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Home » MODDING HQ 1.13 » v1.13 General Development Talk » HAM 3.6 Alpha - RELEASED
Re: HAM 3.6 Alpha - RELEASED[message #235334] Sat, 17 October 2009 12:37 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Deviating from the subject a little...

I always kinda feel like an SS officer when after clearing a city I break into peoples' homes, open every closet and cupboard and take away what little the poor people have and if they're lucky I sell them the useless stuff that belonged to them in the first place.

Could it be made so in the future that breaking into civilian homes and taking their stuff would effect loyalty? It would encourage players to be more careful and take only what they need. Also deleting items from the inventory (giving them away to the locals) could have a positive effect.

Just a thought.
Re: HAM 3.6 Alpha - RELEASED[message #235336] Sat, 17 October 2009 12:42 Go to previous messageGo to next message
Logisteric

 
Messages:3233
Registered:December 2008
Location: B
if you want to do it ss-style you have to shoot the civis first ...



... ant that does affect loyalty
Re: HAM 3.6 Alpha - RELEASED[message #235338] Sat, 17 October 2009 13:50 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Yeah, but breaking into their homes and taking their stuff isn't actually gonna help winning hearts and minds.
Re: HAM 3.6 Alpha - RELEASED[message #235340] Sat, 17 October 2009 13:52 Go to previous messageGo to next message
Logisteric

 
Messages:3233
Registered:December 2008
Location: B
thought we want to win a war - not 'hearts and minds'
Re: HAM 3.6 Alpha - RELEASED[message #235346] Sat, 17 October 2009 17:45 Go to previous messageGo to next message
Uriens

 
Messages:344
Registered:July 2006
I may have stumbled on bug. I had Drassen and SAM site near it, fully trained veteran militia in both sites and some patrols of mobile militia around locations. Anyway, the total daily cost was about 20000$ for upkeep of those militia. However, when I didn't have enough cash at 00:00 hours to pay for the daily expenses (I had about 6700$), all my money was deducted (dropped to 0$) and ALL of the militia went AWOL. I mean, all of the sectors were empty of militia and I have to retrain them all over again. Now, the bug part is where they ALL went AWOL. Since I had about 6700$ at the end of the day and that money was taken from my account, then 6700$ worth of militia should have STAYED. The HAM wiki page suggests it as well.
Btw, I didn't change militia upkeep costs from default ini value but I did increase militia training costs from 750$ to 2000$. Not sure if that makes any difference in this case ...
All of my militia was veterans, even the mobiles, since merc with 95 leadership trained them.

Also, just to keep weird questions from random directions coming in this topic, I did have sufficient income to cover my daily costs but I forgot about daily costs completely and spent too much money on contracts. It was just an oversight on my part, but it may turn out to be a good thing for bug squishing.
Re: HAM 3.6 Alpha - RELEASED[message #235349] Sat, 17 October 2009 18:25 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Logisteric
thought we want to win a war - not 'hearts and minds'

Not war - rebellion!
Re: HAM 3.6 Alpha - RELEASED[message #235351] Sat, 17 October 2009 19:03 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
@ Uriens: Sounds like a bug to me. Thanks.


Re: HAM 3.6 Alpha - RELEASED[message #235549] Wed, 21 October 2009 00:30 Go to previous messageGo to next message
Virtus
Messages:4
Registered:October 2009
Old problem from vanilla that can be fixed in HAM. Sometimes bugs attack mine that is not under player control, it happend to me few times including last game. I know that this mine is generated at the game begining. How about exteranlazing that mine, just like with mine that run out of ore?

[Updated on: Wed, 21 October 2009 00:44] by Moderator

Re: HAM 3.6 Alpha - RELEASED[message #235555] Wed, 21 October 2009 00:55 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
That's quite possible.


Re: HAM 3.6 Alpha - RELEASED[message #236216] Thu, 29 October 2009 02:25 Go to previous messageGo to next message
UniversalWolf

 
Messages:141
Registered:June 2009
Location: United States
Great job, HR. Even though some of these new features (particularly the facilities) are still a bit quirky, they have lots of potential.

In the .ini file the percent chance for Bobby Ray's shipments to be lost is set to "10;" instead of "10". The INI-Editor chokes on that and you can't change it without manually editing the .ini file itself. I don't know whether it breaks shipment loss though, since I went to Chitzena first.

I'm having a problem with Hans and What's-His-Name-The-Bouncer not moving out of the way so I can get in to see Tony and Darren in San Mona. I'm not sure whether this has anything to do with HAM, but I haven't had the problem before.

I notice some people have been commenting on the supression system. In general I like it, but at the same time I have some problems. Too often the loss of APs leads to "stun-lock" where a merc or a soldier or a militia gets hit once and it's all over. He'll never get a chance to move again since he'll keep getting hit turn after turn after turn until he's dead. This is annoying for the player, but what's worse is it's very exploitable once you figure out how it works. Maybe there should be a chance to resist the AP loss, depending on some combination of health, agility, level, and whatnot. Also, instead of simple AP loss, I would add a small chance for supressed mercs or soldiers to go out-of-control "Close Combat" style. Maybe they go berzerk (with an AP *bonus*) and charge the enemy; maybe they panic, drop their weapon, and run away as fast as they can; maybe they crap their pants and cower in fear for a long time, even after they're not being fired at anymore. That would add a lot more chaos to battles.

I love the new real-time sneaking. Is it true that once I control-x it off for the first time on a single map, it remains off until I destroy all enemies? Can I switch it back on again if battle ends but there are still enemies on the map?

I find it a bit strange that militia can see soldiers in adjacent sectors, but my mercs can't.

I love the XML for uniform colors. I made all the soldiers and militia the same colors so it's hard to tell them apart.

In the long term, I'd like to see an option for individual initiative instead of team initiative (by initiative I mean the turn order during battles), probably with a random "roll" modified by agility.

How about another level of militia and soldiers? I mean there could be a "miltia captain" even better than elites, and an "army officer" even better than the blackshirts.
Re: HAM 3.6 Alpha - RELEASED[message #236220] Thu, 29 October 2009 02:46 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
Quote:
I'm having a problem with Hans and What's-His-Name-The-Bouncer not moving out of the way so I can get in to see Tony and Darren in San Mona. I'm not sure whether this has anything to do with HAM, but I haven't had the problem before.


It seems to be plaguing us recently. I don't know what in HAM might be causing this, or whether it's definitely a HAM problem, but it sure has come up a lot (and happened to me as well, I hate it). We'll only know when someone plays a non-HAM game and experiences this... or when I fix the bug somehow.

In the meanwhile, learn to make holes in walls. Wink

Quote:
He'll never get a chance to move again since he'll keep getting hit turn after turn after turn until he's dead.


The idea is to have backup to suppress the enemies so that they stop firing at your guy until he can get up and escape (or until a medic can reach him). Teamwork is the name of the game.

Quote:
Maybe there should be a chance to resist the AP loss, depending on some combination of health, agility, level, and whatnot.


The effects gradually diminish as you rise in levels. Having high-level friendlies nearby also helps.

Quote:
lso, instead of simple AP loss, I would add a small chance for supressed mercs or soldiers to go out-of-control "Close Combat" style. Maybe they go berzerk (with an AP *bonus*) and charge the enemy


What? Why?

Quote:
maybe they panic, drop their weapon, and run away as fast as they can;


AI control will get your mercs killed very quickly.

Quote:
maybe they crap their pants and cower in fear for a long time, even after they're not being fired at anymore.


Well, this already does happen sometimes.

Quote:
I love the new real-time sneaking. Is it true that once I control-x it off for the first time on a single map, it remains off until I destroy all enemies? Can I switch it back on again if battle ends but there are still enemies on the map?


Not a HAM feature, and I don't use it so I don't know.

Quote:
I find it a bit strange that militia can see soldiers in adjacent sectors, but my mercs can't.


A JA2 design feature which persisted for many years. I'm not sure I agree with it, but I put up with it.

Quote:
I love the XML for uniform colors. I made all the soldiers and militia the same colors so it's hard to tell them apart.


Hehehe, nice. Sort of masochistic, but nice.

Quote:
In the long term, I'd like to see an option for individual initiative instead of team initiative (by initiative I mean the turn order during battles), probably with a random "roll" modified by agility.


Yeah, probably not going to happen anytime soon. The amount of work would be staggering.

Quote:
How about another level of militia and soldiers? I mean there could be a "miltia captain" even better than elites, and an "army officer" even better than the blackshirts.


Possible in theory, but again, tons of work. These things are unfortunately so fundamental that enhancing them would be a nightmare.


Re: HAM 3.6 Alpha - RELEASED[message #236221] Thu, 29 October 2009 03:00 Go to previous messageGo to next message
Requiem

 
Messages:93
Registered:February 2007
Headrock
It seems to be plaguing us recently. I don't know what in HAM might be causing this, or whether it's definitely a HAM problem, but it sure has come up a lot (and happened to me as well, I hate it). We'll only know when someone plays a non-HAM game and experiences this... or when I fix the bug somehow.

In the meanwhile, learn to make holes in walls. Wink
I had this problem recently, I saved, exited and started up with the standard 1.13 exe and he moved out of the way, no problem. So I saved again, exited started up the 3.6 exe and haven't had a problem with him since. Could it be related to whatever is causing the problems with movement orders in 3.6?
Re: HAM 3.6 Alpha - RELEASED[message #236225] Thu, 29 October 2009 05:34 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
Except HAM doesn't mess with any of that. Very strange. I can't think of any reason why it would occur, which obviously makes bug-hunting so much more difficult.

What I need to know however is whether or not this error occurs when the whole game (up to that point) has been played with 1.13, or HAM 3.5. If it's a HAM 3.6 error at least I'll know where to look.


Re: HAM 3.6 Alpha - RELEASED[message #236247] Thu, 29 October 2009 10:32 Go to previous messageGo to next message
UniversalWolf

 
Messages:141
Registered:June 2009
Location: United States
Headrock
n the meanwhile, learn to make holes in walls. Wink

Yeah, that's what I did with Tony and Hans. Dealing with Spike I noticed you can talk to Darren while standing outside the bar. When Darren invites you to join a fight, Spike runs inside and you can enter.

Headrock
Quote:
lso, instead of simple AP loss, I would add a small chance for supressed mercs or soldiers to go out-of-control "Close Combat" style. Maybe they go berzerk (with an AP *bonus*) and charge the enemy


What? Why?

Chaos and realism. People have instinctive reflexes for self-preservation. In dangerous situations some people panic, some go berzerk, and some are cool.

Re: HAM 3.6 Alpha - RELEASED[message #236280] Thu, 29 October 2009 19:45 Go to previous messageGo to next message
LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
Headrock
UniversalWolf
I love the new real-time sneaking. Is it true that once I control-x it off for the first time on a single map, it remains off until I destroy all enemies? Can I switch it back on again if battle ends but there are still enemies on the map?
Not a HAM feature, and I don't use it so I don't know.
Ctrl + X only activates the turn-based mode from sneaking in real-time and only breaks your current sneaking attempt. The combat will proceed as usual and once the game gets back to real-time and you sneak up to an unaware enemy (or the other way around), the game stays in real-time like it should, from where you can enter turn-based by hitting ctrl+x again.

Shift + Ctrl + X however will enable or disable the whole option, so you can toggle the standard procedure if you wish. Make sure not to accidentally disable the option. A message will be displayed on screen if I recall correctly.

Shift + Ctrl + Alt + T is the exact opposite if you will. This forces the turn-based mode even when you have no enemy in sight. This works in any situation. Not the other way around though. Turn-based beats real-time.

It worked for me, but you have to make sure to leave the turn-based mode first whenever you want to sneak in real-time. If activated, sneaking always works automatically.

LootFra-haggard
Re: HAM 3.6 Alpha - RELEASED[message #236377] Sat, 31 October 2009 00:01 Go to previous messageGo to next message
UniversalWolf

 
Messages:141
Registered:June 2009
Location: United States
Thanks, LootFragg. I think I just have to get used to the new controls.

@HR: I've been noticing one more strange thing, although again I'm not sure whether or not it's caused by the new HAM. When I give move orders to mercs on the tactical screen, they sometimes move one square and then stop. I have to re-issue the orders to get them to move again. This happens for both individual mercs and entire squads. I wouldn't think it would be HAM-related, except that I don't remember ever having seen it before now. I'll try to pin down the exact circumstances, because it only happens once or twice during an average battle.

I should be getting into the new facilities more soon. :crossed: Very Happy

BTW, changing all the soldier uniforms to the same color makes the game much more fun, in my opinion. When you can't tell a blackshirt from a redshirt from a yellow, you can end up with some nasty surprises!

[Updated on: Sat, 31 October 2009 00:03] by Moderator

Re: HAM 3.6 Alpha - RELEASED[message #236378] Sat, 31 October 2009 00:05 Go to previous messageGo to next message
Logisteric

 
Messages:3233
Registered:December 2008
Location: B
same here - movement-wise
Re: HAM 3.6 Alpha - RELEASED[message #236389] Sat, 31 October 2009 02:57 Go to previous messageGo to next message
RandomOracle

 
Messages:19
Registered:October 2009
First off, I'd like to thank you for a great mod, it has further enhanced the great v1.13 experience.

Headrock
Except HAM doesn't mess with any of that. Very strange. I can't think of any reason why it would occur, which obviously makes bug-hunting so much more difficult.

What I need to know however is whether or not this error occurs when the whole game (up to that point) has been played with 1.13, or HAM 3.5. If it's a HAM 3.6 error at least I'll know where to look.


I recently updated to HAM 3.6 after having played the whole game with HAM 3.5. I didn't have any problems with Spike previously, but after updating I can't get him to move anymore.
Re: HAM 3.6 Alpha - RELEASED[message #236395] Sat, 31 October 2009 04:59 Go to previous messageGo to next message
Uriens

 
Messages:344
Registered:July 2006
Logisteric
same here - movement-wise


Same here. I usually get that during real time movement. Also, sometimes, my merc goes from running to walking on his own.

It MAY be the bug that causes Hans issue as well, its a movement bug after all and it may affect some NPC's. Maybe fixing this will fix Hans as well.
Re: HAM 3.6 Alpha - RELEASED[message #236437] Sat, 31 October 2009 23:49 Go to previous messageGo to next message
Logisteric

 
Messages:3233
Registered:December 2008
Location: B
well i'm comming to drassen quite frequently atm

shot brenda - hans say tony is in, but does'nt move - made an additional entrance - hans bursts through the door and back to normal (never seen that - t'was always tony and a single shot) - tony is not in his office but in the backroom

@ headrock

as it seems zahal did some colleteral damage in this case
Re: HAM 3.6 Alpha - RELEASED[message #236439] Sun, 01 November 2009 00:01 Go to previous messageGo to next message
Anonymous
@Logisteric
I found out, when he Hans says "
Bet you're here to see Tony" and after that doesn't say Tony is in the back, that if you talk to him with a Merc of high leadership he will usually move. I also never shot the lesbo.
Re: HAM 3.6 Alpha - RELEASED[message #236440] Sun, 01 November 2009 00:06 Go to previous messageGo to next message
Logisteric

 
Messages:3233
Registered:December 2008
Location: B
i shoot brenda since the first time i met her (shot her a lot of more often than deidreanna) and hans said tony is in the back - carlo (impress) is at leadership 48

as it looks headrock mutilated (by coincidence and unintentional) some piece of code that has to do with movement


edith:

as it seems my person[color:#CC33CC]ane[/color]l (when ordered to move/walk) quite often stops after the first step - that probably happened to both hans and tony as well


edith:

[color:#CC33CC]as requested by anakin starwalker[/color]

[Updated on: Sun, 01 November 2009 12:06] by Moderator

Re: HAM 3.6 Alpha - RELEASED[message #236482] Sun, 01 November 2009 11:33 Go to previous messageGo to next message
Starwalker

 
Messages:764
Registered:October 2005
Location: Hannover, Germany
Logisteric
as it seems my personal (when ordered to move/walk) quite often stops after the first step - that probably happened to both hans and tony as well

Personal (German) = personnel (English)
personal (English) = pers


Re: HAM 3.6 Alpha - RELEASED[message #236484] Sun, 01 November 2009 12:06 Go to previous messageGo to next message
Logisteric

 
Messages:3233
Registered:December 2008
Location: B
gnagnagna,

mr. beckmesser is of course right ...

... but he's getting old now - i mix those up quite often (and this is the first time he found out about it)
Re: HAM 3.6 Alpha - RELEASED[message #236539] Mon, 02 November 2009 02:29 Go to previous messageGo to next message
UniversalWolf

 
Messages:141
Registered:June 2009
Location: United States
While the new facilities are a great addition, they definitely need some tweaking. First of all, I'm finding it hard to test them because the requirements are so high (but I'll get there, don't worry). Between repairing, doctoring, training militia, and training stats, my mercs with stats high enough to qualify are all busy with other important tasks. I wanted Ira to train strength at the airport in Drassen, but her strength wasn't high enough. That seems a bit counter-intuiative. Also, I'm tending to agree with those who have been saying the penalties for using facilities are far too severe. I like the fact that facilities can have penalties, but the possibility of permanent health damage will prevent me from ever using them unless the potential rewards are mind-blowing. The rewards should also be things that are hard to get any other way. Money is okay, but you can always get more money by killing soldiers and selling their equipment. Increased recon is a good one. Something like a fuel refinery that produces free gas would be another good one.

I haven't noticed any new bugs yet. The Drassen counter-attack was really good. Hamous with a DSR-1 on top of the mine office was picking off soldiers around the bar. :axe:

Starwalker
Logisteric
as it seems my personal (when ordered to move/walk) quite often stops after the first step - that probably happened to both hans and tony as well

Personal (German) = personnel (English)
personal (English) = pers
Re: HAM 3.6 Alpha - RELEASED[message #236545] Mon, 02 November 2009 05:09 Go to previous messageGo to next message
Snake Plissken

 
Messages:38
Registered:December 2001
Hey Headrock, what about these rumored grapple checks in CQC?
Re: HAM 3.6 Alpha - RELEASED[message #236738] Wed, 04 November 2009 14:57 Go to previous messageGo to next message
Thundercat

 
Messages:39
Registered:November 2009
Hi everybody... i am new here... a friend of mine proposed me to get here and the past 2 days i have been snooping around this site. i have to say that it is all incredible and you have been doing great job. i hadn't been playing this game for several years until this friend informed me of all this progress, so here i am...

i chose this thread because i need some help. before subscribing i tried to play a bit all the new stuff here. i found a certain 1.13 Smeagol's mod, witch is great... but i have a bug/problem or something... while in battle the game crashes to desktop... i updated to HAM3.6 and latest Alpha44 hoping to resolve but it crashes again... actually it crashes after any shot i take... tried to leave sector and re-enter or battle elsewhere but the same problem occurs. i also read about the VFS string to change on the ini. but after an accurate search that line is missing from both ini.s of folders 1.13data and data. i only have 3 vfs' (vanilla,1.13 & HAM) so could you please tell me what to do or if anyone could give me a download of the correct complete ini?
thanks...

p.s.1 i still haven't found a thread where anyone can propose new features or suggestions of any kind... is there one?
p.s. 2 i would be glad if i could be of any help to you.
Re: HAM 3.6 Alpha - RELEASED[message #236739] Wed, 04 November 2009 15:02 Go to previous messageGo to next message
Logisteric

 
Messages:3233
Registered:December 2008
Location: B
1. welcome to the pit
2. guide
3. subforums 'feature request' and get a pair of glasses :diabolical:
Re: HAM 3.6 Alpha - RELEASED[message #236740] Wed, 04 November 2009 15:14 Go to previous messageGo to next message
Thundercat

 
Messages:39
Registered:November 2009
the truth is i have already glasses... hahahhha... just didn't notice that thread.

thanks man
Re: HAM 3.6 Alpha - RELEASED[message #236743] Wed, 04 November 2009 15:22 Go to previous messageGo to next message
Thundercat

 
Messages:39
Registered:November 2009
is it possible to have militia to "doctoring" while in battle their one troops? like when someone is "dying" to get him/her to "critical", although i know that main priority is battle. is this a feature valuable for a next HAM?
Re: HAM 3.6 Alpha - RELEASED[message #236787] Wed, 04 November 2009 20:53 Go to previous messageGo to next message
Anonymous
Thundercat
is it possible to have militia to "doctoring" while in battle their one troops? like when someone is "dying" to get him/her to "critical", although i know that main priority is battle. is this a feature valuable for a next HAM?

As of right now NO and NO. Although it would be a remarkable new addition to the game. Only RockHead knows what is in store for the next versions.
Re: HAM 3.6 Alpha - RELEASED[message #236879] Fri, 06 November 2009 02:03 Go to previous messageGo to next message
elenhil

 
Messages:68
Registered:June 2008
BTW, I've a bug to report. I tried to use the NW SAM facility to make it cheaper for Skyrider to pick up my mercs there. After he got there I loaded them into the helicopter, including the one who'd staffed the facility, and tried assigning another merc in his stead. But it said that I had a debt for running that facility ($20) and asked whether I wanted to pay it off. Selecting yes gave no effect (facility not staffed), selecting no crashed the game repeatedly.
Re: HAM 3.6 Alpha - RELEASED[message #236892] Fri, 06 November 2009 03:46 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
Question, how long had the character been staffing the facility before the crash? Also, how much money did you have in your account?


Re: HAM 3.6 Alpha - RELEASED[message #236898] Fri, 06 November 2009 09:13 Go to previous messageGo to next message
elenhil

 
Messages:68
Registered:June 2008
For about 2 hours, and I'd about $10000
Re: HAM 3.6 Alpha - RELEASED[message #236929] Fri, 06 November 2009 20:47 Go to previous messageGo to next message
Thundercat

 
Messages:39
Registered:November 2009
Headrock,

while pressing forward time even if my mercs do not do anything, every couple of hours the game stops and a window shows up writing " your merc has lost some health while working". Naturally in the place of your merc shows it's name, after which that merc looses one point of health.
is a feature? how can i stop it. the same happens when a merc is set as "student" or "teacher".
Re: HAM 3.6 Alpha - RELEASED[message #236943] Sat, 07 November 2009 00:12 Go to previous messageGo to next message
elenhil

 
Messages:68
Registered:June 2008
Headrock, the interesting thing is, as I've learnt, that now I can't use the bars, too. The same thing with $20 debt.
Re: HAM 3.6 Alpha - RELEASED[message #236957] Sat, 07 November 2009 02:37 Go to previous messageGo to next message
UniversalWolf

 
Messages:141
Registered:June 2009
Location: United States
Thundercat
while pressing forward time even if my mercs do not do anything, every couple of hours the game stops and a window shows up writing " your merc has lost some health while working". Naturally in the place of your merc shows it's name, after which that merc looses one point of health.
is a feature? how can i stop it. the same happens when a merc is set as "student" or "teacher".


I was just going to mention this. My mercs lose health while they spend time at the Drassen airport even though they're not using the facilities.

As the game has progressed I'm finding more and more opportunities to use the facilities. It's a nice way to fill time when a merc has nothing else to do. Is it possible to add some in-game descriptions of the benefits the facilities provide so I don't have to keep looking them up until I memorize them? That would be a nice feature.

I was thinking about the health penalties, and I have a couple of suggestions for something better. I think "so-and-so has been lighty/moderately/heavily injured in an accident while working at the small airport" would be a good alternative. Instead of permanent health loss, just give the merc regular damage that needs to be bandaged and healed. If heavy damage takes them down to 5% of health or so, it's still a significant penalty without making the player feel like you're taking away something he's worked for. If the mercs are short of healing supplies, it could even be fatal. Another option would be to kill five or ten militia in the sector. Again, a significant penalty without attacking permament stats.

I forgot to mention it before, but I realy like the new progress bars. They're a very nice polish-and-convenience feature, and I wouldn't want to go back to the way it was without them. I've been using 80, 100, 80 for the RGB values, which is a grey-green color that is unobtrusive but looks very different from the other colors on the screen.

I wanted to be more specific about my criticism of the suppression system. Overall I still think it's great, but I came across a specific instance of the stun-lock I was talking about, and I thought I'd mention it. One of my mercs (Razor) was prone on a rooftop. He knew there were some soldiers running toward him on the ground, so he tossed a grenade. This brought him to a crouch position, and used up all his APs. When the one soldier below shot at him, he was hit once. It wasn't a terrible hit, but it was enough to keep him from going back to prone (or doing anything else) the next turn, even though several more soldiers appeared below, and he got hit several more times. He'd lost even more APs, so he was stuck in an exposed position again, and died the next turn. Essentially, because he took one good hit he was stun-locked for two more turns and unable even to go from a crouch to a less-exposed prone. To me it's an issue with targets being hit or suppressed when they're in a position where they have no cover. It makes sense for them to keep their heads down if they're behind a rock or a wall, but if they're completely exposed it seems unlikely that they literally have no option - over the course of two or more turns - to try to flee (or merely drop down) to a more protected position.

It's not a huge thing, but it's a specific sort of situation that happens from time to time. I've learned to avoid it usually, but I've also learned to exploit it against my enemies.

Anyway, keep up the good work. I like the direction you're going with this new HAM. :ok:
Re: HAM 3.6 Alpha - RELEASED[message #237172] Mon, 09 November 2009 10:40 Go to previous messageGo to next message
Thundercat

 
Messages:39
Registered:November 2009
ok it took me a while but now i can realise the importance of the facilities... although the "health matter" is really heavy i try to make them run a lot and recover it( after lowering the subpoints needed in the ini)... the unsual thing is that the lose health even when i set them as "students on health"... but now cntinuing the game i noticed another big problem...
i wanted to get Scope but her name on the M.E.R.C. screen is not Scope, but Thorton Bubba Jones and in game is a man even if the picture and the voice are hers... instead as Scope is called Laura...
as Buns a new merc i don't even know what his name is.
anyone can help me here? before using ham3.6, on the smeagol's mod 1.13wf, every personality was in order...
waiting for your reply guys... thanks
Re: HAM 3.6 Alpha - RELEASED[message #237178] Mon, 09 November 2009 11:57 Go to previous messageGo to next message
Logisteric

 
Messages:3233
Registered:December 2008
Location: B
your install isn't coorect it has to be:

vanilla -> 1.13 sci -> [color:#CC33CC]smeagol and jax' wf 6.06 mod for 1.13*[/color] -> smeagols's mapupdate -> smeagol's v.44 -> ham 3.6

as descriped here

* obviously you don't have thatone installed
Re: HAM 3.6 Alpha - RELEASED[message #237185] Mon, 09 November 2009 14:14 Go to previous messageGo to previous message
Schmidt

 
Messages:30
Registered:September 2009
Location: Br
Slightly off topic..
I want to try out HAM and am nearly through with the installation, but I am fed up with the lousy voice-acting of Wildfire mercs.. and I am probably going senile as I remember there was a thread of how to get those bozos out and play with the original set, but I cannot find it on the forum.
Honest, I have tried about two dozen searches.
Please, can anyone point me in the direction of that how-to?
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