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Re: HAM 3.6 Alpha - RELEASED[message #232254]
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Tue, 01 September 2009 01:10
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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 #232262]
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Tue, 01 September 2009 03:15
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HeadrockLook for these:
ALLOW_REAL_TIME_SNEAK
QUIET_REAL_TIME_SNEAK
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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]
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Tue, 01 September 2009 04:04
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stigma |
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Messages:25
Registered:August 2009 |
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HeadrockLook 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
-Stigma
[Updated on: Tue, 01 September 2009 04:07] by Moderator Report message to a moderator
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Private 1st Class
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Re: HAM 3.6 Alpha - RELEASED[message #232364]
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Wed, 02 September 2009 05:42
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stigma |
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Messages:25
Registered:August 2009 |
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[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 Report message to a moderator
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Private 1st Class
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Re: HAM 3.6 Alpha - RELEASED[message #232371]
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Wed, 02 September 2009 10:22
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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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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