player determines which skills help with each risk, instead of the hardcoded values I have now. So at the hospital, doing "DOCTOR" duty (which is actually surgery) has a risk of injury based on your dexterity, while resting at a bar has a chance of injury based on your wisdom and agility (avoiding brawls and staying upright when tipsy). This would require some heavy coding though, and might only be available a long time from now...

Quote:
The brothel is just silly... 12K for a day worth of resting with the additional chance of health reduction? (STDs?) Why even have that except perhaps for pure roleplaying-inside-your-own-head reasons?


A day? You're not supposed to go in there for more than a couple of hours. It's like a full night's sleep within a very short time. I think in this case it's worth the money.

Quote:
- We realy really need a short plain-text translation of the bonuses for the various facilities. We cant properly test them if we dont know what they do, and I only understandsome of the XML myself. Besides - "regular" players cant be exptected to read the XML code... If its technically possible to add "flavor/explanation" mesages to facility events, or maybye in your laptop that would be awesome, though I realize its maybye not possible for you.


A) I've been meaning to set up tooltips for that, but I'm not sure if I can.
B) Part of the idea is that there's a mysterious risk involved, and you learn that risk over time. For instance, we all know that in JA2 when you train mercs, you can gain wisdom, even though it doesn't say that anywhere. You set the guy to train a stat, and wisdom goes up. The player ends up making the connection, and learns from experience. And yes, I would personally prefer a more "transparent" system, but I'm afraid that would take coding skills far beyond what I've got.

Quote:
- What chance does "60" (for example) represent anyway? 6% pr hour or something?


Exactly. Assuming that the player hasn't changed the global facility risk rarity (an INI setting).


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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #232373] Wed, 02 September 2009 11:06 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
UPDATE

I've just fixed the oldest bug in HAM. Bobby Ray's tooltips will now correctly show long "possible attachment" lists without crashing the game, making it possible to use this feature with mods like DBB and Alpha Items which add lots of possible attachments.

This will be added to HAM 3.6 for the next download, but I'm also going to send this to RoWa for inclusion in 1.13.

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #232374] Wed, 02 September 2009 11:24 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:346
Registered:July 2006
YESSSSSSSSSS!!!!!

Thank you. Smile :super:

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Master Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #232376] Wed, 02 September 2009 11:52 Go to previous messageGo to previous message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Bugfix sent to RoWa. Wow, this means that HAM is now completely bug-free. Very Happy

BTW, no bug reports on HAM 3.6 yet? C'mon, there must be something.

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Sergeant Major

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