Home » MODDING HQ 1.13 » v1.13 General Development Talk » HAM 3.6 Alpha - RELEASED
Re: HAM 3.6 Alpha - RELEASED[message #234356] Sun, 04 October 2009 14:44 Go to previous messageGo to next message
elenhil is currently offline elenhil

 
Messages:64
Registered:June 2008
LootFragg
I wouldn't, however, weaken the army too severely by cutting off ressources. It's logical, yes, and it makes you want to gain control over the land first before attacking any larger city, so it makes the game quite interesting, but if you exaggerate this effect or make it realistic, you could lose some fun due to lack of fights.

Well, I imagined it to be exactly the opposite: more fights - for sectors that previously there was no need to fight for.

Quote:

In that context, more work could be dedicated to adding more villages, farms, lonely huts,

I think that we can do without additional map editing at the moment. We can simply introduce a kind of buffer zone concept. That is, instead of several farm sectors (some of which will have to be added) with several output capabilities we can use existing farms whose output will depend on the number of owned sectors around it. No matter if those are fields, woods or swamps. Image this as a kind of buffer zone for the farmers to feel secure to work their best. One farm sector only - low output. Farm + nearby 4-8 sectors - max output. Provided that the farm was safe for the last week or so (not recently captured or recaptured).

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Corporal
Re: HAM 3.6 Alpha - RELEASED[message #234358] Sun, 04 October 2009 15:18 Go to previous messageGo to next message
elenhil is currently offline elenhil

 
Messages:64
Registered:June 2008
As for additional interfaces - maybe a simple loyalty-like output percent indicator for farm sectors will suffice for a start?

There will only remain a matter of indicating a current maximum militia cap for each city/SAM site. Maybe another percentage figure alongside loyalty? Both this and farm efficiency could be displayed on the strategic map in militia view. Will that require much effort?

I suppose the real question is whether AI is capable of deliberately aiming for farm sectors, that is, of punitive and scorched earth behaviour.

BTW, territory control may be linked with roaming militia behaviour. Less territory controlled - less far a squad of militia can travel. It is as if they lack local support to venture in the regions you have not secured beforehand. After all, if we introduce the whole concept of food supplies for stationary militia, roaming squads must surely come to depend on the locals in the sectors they travel through as they leave the farms behind.

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Corporal
Re: HAM 3.6 Alpha - RELEASED[message #234362] Sun, 04 October 2009 16:44 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
Headrock
this bug can probably be found through testing, but would require fighting kingpin's men over and over again...
Want me to?

Headrock
What savegames do you have?
I did a quicksave before trying to talk to Hans (I didn't want anybody to die, after all). Have not tried to recreate it yet, though. Will do.
Anyway, San Mona isn't hard to reach. My settings are very custom and alter from time to time, but I might as well do with the default settings or any settings you want me to apply and I could do it step by step. Although he is one hell of a tough bastard. I could try if GABBI and the overkill cheat would result in the same errors. I'd be glad to help fixing this issue once and for all, even if it takes some time. Though I don't know anything about the code, so you're the Brain, I'm the Pinky.

Logisteric
as for hans - the only explanation is a stray bullet that hit him
Nope. I can't definitely exclude that from the list of possibilities, but the fight I think never went in his direction. Even if, he's mostly surrounded by two walls and it would be hard hitting him even when you try. He's behind the counter, several shelves of tough porn, some walls, in between two more buildings. I once attacked him with a mortar, he went mad and really got hostile (like usual), that wasn't the case either. It has happened some time before, as well. I can possibly recreate it by just using knives if you want to. I think it's based on some script inside the code.

I'll see whether the quicksave produces the same result for attacking Hans again.

LoodFrakk

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Master Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #234376] Sun, 04 October 2009 19:10 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:346
Registered:July 2006
Headrock
There's something wrong with the way the factions react to you after you attack kingpin or get Maria. I don't believe it had anything to do with the suppression system or HAM, I seem to recall this happening long before HAM was created. The annoying part is that this bug can probably be found through testing, but would require fighting kingpin's men over and over again...


This is so very true. I don't think this has to do with any mod in particular but with the main code itself. I do recall that Sir-tech was changing the Kingpin behavior more then once in the patches they released (to avoid some exploits IIRC). It may be that some redundant parts of old code remained and they kick in under certain circumstances. I specifically remember mods like Urban Chaos (original version made for vanilla JA2, not the hybrid currently in development) also had problems with erratic faction behavior where sometimes factions would go hostile even if they had no reason to. I noticed this with other mods as well, although these were mostly made for JA2 1.13.
I can't put my finger on it, or find the specific code I speak about but after years of playing it's just a feeling I got after encountering those 'irregularities'. I could be wrong, of course.

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Master Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #234379] Sun, 04 October 2009 19:28 Go to previous messageGo to next message
Requiem is currently offline Requiem

 
Messages:93
Registered:February 2007
LootFragg
randomizing farm output is realistic, but it's a step further and interferes with the actual gameplay, since farming is a matter of months
And mines like really convert ore to cash/electronic transfer in a matter of hours.

Uriens
This is so very true. I don't think this has to do with any mod in particular but with the main code itself. I do recall that Sir-tech was changing the Kingpin behavior more then once in the patches they released (to avoid some exploits IIRC). It may be that some redundant parts of old code remained and they kick in under certain circumstances.
I've just had some armed civilians go mental, laying down suppression fire on my squad without going hostile with WF6.06+AIM+HAM. I haven't been near San Mona, so something is screwy with factions. Maybe HAM's settings are scaring them stupid. Smile

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Corporal 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #234382] Sun, 04 October 2009 20:51 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:346
Registered:July 2006
T_Bolt
I've just had some armed civilians go mental, laying down suppression fire on my squad without going hostile with WF6.06+AIM+HAM. I haven't been near San Mona, so something is screwy with factions. Maybe HAM's settings are scaring them stupid. Smile


I remember there were some problems with armed civilians recently, don't remember if they were HAM related though. Your case may be related to that problem. :whoknows:

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Master Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #234392] Sun, 04 October 2009 21:51 Go to previous messageGo to next message
czar1985 is currently offline czar1985

 
Messages:5
Registered:September 2009
If facilities could reduce cost of traning militia - something like sam reduce skryrider fly cost. Then rasing basic traning cost and use facilities in farm land will encouraged players to control non-city area. Also sector H14 in Alma have store so is good for such facilities, and with "ENABLE_ALL_WEAPON_CACHES = TRUE" Sectors having stores also could have possibility to reduce millitia traning cost.

Arluco map: http://www.freelancer.ag.ru/ja2/map/EMAP/_gen.htm
stores: H5 E11 H10 J12 M9
There are 19 sectors with farms.

In my curent game I set basic millitia cost to 3000 so there is lots of room for reductions Very Happy
This is much easier to impement. I think Wink

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Private
Re: HAM 3.6 Alpha - RELEASED[message #234393] Sun, 04 October 2009 22:00 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Want me to?


Unfortunately, this would have to be done in debug mode from VC++, so I'd have to do it myself. Thanks for the offer though.

Quote:
I did a quicksave before trying to talk to Hans (I didn't want anybody to die, after all).


Hmmm no. I think I need a savegame before any attack is made in San Mona against Kingpin's men. I have a strong feeling that somehow the attack is making the Gun Merchants faction hostile. ALT-O probably won't be helpful either, as it doesn't record your men as the killers.

Quote:
as for hans - the only explanation is a stray bullet that hit him


Doubtful.


BTW - is the error occuring in Wildfire or regular JA2? I know that it happened to me in WF recently.

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #234478] Mon, 05 October 2009 22:18 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
Concerning farms (which we wanted to not talk about anymore)
T_Bolt
And mines like really convert ore to cash/electronic transfer in a matter of hours.
I'm sorry, didn't think of that. Yes, you're right. The thing that I won't understand is how you would make these farms produce more or less. If you raise or decrease the outcome on a daily basis, no difference would be felt, especially not with multiple farms. Then maybe that means you'd dry them all out for a week, but I don't think that's a good idea.czar1985
If facilities could reduce cost of traning militia
Good idea as well. So you could either make them want to join or bribe them with lots of cash.

To Headrock and anybody else
I'd like to know whether or not there is an existing thread about the messed up pathfinding of your mercs when walking in groups. It took a friend of mine to remind me of it despite this having been a problem that has always annoyed me. I can't imagine no one has ever mentioned it so there must be a thread about it. Please tell me, pm me, link it, I'm spamming the forums, which is very impolite, I'm sorry, but I need to know this.

To Headrock
I'm a dumb broad, but if you want me to download VC++ (which I wanted to do anyway) and do anything and post you any result, advise me and command me around. I'm a mindless slave and I want HAM to conquer the world. Suppress it, so to say.

Yours truly,
your obedient slave,

Lootgor

[Updated on: Mon, 05 October 2009 22:20] by Moderator

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Master Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #234487] Mon, 05 October 2009 23:21 Go to previous messageGo to next message
Requiem is currently offline Requiem

 
Messages:93
Registered:February 2007
LootFragg
Concerning farms (which we wanted to not talk about anymore)
New thread to leave HAM in peace.

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Corporal 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #234493] Mon, 05 October 2009 23:54 Go to previous messageGo to next message
elenhil is currently offline elenhil

 
Messages:64
Registered:June 2008
LootFragg
The thing that I won't understand is how you would make these farms produce more or less. If you raise or decrease the outcome on a daily basis, no difference would be felt, especially not with multiple farms.

It certainly will be otherwise. We currently have about 20 farms for about 30 militia-capable inhabited sectors. Of course, they are not evenly distributed, but that is another matter. The thing is, each farm obviously supports more than a sector. We will yet have to decide what is the precise value of a single farm in terms of militia supported, but even with no roaming militia in mind loosing one farm should affect more than one squad of militia. Let us suppose one farm can support 2 militia squads. For the sake of simplicity make no distinction between stationary or mobile militia. That is, two farms near Drassen are needed to support its full garrison, plus the one in the NE SAM site. Loosing one will halve your initial militia numbers. Quite a loss, from my perspective.

Now, imagine those farms around Cambria feeding most of your forces in Grumm and Alma (which are obviously industrial/military cities with but one farm around each, so they certainly depend on Cambria's farms). Instead of sitting in Cambria training militia to your full and waiting for the next enemy squad to come face your ruthlessly planned urban defense strategy, you will be anxious to defend your neighbouring farm sectors. And do you remember how these enemy squads just LOVE to circle around Cambria before entering it? Now I see they've got a reason - they're trampling down those farmlands, they just don't know it yet!

Next we can thing about increased food support cost for mobile militia. It roams far from home and so should be harder to support. Make them worth 1.5 or 2 times more. Now to defend that NE SAM site you will have to secure an additional farm (near Omerta, obviously). And about two more to support another mobile squad. This way loosing a farm will make an even greater difference. Though that mobile support multiplier may be a matter of some debate, I suppose.

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Corporal
Re: HAM 3.6 Alpha - RELEASED[message #234503] Tue, 06 October 2009 02:57 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
@ Lootfragg: Your enthusiasm is noted. But simply instructing you on how to do it would take longer than doing it myself. Also, see a doctor.

@ T_Bolt: Thanks. I hope it works.

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #234543] Tue, 06 October 2009 16:07 Go to previous messageGo to next message
elenhil is currently offline elenhil

 
Messages:64
Registered:June 2008
Headrock, apart from the whole farm/territory control idea (which you seem to regard as too big an undertaking for you, at the moment), how about making the number of enemy soldiers nearby a town affect the loyalty? The reasoning is obvious enough: townsfolk should feel nervous when governmental goons roam just outside their town, more so if the town is surrounded by tens of them (like it is often the case in Cambria). Having some commandos and a bunch of local militia should help, but only to a certain extent.

No interface changes are required, just some (probably minor) changes to loyalty code. I propose making a difference between your numbers defending a town and enemy numbers bordering it count against its loyalty. If your forces in a town are severely outnumbered, its loyalty will drop (until you prove that the enemy's numerical superiority was quite temporary). That shouldn't be too hard, should it?

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Corporal
Re: HAM 3.6 Alpha - RELEASED[message #234545] Tue, 06 October 2009 16:49 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Civilians taking shots against your team on their own (at random it seems) without going hostile is not a HAM issue but something that got entered into the general SVN codebase a while ago that nobody has gotten around to tracking down yet.

See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=213709&page=1#Post213709

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Lieutenant

Re: HAM 3.6 Alpha - RELEASED[message #234548] Tue, 06 October 2009 17:15 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Strangely enough, I went through much of the hostility code while trying to disable non-combat civilian and militia hostility, and I never saw anything that would tell me why that was happening. It's very curious, but then again I haven't been looking specifically for this problem.

@ Elenhil: Yes, it's possible. This is all for another version of HAM though. As you may have noticed, I'm on somewhat of a break from coding right now. But keep the ideas coming, they'll be implemented at some point for sure.

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #234573] Tue, 06 October 2009 23:32 Go to previous messageGo to next message
TheShodan

 
Messages:23
Registered:May 2007
Why not make it so that a severely outnumbered militia force beating a large enemy group increases loyalty throughout the entire map?

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #234580] Wed, 07 October 2009 02:22 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
BareBones
Why not make it so that a severely outnumbered militia force beating a large enemy group increases loyalty throughout the entire map?

With or without merc presence?

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Staff Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #234581] Wed, 07 October 2009 02:59 Go to previous messageGo to next message
KEN C

 
Messages:244
Registered:May 2007
Location: Aberdeen Washington USA
morning or afternoon, day or night ,winter or summer, picking your nose or scratching your ass,WTF

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Sergeant 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #234594] Wed, 07 October 2009 09:50 Go to previous messageGo to next message
Doomhunk is currently offline Doomhunk

 
Messages:26
Registered:October 2004
Location: england
I think ive stumbled across a bug (sorry didnt know where else to post it) when in Drassen i used the "facility" button (it may have been the church) when i triecd to used the facility button again it came with up "unpaid bebt $500 will you pay yes or no" (something like that)if you press the yes option the message goes but still unable to use facility without this comming up again also money dosent leave your bank when youpress yes.

Sorry for the rambling post and yet again many thanks headrock for the mod.

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #234608] Wed, 07 October 2009 12:19 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
@ headrock

ever thought about restricting the interrupt-window to 5 seconds of 'real' time?

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Captain
Re: HAM 3.6 Alpha - RELEASED[message #234609] Wed, 07 October 2009 12:29 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
Doomhunk
I think ive stumbled across a bug (sorry didnt know where else to post it) when in Drassen i used the "facility" button (it may have been the church) when i triecd to used the facility button again it came with up "unpaid bebt $500 will you pay yes or no" (something like that)if you press the yes option the message goes but still unable to use facility without this comming up again also money dosent leave your bank when youpress yes.

Sorry for the rambling post and yet again many thanks headrock for the mod.


It's a known bug. I reported it first Wink

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Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #234970] Mon, 12 October 2009 22:41 Go to previous messageGo to next message
elenhil is currently offline elenhil

 
Messages:64
Registered:June 2008
I've got an error:

Assertion failure [line 123 in function NumHostilesInSector in file .\QueenCommand.cpp

(sSectorX) < (minimum_valid_x_coordinate) but should be greater than or equal

P.S. I was using v1.13 3111 exe SVN@1194 (the latest SCI) and not 3159, though...

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Corporal
Re: HAM 3.6 Alpha - RELEASED[message #235018] Tue, 13 October 2009 19:47 Go to previous messageGo to next message
Virtus is currently offline Virtus
Messages:4
Registered:October 2009
Just when I'am about to start new game I found a nasty bug, or maybe new feature that I missed in INI file.
Screenshot
http://img26.imageshack.us/img26/8379/42134234132543.jpg
As you can see I'am unable to see how many ammo is loaded for most weapons.
I'am playing Ja2 1.13 ver 3111 with Wildfire maps and 910 Cosplay and HAM 3.6 v6, runing game with HAM exe not regular one. Before I Instaled HAM there was no such problem.

[Updated on: Tue, 13 October 2009 19:49] by Moderator

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Civilian
Re: HAM 3.6 Alpha - RELEASED[message #235019] Tue, 13 October 2009 20:03 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
it's a feature - do you always know how many rounds are left in your gun? afaik it's gettin' better with levelling

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Captain
Re: HAM 3.6 Alpha - RELEASED[message #235020] Tue, 13 October 2009 20:12 Go to previous messageGo to next message
Virtus is currently offline Virtus
Messages:4
Registered:October 2009
Oh I see, HAM 3.6 has a lot many new features than 3.0 that I played last time. Quite nice one, quick test shows that with merc at level 3 everything is ok and I can see the ammo. Thanks for help.

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Civilian
Re: HAM 3.6 Alpha - RELEASED[message #235021] Tue, 13 October 2009 20:26 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Wisdom and experience affect the ammo counter, as far as I know.

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Sergeant Major
Re: HAM 3.6 Alpha - RELEASED[message #235024] Tue, 13 October 2009 21:11 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
And dexterity.

http://ja2v113ham.wikia.com/wiki/Bullet_Counting_Check

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #235028] Tue, 13 October 2009 21:20 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
Unless you suffer from CRS syndrome. (hehe)

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #235070] Wed, 14 October 2009 01:54 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Chinese Restaurant Syndrome?

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #235074] Wed, 14 October 2009 07:46 Go to previous messageGo to next message
MZ0125 is currently offline MZ0125

 
Messages:18
Registered:December 2008
So is it now possible to add new mercs? I mean out of the original 169 slots limits?

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Private
Re: HAM 3.6 Alpha - RELEASED[message #235075] Wed, 14 October 2009 08:36 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Unfortunately, no, it is not. PROFEX only does the groundwork for something like that, it doesn't solve the whole problem with profiles. It's a first step, and currently only serves as a replacement for PROEDIT. One thing that PROFEX can do which PROEDIT can't is edit mercs' opinions about each other (read-only in PROEDIT). Another thing is you can switch mercs around, including their faces, using only notepad. I do not currently plan to improve PROFEX, I'm afraid.

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #235080] Wed, 14 October 2009 16:30 Go to previous messageGo to next message
MZ0125 is currently offline MZ0125

 
Messages:18
Registered:December 2008
Ok, I see, I just want to put some more IMP anyway. Thank you for all the hard work, Headrock!!! HAM Rocks!!!

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Private
Re: HAM 3.6 Alpha - RELEASED[message #235107] Wed, 14 October 2009 20:07 Go to previous messageGo to next message
alwaysfirst is currently offline alwaysfirst

 
Messages:11
Registered:January 2009
A quick question.

Some IMPs lost health point while doing nothing at B13 airport. I was told that their health point will be recovered if those IMPs move to another sector. But, it seems for me that it does not happen.

So, how should i get back those losting health points?

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Private
Re: HAM 3.6 Alpha - RELEASED[message #235108] Wed, 14 October 2009 21:26 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
The reduction is permanent due to exposure to too much pollution from aircraft. To regain, train health.

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #235111] Wed, 14 October 2009 23:03 Go to previous messageGo to next message
cdudau
Headrock
The reduction is permanent due to exposure to too much pollution from aircraft. To regain, train health.
This is getting a little out of hand brother. Health degeneration because of pollution from aircrafts? This is a WAR game. I can think of a million other health related problems, like.....Getting your fucking head blown off! :roulette:

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Re: HAM 3.6 Alpha - RELEASED[message #235114] Wed, 14 October 2009 23:44 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
Smoking and drinking as well ^^. I agree on this topic, but you can change the settings in the ja2_options.ini and turn that off, which is what I came to do. There has been a detailed discussion about facilities being death traps, so you should leave that for now and wait for HAM 3.6 to go Beta, because I guess Headrock now should know now that the values are imbalanced, but tweaking this stuff is not part of an Alpha version, I guess. Although you can't find out facility risk related stuff when disabling it. Headrock's choice here.

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Master Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #235116] Thu, 15 October 2009 00:55 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:346
Registered:July 2006
For my self, I simply edited the xml file and removed ambient damage property from small airport. Actually, while most of the stats are great, that one makes no sense to me at all. The airport is actually AIRSTRIP and the secondary one at that. Actually, that implies that only small and sport planes can ever land there. Also, since I've taken that airport, nearly all the traffic has stoped since I'm pretty much the only one using it. I see no way that locals can't afford to use cars but can use airport...
All that means that traffic and noise over there is nearly non existent. Actually, far more noise is produced during battle because of all the gunfire and explosions and mercs don't take and damage from noise. That's why ambient damage in airport is a nono for me.

All that being said, it's good to know all the possibilities you have for making or modifying facilities and ambient damage is one of them as well. I look at those xml files as a sort of demo, to show you what you can do, but expect them to get better over time (and I don't expect Headrock to do all the work there either, let the guy have some rest) and modified by community. Actually, I plan to make a modified version of those files based on WF maps where there is more city sectors (Meduna has grown quite a lot there, lol) and a bit different placements of buildings (in Drassen, ACA building is in mining sector, not Airport one). Maybe I even think of some new facilities in the process. Thing is, Headrock has given us a great tool to customize maps and flesh them out, but we should be the ones that make use of them and to make them do what we want. I'm not going to whine about a setting in xml file and expect Headrock to change it - if you think a setting is wrong, change it yourself.

Once again, thanks Headrock for this great mod. It really makes JA2 fun game to play even after all these years.

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Master Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #235137] Thu, 15 October 2009 03:22 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
@ Craig: The risk factor is way off in the current HAM 3.6 install, so you can change it manually (either edit FacilityTypes.XML and lower the risk chances, or change FACILITY_EVENT_RARITY to like 10000 instead).

@ Lootfragg: The only change in the facility risks, once I get to actually apply it in the next HAM download, will be edits to the FacilityTypes.XML, which you can do as well. Simply lower all "negative" risks to about 1/3 to 1/10 of their current value, or remove them manually. If you do a good job, you can post that XML and it'll be used for the next HAM (saving me a lot of trouble). And it means you don't have to turn off all risks. If you want an easier way out without turning off the entire risk system, raise FACILITY_EVENT_RARITY to a higher number (10000 may be right, I dunno). But then you're also reducing the chance of GOOD risks triggering. It's your call, but I'd hate to see you wait for the next HAM to experience it.

Quote:
I look at those xml files as a sort of demo, to show you what you can do, but expect them to get better over time


I look at them as a call to people to try and mod them and find the balance that's missing. That's part of the idea of testing, although in this case it'll help if someone actually comes up with a good balance and publishes it. Otherwise, I'd have to do it, which will have to wait until I finish Mass Effect and Empire Total War... a long time.

Quote:
Thing is, Headrock has given us a great tool to customize maps and flesh them out, but we should be the ones that make use of them and to make them do what we want.


Precisely, and thank you.

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #235148] Thu, 15 October 2009 11:29 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
Headrock
will have to wait until I finish Mass Effect
Take your time. Enjoy the story, the setting. I did.

Headrock
If you do a good job, you can post that XML and it'll be used for the next HAM
Absolutely not. I've come to confirm my realization that I have a totally different playstyle from anybody else in the forums, so it's best to have it done by an average gamer.

Which gets me to the question if the mod loader can load different option packs. I don't use it, so I don't know. If so, you could have many different facility setting XMLs and one of them is chosen via some interface. Would get rid of the question whether to change this or not or what version to include with the mod.

Headrock
raise FACILITY_EVENT_RARITY to a higher number
What about the FACILITY_DANGER_RATE set to 0? As far as I got the hang of it, it means you can't get any serious harm with any merc anymore due to accidents in facilities.

Uriens
ambient damage in airport is a nono for me
Definitely. I guess the defaults of this will need change before 3.6 is final.
You are right about Headrock having given us a platform to modify after our will, but I bet you know not everyone is too eager about calibrating his own game, which is why HAM already comes with default settings. I know how to tweak values, many people do, but some don't and some simply don't want to. It's not a major issue to get this fixed when finalizing HAM and it's already been discussed a lot. The general direction is clear, now let the master violate some Geth with tungsten rounds.

LootDood

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Master Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #235155] Thu, 15 October 2009 15:33 Go to previous messageGo to previous message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Which gets me to the question if the mod loader can load different option packs. I don't use it, so I don't know. If so, you could have many different facility setting XMLs and one of them is chosen via some interface.


A simple BAT file could be used for this purpose, because it's all about two XML files.

Quote:
What about the FACILITY_DANGER_RATE set to 0?


The problem is with the frequency of events, not how harmful they are.

Quote:
I bet you know not everyone is too eager about calibrating his own game, which is why HAM already comes with default settings. I know how to tweak values, many people do, but some don't and some simply don't want to.


You're forgetting that HAM 3.6 is currently an Alpha Test. You are EXPECTED to calibrate your own game. In fact, you're expected to push the game in all sorts of unexpected directions just to see what happens, and report your findings. People who download HAM 3.6 and just play it are kind of missing the point.

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Sergeant Major

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