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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 #240702] Mon, 28 December 2009 18:27 Go to previous messageGo to next message
Anonymous
Place/make an A.C.A. building in Balime. You could even fancy it up a bit for the residents of Balime.
Re: HAM 3.6 Alpha - RELEASED[message #241729] Wed, 13 January 2010 14:30 Go to previous messageGo to next message
profound

 
Messages:65
Registered:October 2004
Location: Lithuania
Reporting for duty.
Here's bug description(not sure if it is corrected in HAM 3.6):

- HAM 3.5.
- Changed arriving sector.

Then: start a new game, hire some mercs, close down laptop and quick save.
Now: exit to menu/or restart HAM and load quick save. Or just after quicksaving, quickreload.

Results: Push or timer, and you will see sector you've chosen in tactical view, but empty - hired mercs instead land in default, A8, sector.
Or JA2 just hangs.
Re: HAM 3.6 Alpha - RELEASED[message #242377] Sat, 23 January 2010 11:05 Go to previous messageGo to next message
drunk71

 
Messages:56
Registered:March 2004
Location: England

Hello Guys

This all sounds fantastic!

How close are we to HAM 3.7 or the beta??? Just wondering as i may have a little dabble but don't want to get into a full campain if something even more special is about to come around the corner.

Lots of hard work gone into this and i'm sure its all worth it and appreciated.

Thanks

Martin
Re: HAM 3.6 Alpha - RELEASED[message #242384] Sat, 23 January 2010 17:26 Go to previous messageGo to next message
Anonymous
H.A.M. 3.6 is still yet to be finalized.
Re: HAM 3.6 Alpha - RELEASED[message #242390] Sat, 23 January 2010 21:07 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
The beta will be released once I finish working on the revised FacilityTypes.XML. Unfortunately, I've received no help on the issue, and am too lazy/busy to actually finish it. It's progressing though, very very very slowly. Once released, however, it will contain some bug-fixes that will only be useful when starting a new campaign, so it may be best to wait - assuming you believe that it will be released within the next few years, for which there is no guarantee Wink

HAM 3.7 doesn't and will not exist. If anything, I'll start a new project that resembles HAM in theory but is focused on completely different things. If/when this happens, you'll probably have to start a new game anyway, but I doubt this will be done anytime soon.


Re: HAM 3.6 Alpha - RELEASED[message #242411] Sun, 24 January 2010 11:14 Go to previous messageGo to next message
drunk71

 
Messages:56
Registered:March 2004
Location: England

cheers for the update...wish you the best of luck with it.

Might have a little play with all the new bells and whistles

Martin
Re: HAM 3.6 Alpha - RELEASED[message #242600] Wed, 27 January 2010 02:15 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
This is a real tough nut to crack... I'm making very slow headway compiling the new XML. The whole thing is about 1200 lines, and I'm only at about the halfway point. Until this thing is done, I can't properly release HAM 3.6 v7.

Unfortunately, due to relatively nonexistant feedback on facilities (except the one repeating complaint about health loss at the Airport), I have basically no idea about which facilities are fine as they are, which aren't useful enough, which are game-breakers, and so forth. I'm trying to generally reduce the cost of all facilities while also increasing their effect and reducing the risks involved, but I'm so far doing it categorically for ALL facilities, under the assumption that what's wrong with one is probably wrong with all of them.

So I guess what I'm saying is that serious feedback on this feature, from people who've actually tried using more than one or two facilities, is pretty much crucial at this stage. Remember, you're all alpha-testers, and while I can't tell you how to play the game, it would be very helpful if you could at least let me know how to make this feature, one of the most major features in HAM 3.6, more enjoyable and streamlined. Until then, I'm going to keep adjusting them pretty much by hunch, I just hope I don't end up with an XML that's been nerfed too heavily in the other direction.


Re: HAM 3.6 Alpha - RELEASED[message #242603] Wed, 27 January 2010 03:07 Go to previous messageGo to next message
PAWJA2

 
Messages:126
Registered:December 2009
Location: Melbourne, Australia

Headrock,

Just started playing my Wildfire with Facilities. I am not sure what they do yet, and it is early days.

As I play, I can give feedback on them. Just captured Chitzena, only to lose it next day. Got it back.

So, if I make a Merc a Staff member of ACA or Mine, or Health Resort, what are they actually doing?

I am doing this while I wait for my other mercs to heal.

[Updated on: Wed, 27 January 2010 23:42] by Moderator

Re: HAM 3.6 Alpha - RELEASED[message #242610] Wed, 27 January 2010 07:18 Go to previous messageGo to next message
Anonymous
Headrock
This is a real tough nut to crack... I'm making very slow headway compiling the new XML. The whole thing is about 1200 lines, and I'm only at about the halfway point. Until this thing is done, I can't properly release HAM 3.6 v7.

Unfortunately, due to relatively nonexistant feedback on facilities (except the one repeating complaint about health loss at the Airport), I have basically no idea about which facilities are fine as they are, which aren't useful enough, which are game-breakers, and so forth. I'm trying to generally reduce the cost of all facilities while also increasing their effect and reducing the risks involved, but I'm so far doing it categorically for ALL facilities, under the assumption that what's wrong with one is probably wrong with all of them.

So I guess what I'm saying is that serious feedback on this feature, from people who've actually tried using more than one or two facilities, is pretty much crucial at this stage. Remember, you're all alpha-testers, and while I can't tell you how to play the game, it would be very helpful if you could at least let me know how to make this feature, one of the most major features in HAM 3.6, more enjoyable and streamlined. Until then, I'm going to keep adjusting them pretty much by hunch, I just hope I don't end up with an XML that's been nerfed too heavily in the other direction.

Honestly, I don't like th fact that certain facilities do permanent loss to health. Since health is such a hard statistic to increase in the game anyways, it is lost 50 times faster. Now getting hurt at facilities is fine. I just would make: Loss
Re: HAM 3.6 Alpha - RELEASED[message #243054] Tue, 02 February 2010 21:14 Go to previous messageGo to next message
Bus

 
Messages:16
Registered:February 2010
EDIT: Ha, never mind, it was indeed a stupid question easily solved by enabling the Restrict Extra Aim Levels setting Smile.

Hi, I'm pretty new to JA2 1.13 and HAM so sorry if this is a stupid question Smile. I've installed HAM 3.6 Alpha over the 3111/1194 full single click installation and started a new game (by running JA2_with_HAM_3.6_Alpha.exe). My merc is holding a pistol (the only attachment is match sights) and the game lets me do 4 aiming clicks until it maxes out even though I have DYNAMIC_AIM_LIMITS = TRUE in Data-HAM\Ja2_Options.INI. Is this the correct behavior? According to wiki it should only allow me aim 1x.

[Updated on: Tue, 02 February 2010 21:33] by Moderator

Re: HAM 3.6 Alpha - RELEASED[message #243070] Tue, 02 February 2010 23:50 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
There's another option that needs to be activated - it's in the in-game preferences menu. I believe it's called "Restrict Aiming" or somesuch. When DISABLED (or Enabled? not sure), the game allows 4 aiming levels for any weapon, regardless of INI settings or attachments. Try this out and let me know if it solves your problem.


Re: HAM 3.6 Alpha - RELEASED[message #243243] Thu, 04 February 2010 19:14 Go to previous messageGo to next message
Faithless

 
Messages:441
Registered:October 2009
Location: The safe end of the barre...
Sir Headrock,

I agree heavy weapons with a high ready cost should have some kind of penalty to aimed shots. (And for burst / auto aswell, but way smaller)
However putting it all in one AP penalty on the first click put me off and made me turn it off.
Personally I think it would be better if there was a "ready cost divisor per aim click".
Preferably it would also have that same penalty without spending any AP on aiming. (also for burst / full auto)
This would more realistically implement the penalty for heavy weapons, in my opinion.

I understand you're sort of done with HAM 3.6 though, so if you're interested but don't want to make it yourself can you PM me please?
Re: HAM 3.6 Alpha - RELEASED[message #243244] Thu, 04 February 2010 19:22 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
You can increase the divisor for the first aiming level through APBPConstants.INI. It's not what you're asking for, but that's what you get at the moment.


Re: HAM 3.6 Alpha - RELEASED[message #243248] Thu, 04 February 2010 19:52 Go to previous messageGo to next message
Faithless

 
Messages:441
Registered:October 2009
Location: The safe end of the barre...
Just asking if there's any chance it will be there in the future,
Else I'll try and add it myself if/when the HAM source becomes available.
Re: HAM 3.6 Alpha - RELEASED[message #243262] Thu, 04 February 2010 21:42 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
The feature's gone (largely) unchanged since HAM 3.5, so if you want, you could try adding some code to that source code. If it looks good, I'll add it to HAM 3.6 v7... as you said... if/when it comes out.

It should be relatively easy. Just track the APBPConstant that governs how much of the Draw Cost is added to the first aim level. I don't remember the name, look for something like AP_FIRST_AIM in APBPConstants.INI to get the full name. Then mimic everything.


Re: HAM 3.6 Alpha - RELEASED[message #243273] Fri, 05 February 2010 01:14 Go to previous messageGo to next message
Forral

 
Messages:72
Registered:May 2009
Location: Sweden
On the matter of source codes and making changes. What programs/tools would I actually need to work with this? What do you use yourself, Headrock? Supposing I'd like to make alterations or even write new stuff myself, what'd you recommend using?

I've got a wish-list about a mile long that I try to force upon everyone else at every opportunity, convinced that I don't have what it takes to make the changes myself. But, you can do it, and Sandro can do it - supposing you're both human beings without supernatural abilities there's nothing that suggests a little bit of patience can't let me accomplish things too. Very Happy

I guess I won't know that untill I actually attempt it however.
Re: HAM 3.6 Alpha - RELEASED[message #243275] Fri, 05 February 2010 01:29 Go to previous messageGo to next message
Faithless

 
Messages:441
Registered:October 2009
Location: The safe end of the barre...
I actually found it refreshingly easy to change simple things (I only just started).
Though I had prior sort-of-fiddling-with-code experience.
Basically it's recommended to use Microsoft Visual C++ 2005 or 2008 (There's a free edition).
Then, if you know how the SVN works follow the instructions here : Clicky Here
If you don't know what the hell SVN is: Clicky Me

@Headrock:
Finished implementing it, will be testing it tomorrow.
Re: HAM 3.6 Alpha - RELEASED[message #243277] Fri, 05 February 2010 02:08 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
Quote:
What programs/tools would I actually need to work with this? What do you use yourself, Headrock?


VC++ 2005, which unfortunately isn't available anymore. Fortunately though, there's explanations in this forum on how to install the code on VC++ 2008. I dunno what else... ExamDiff comes in handy.

Quote:
supposing you're both human beings without supernatural abilities there's nothing that suggests a little bit of patience can't let me accomplish things too.


I know virtually nothing about programming or computer science. I just figure out what I want to do, and then try to learn how to do it. So yeah, patience and time are great allies.

Quote:
I actually found it refreshingly easy to change simple things (I only just started).


Yeah, a lot of things in JA2's game-mechanics are pretty simple to understand and alter. Otherwise HAM would've been a complete failure...


Re: HAM 3.6 Alpha - RELEASED[message #243280] Fri, 05 February 2010 02:53 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
Sorry, I said something wrong so I should correct myself. The variable used for the aim/draw cost is FIRST_AIM_READY_COST_DIVISOR, which is a normal INI setting (not an APBP Constant). By tracking the value ubFirstAimReadyCostDivisor throughout the code and duplicating it, you can affect each aiming level. Please note that in 25AP mode, this can cause a very exaggerated cost of firing. Actually also in 100AP.


Re: HAM 3.6 Alpha - RELEASED[message #243281] Fri, 05 February 2010 02:59 Go to previous messageGo to next message
Faithless

 
Messages:441
Registered:October 2009
Location: The safe end of the barre...
Ok, here's the deal:
Made a EVERY_AIM_READY_COST_DIVISOR option in the ini.
Theres an initial cost of "weapon ready time" / EVERY_AIM_READY_COST_DIVISOR, which is rounded down. (0 extra cost is possible). It applies to all guns, in unaimed shot / burst / full auto.
Every Aim click, again has an added cost of the initial bonus.

I could externalize the initial ready cost.
Maybe I could scrap the initial aiming cost when the weapon is not yet readied.
I'd like to hear your preference on this.

Tested briefly and working, will probably try some more testing tomorrow, though.
How would you like me to post the code Headrock?
Re: HAM 3.6 Alpha - RELEASED[message #243364] Sat, 06 February 2010 00:10 Go to previous messageGo to next message
Faithless

 
Messages:441
Registered:October 2009
Location: The safe end of the barre...
Allright Headrock.
It's ready and tested.
I made a few changes to my previous descriptions, but I'll explain them with the code.

How would you like to have the code?
Re: HAM 3.6 Alpha - RELEASED[message #243366] Sat, 06 February 2010 00:19 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
Neat.
Send it to my e-mail. It's listed. Wink


Re: HAM 3.6 Alpha - RELEASED[message #243379] Sat, 06 February 2010 04:11 Go to previous messageGo to next message
Forral

 
Messages:72
Registered:May 2009
Location: Sweden
Hah! How awesome ain't this!? Never used C++ before but it's remarkably similar to Neverwinter Night's scripting languague which I've used in the past. Thanks for the help guys - now I'm off to break my game! :wave:
Re: HAM 3.6 Alpha - RELEASED[message #243552] Mon, 08 February 2010 21:46 Go to previous messageGo to next message
Inukshuk

 
Messages:85
Registered:September 2009
Location: Canada

BUG #2 - NPCs don't move when they should


This might be a bit of a workaround for some people. I've had this problem for years, but in the past it was only really a problem with Darren not paying, then the third boxing match not being possible. Hans could be a bit uncooperative but always moved if I chose the 'lips moving' symbol from the interaction menu.

But with HAM 3.6 and the latest SVN (a clean install of JA2 patched to either 1.06 0r 07..whichever is the one that's available all over the place..), I have had (even on the first time) trouble with Hans and Brenda. The second time I tried the sequence (because Hans didn't budge the first time) Brenda didn't move after I gave her the tape. A few times later, she did again..but only if I approached her from behind (toward the upper left corner of the store). It seems that she was directed to a another tile that way and it worked.

So then I tried talking to Hans while standing to his right, across the counter to the upper right of Hans...and then he moved.
Re: HAM 3.6 Alpha - RELEASED[message #243556] Mon, 08 February 2010 21:57 Go to previous messageGo to next message
Inukshuk

 
Messages:85
Registered:September 2009
Location: Canada
Well this might not be truly deep facility feedback, but this is what my expereince is.

The costs do seem to high and the pollution penalty is too brutal, but that's an old one now. I was surprised that the bar in Drassen costs $20 per hour but in (hmm..the name escapes me...Kingpin's town) it was $500/hour...same as the brothel.

It also seems to make sense that there would be some way to know what facilities cause what benefit before doing it by trial and error in the game. Perhaps some vague message saying "Staffing this facility will spur your mine workers to grater productivity since efficient air traffic improves mine efficiency"..or whatever the logic is supposed to be...Every last inner detail wouldn't have to be spelled out.

A coulpe of other little things:

In Ham 3.5 and the last SVN..before this new game and clean install, a few HAM features didn't seem to work. Most now do, but I still can't get "All MERCS at MERC available on Day 1" to work. Also, the Bobby Ray's display all possible attachment has never displayed for me. Dunno why. I use the Ini editor to launch.

Thganks for all this work Headrock. HUge amounts of it, and really high qualty stuff. Reminds me or Scot Jones and XComutil Ah the days...

So now if I can get that resolution booster to work, my life will be complete.



Re: HAM 3.6 Alpha - RELEASED[message #243572] Tue, 09 February 2010 00:11 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
Thanks for the facility feedback. I've been considering several ways to display data about facilities, and since I can't figure out a neat way to get all the data on-screen, I'll probably let modders write their own descriptions of each facility-assignment so players can get that hint.

Quote:
I still can't get "All MERCS at MERC available on Day 1" to work.


Odd. I've never actually used that setting, and I can't think of any HAM feature that would cause an issue... I'll take a look though.

Quote:
Also, the Bobby Ray's display all possible attachment has never displayed for me. Dunno why. I use the Ini editor to launch.


The tooltip had a bug in it since HAM 2.8, which is why it was recommended not to turn it on at all. New versions of 1.13, as well as HAM 3.6, have a bugfix. However, HAM 3.5 does not. I don't know why the editor can't turn this feature on, but you can do it manually by editing your JA2_Options.INI in notepad, and changing (or adding) the line
BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENT = TRUE
.
Use at your own risk - if you've got any item mods installed, you're looking at a potential crash-to-desktop.

also
Quote:
But with HAM 3.6 and the latest SVN (a clean install of JA2 patched to either 1.06 0r 07..whichever is the one that's available all over the place..), I have had (even on the first time) trouble with Hans and Brenda.


Again, the (hopeful) fix for this issue is included in HAM 3.6a v7, which is not yet released. Please have patience.


Re: HAM 3.6 Alpha - RELEASED[message #243574] Tue, 09 February 2010 00:55 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
UPDATE

Finally, I'm done revising the Facility Types XML. It will be a little while longer before I can finish up with HAM 3.6a v7, but it should be out shortly.

In the meanwhile, here is a (long) list of the changes to the facilities. For the most part, costs have been reduced dramatically, while performance bonuses have been increased. In addition, risks of health loss and injury have been reduced, although in most cases they are still viable. Use of some facilities is still dangerous. Please note that, as it was before, some facilities can be used to regain lost health. Plus, training health is something that's been overlooked by people since JA2, but you really should get used to it. Keep your mercs in shape!!

HOSPITAL
  • Doctoring
    • Cost-per-hour reduced from $700 to $90. Hopefully this won't make it too competitive with Dr. Steve.
  • Practice Medical
    • Cost-Per-Hour reduced from $250 to $30.
    • Health Risk Chance reduced from 30 to 15. It's still dangerous though.
    • Injury Risk Chance reduced from 30 to 20.
    • Loyalty Risk Chance reduced from 30 to 20.
  • Train Medical
    • Cost-Per-Hour reduced from $150 to $25.
    • Minimum Wisdom reduced from 85 to 80.
    • Minimum Medical reduced from 80 to 60.
    • Health Risk Chance reduced from 20 to 7.
    • Injury Risk Chance reduced from 20 to 15.
  • Study Medical
    • Cost-Per-Hour reduced from $100 to $35.
    • Health Risk Chance reduced from 30 to 20.
    • Injury Risk Chance reduced from 40 to 30.
    • Loyalty Risk Chance reduced from 20 to 10.
  • Patient
    • Health Risk Chance increased from 20 to 25. Get patients out of the hospital before they catch something.

SLEAZY BAR
  • Rest
    • Cost-Per-Hour increased from $10 to $15. A single beer costs $10, so it really should've been even higher.
    • Morale Risk Chance increased from 400 to 700. This should give a morale effect almost every hour.
    • Health Risk Chance reduced from 20 to 15. Note however that this risk is dangerous anyway, with an effect of around -10 to -4 permanent health drop...
    • Injury Risk Chance increased from 30 to 40.
    • Drunk Risk Chance increased from 300 to 500. This should get you drunk within a few hours.
    • Wisdom Risk Chance reduced from 20 to 10. Still, losing 1-3 points of wisdom is a bitch to remedy.

PRISON
  • Staff
    • Cost-Per-Hour reduced from $120 to $25.
    • Morale Risk Chance increased from 50 to 300.
    • Health Risk Chance decreased from 40 to 7. Guards aren't as susceptible to disease as inmates would be, right?
    • Injury Risk Chance decreased from 60 to 15. A guard will get injured about once every 5 days.

HARBOR
  • Staff
    • Cost-Per-Hour increased from $160 to $200. At around $2,800 per working day, you should still be making MUCH more than that from the increased mine income, assuming you have a couple of mines under control.
    • Health Risk Chance reduced from 35 to 10.
    • Injury Risk Chance reduced from 45 to 20. Still pretty risky - will happen about once every four days.
    • Injury Risk Base Effect changed from -5 to -15.
    • Injury Risk Range changed from 5 to 20. Keep first aid kits stocked!
  • Practice Strength
    • Cost-Per-Hour reduced from $-20 to $-5. Arulcan dock workers don't make more money than I do... I hope.
    • Mine Income Modifier reduced from 105% to 101%. With a few mines going, this should still net you at least a hundred dollars a day, and you're training strength in the meanwhile.
    • Minimum Strength reduced from 85 to 80.
    • Health Risk Chance reduced from 40 to 15.
    • Health Risk Base Effect increased from -2 to -3.
    • Health Risk Range increased from 3 to 4. Dock work is dangerous for your health. This should deter using dock work as a reliable source of income and strength training.
    • Injury Risk Chance reduced from 60 to 25. Should happen once every 3 days or so.
    • Injury Risk Range increased from 10 to 25. Again, it's dangerous work.
  • Ambient
    • Morale Risk Chance increased from 70 to 300.
    • Morale Risk Base Effect changed from 0 to -1. It can no longer be a beneficial effect. Keep guys away from the docks when they don't need to be there.
    • Morale Risk Range changed from 5 to 10.
    • Health Risk Chance reduced from 20 to 10.

SMALL AIRPORT
  • The airport ambient effect is much less powerful now, but I didn't completely remove it.
  • Staff
    • Cost-Per-Hour added, at $50.
    • Mine Income Modifier reduced from 120% to 110%. Still very significant, and basically only covers the staffing cost if you only have one mine.
    • Minimum Wisdom reduced from 80 to 75.
    • Loyalty Risk Range increased from 1 to 4.
    • Health Risk Chance reduced from 10 to 1. This should only cause health loss once in 1000 days, and at worst you lose 4 health points.
  • Practice Strength
    • Cost-Per-Hour reduced from $-20 to $-6. Airport workers get paid only slightly better than dock workers. It's still a lot.
    • Mine Income Modifier reduced from 105% to 101%.
    • Minimum Strength reduced from 80 to 70.
    • Minimum Health reduced from 80 to 75.
    • Health Risk Chance reduced from 40 to 4. Health loss should occur roughly once per 18 days. However, you can still lose up to 5 points when it happens.
    • Injury Risk Chance reduced from 80 to 30.
    • Injury Risk Range increased from 10 to 30.
  • Ambient
    • Sleep Modifier reduced from 90 to 80.
    • Morale Risk Chance increased from 20 to 100. Morale shifts will occur around twice a day, and will probably correct themselves before they happen again anyway.
    • Morale Risk Range increased from 10 to 20.
    • Health Risk Chance reduced from 10 to 2. A character is only likely to lose health once every 500 days. Therefore, if you have 10 characters lounging around the airport, statistically one will be affected every 50 days.
    • Health Risk Range increased to -2.

FACTORY
  • Repair Items
    • Cost-Per-Hour reduced from $150 to $100. A character working on repairs for an entire day will still waste around $1,400 on average.
    • Performance Modifier increased from 140% to 250%. Fast repairs, at a price.
    • Injury Risk Chance reduced from 60 to 20. That's one injury every 2.5 days on average.
    • Injury Risk Range increased from 15 to 40. Machines are dangerous.
    • Health Risk Range reduced from 2 to 0. Note that health risk chance is NOT changed, so you're still likely to lose a point of health about once every two days!
    • Morale Risk Chance increased from 55 to 400. This should maintain low morale while working at the factory.
  • Repair Vehicle
    • Cost-Per-Hour reduced from $200 to $150. A character working on vehicle repairs for an entire day will still waste around $2,100 on average.
    • Performance Modifier increased from 130% to 250%.
    • All other changes similar to Repair Items (above)
  • Repair Robot
    • Cost-Per-Hour reduced from $250 to $130. Slightly more expensive than item repair.
    • Performance Modifier increased from 120% to 250%.
    • Robot Repair at the factory now requires at least 80 WIS (to manufacture the sophisticated parts correctly)
    • Injury Risk Chance reduced from 60 to 10. Slightly safer than item repair. Should occur once a week, on average.
    • All other changes similar to Repair Items (above)
  • Ambient
    • Morale Risk Chance increased from 80 to 200.
    • Health Risk Chance reduced from 80 to 5. Health will drop about once every two weeks. Note this is cumulative with health risks for working at the factory.
    • Health Risk Base Effect reduced from -2 to -1.
    • Health Risk Range reduced from 2 to 0.

MILITARY BARRACKS
  • No changes.

MILITARY HQ
  • Staff
    • Cost-Per-Hour reduced from $100 to $20.
    • Minimum Wisdom reduced from 85 to 80.
    • Minimum Leadership increased from 60 to 70.
    • Morale Risk Chance increased from 90 to 300.
    • Leadership Risk Chance increased from 60 to 70.
    • Leadership Risk Range increased from 1 to 2.
  • Train Leadership
    • Cost-Per-Hour reduced from $80 to $15.
    • Performance increased from 120% to 175%.
    • Minimum Leadership reduced from 80 to 50.
    • Minimum Wisdom reduced from 80 to 75.
  • Study Leadership
    • Cost-Per-Hour reduced from $70 to $8.
    • Performance increased from 130% to 150%.
    • Minimum Wisdom reduced from 75 to 70.

SHOOTING RANGE
  • Train Marksmanship
    • Cost-Per-Hour reduced from $10 to $5.
    • Performance increased from 130% to 150%.
    • Added requirement: 75 Marksmanship.
    • Injury Risk Chance reduced from 30 to 15.
    • Injury Risk Range increased from 20 to 30.
    • Reduced Marksmanship Risk from 100 to 20. This is the chance for the *trainer* to increase his own skill while teaching... Was too high.
  • Study Marksmanship
    • Cost-Per-Hour reduced from $90 to $20.
    • Performance increased from 110% to 150%.
    • Injury Risk Chance reduced from 50 to 10. Injuries should occur once every four days, if the student doesn't have high level/skills.
    • Injury Risk Range increased from 20 to 40. Beware!!
  • Practice Marksmanship
    • A new assignment. Practice alone isn't as useful, but doesn't require a trainer.

A.C.A. Building
  • Staff
    • Cost-Per-Hour reduced from $100 to $10.
    • Minimum Wisdom reduced from 80 to 75.
    • Morale Risk Chance increased from 30 to 800.
    • Loyalty Risk Chance reduced from 80 to 40.
    • Loyalty Risk Base Effect reduced from 3 to 1.
    • Loyalty Risk Range reduced from 5 to 4.

SAM Site
  • Staff
    • Cost-Per-Hour increased to $100. That means, you only save money if the helicopter moved more than one tile per hour. Of course, that's a lot of money saved on most journeys. Make sure you take your man OFF DUTY once the heli has finished moving about!!
    • Militia Training Speed reduced from 40 to 20 to further encourage training at an A.C.A. instead.

MINE
  • Staff
    • Minimum Wisdom reduced from 75 to 70.
    • Added new requirement: 30 Leadership.
    • Leadership Risk Chance reduced from 50 to 40.
    • Injury Risk Chance reduced from 70 to 10. The risk will trigger roughly once every week.
    • Health Risk Chance reduced from 50 to 6. That means a loss of health will happen roughly every 10 days. However, you may still lose 1 to 4 points!
  • Practice Explosives
    • Cost-Per-Hour reduced from $60 to $25.
    • Performance increased from %150 to %200.
    • Injury Risk Chance reduced from 100 to 30. This is one injury every two days, so even if your character meets the requirements, only high level and skills will ensure minimized risk and survival.
    • Injury Risk Range increased from 20 to 30 (!!).
    • Health Risk Chance reduced from 100 to 15. Will trigger roughly twice or three times a week.
    • Health Risk Base Effect reduced from -4 to -1.
    • Health Risk Range reduced from 2 to 1.

BROTHEL
  • Rest
    • Cost-Per-Hour reduced from $500 to $20. Hos just got a whole lot cheaper.
    • Injury Risk Chance reduced from 20 to 10.
    • Health Risk Chance reduced from 50 to 5. This is, on average, one drop of health per two weeks at the brothel. However, the range is unchanged (1-10 health points!) so it's still very risky.

SMALL CHURCH
  • Rest
    • Morale Risk Chance increased from 100 to 200.
    • Loyalty Risk Chance increased from 50 to 100.

BOXING CLUB
  • Rest
    • Cost-Per-Hour reduced from $40 to $5.
    • Morale Risk Chance increased from 500 to 700.
    • Health Risk Chance reduced from 20 to 5.
    • Health Risk Base Effect reduced from -7 to -2. This means every health loss (once every ~2 weeks) will cause 1-5 points loss of health.
    • Loyalty (Local) Risk Chance increased from 40 to 60.
    • Loyalty (Local) Risk Range reduced from 5 to 3.
    • Loyalty (Global) Risk Chance reduced from 100 to 30.
    • Loyalty (Global) Risk Base Effect reduced from -3 to -1.
    • Wisdom Risk Chance reduced from 20 to 5.
  • Practice Strength
    • Cost-Per-Hour reduced from $100 to $15.
    • Performance increased from 130% to 200%.
    • Health Risk Chance increased from 20 to 50. This should be a great place to restore health lost in other facilities.
    • Injury Risk Chance reduced from 40 to 20. Range stays the same, 1-15 point injury.

NATIONAL MUSEUM
  • Staff
    • Cost-Per-Hour reduced from $-50 to $-10. (income)
    • Sleep Modifier removed.
    • Minimum Strength Requirement removed. (No idea why I put it there in the first place)
    • Loyalty (Local) fixed - was written wrong in the XML.
    • Loyalty (Local) Risk Range reduced from 8 to 3.
    • Loyalty (Global) Risk Range increased from 5 to 10.
    • Wisdom Risk Chance increased from 40 to 50.
  • Rest
    • Cost-Per-Hour reduced from $30 to $8.
    • Loyalty (Local) Risk Chance reduced from 20 to 10.

LABORATORY
  • Practice Explosives
    • Cost-Per-Hour reduced from $400 to $80.
    • Minimum Mechanical reduced from 50 to 30.
    • Minimum Medical reduced from 30 to 20.
    • Wisdom Risk Chance increased from 100 to 200.
    • Dexterity Risk Chance increased from 70 to 140.
    • Explosives Risk Chance increased from 150 to 300.
    • Medical Risk Chance increased from 20 to 40.
    • Mechanical Risk Chance unchanged.
    • Health Risk Base Effect reduced from -2 to -1.
    • Health Risk Range recuded from 1 to 0.
    • Injury Risk Chance reduced from 50 to 10. Injury should occur once a week on average.
  • Train Explosives
    • Cost-Per-Hour reduced from $150 to $30.
    • Minimum Wisdom reduced from 95 to 90.
    • Minimum Mechanical reduced from 60 to 40.
    • Minimum Explosives reduced from 85 to 75.
    • Health Risk Chance reduced from 30 to 10.
  • Study Explosives
    • This assignment was incorrectly written, and as a result did not formerly appear in the game. Fixed now.

JUNKYARD
  • Repair Items
    • Performance increased from 120% to 150%.
    • Agility Risk Chance increased from 10 to 40.
    • Health Risk Chance reduced from 40 to 30. Working in trash will still be dangerous to your health.
    • Injury Risk Chance reduced from 80 to 50.
    • Injury Risk Range reduced from 20 to 10.
  • Repair Vehicle
    • Performance increased from 110% to 175%.
    • All risks altered (see above)
  • Repair Robot
    • Performance increased from 120% to 160%.
    • All risks altered (see above)

BEACH RESORT
  • Rest
    • Cost-Per-Hour reduced from $120 to $15.
    • Performance increased from 140% to 200%.
    • Health Risk Chance increased from 10 to 50. (This is a good thing)
  • Patient
    • Performance increased from 110% to 150%.
    • Loyalty Risk Chance reduced from 60 to 40.
  • Study Health
    • Performance increased from 120% to 150%.

SNACK & SHACK
  • Rest
    • Cost-Per-Hour reduced from $200 to $40.
    • Performance increased from 120% to 150%.
    • Drunk Risk Chance increased from 50 to 150.
    • Local Loyalty Risk Chance increased from 20 to 100.
    • Added Global Loyalty Risk (small chance of penalty)
  • Patient
    • Cost-Per-Hour reduced from $200 to $40.







Re: HAM 3.6 Alpha - RELEASED[message #243587] Tue, 09 February 2010 03:53 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
UPDATE

I'm going to do my best to release HAM 3.6a v7 tomorrow night.

It will NOT be up-to-date with the new 1.13 release just yet. HAM is staying in Alpha stage until we can figure out whether the bug-fixes work as intended.

Here is a list of bugs that are fixed in v7:

  • NPC Movement Bug
    • A fix introduced in late 2009 was designed to avoid an error where characters would lose their entire BREATH reserves when left in a running state over several turns. This caused an unforeseen error in real-time mode, which may be the reason why some NPCs (Hans, Spike, etc.) don't move like they should. This has now hopefully been fixed.
  • PC Movement Bug
    • The same problem above is apparently also the reason why mercs sometimes stop where they are for no apparent reason. This has been fixed.
  • Facility debt incorrectly calculated
    • An issue with paying (or rather, the inability to pay) facility debts caused inability to continue using facilities. Refusing the pay a debt caused crashed. This has been fixed.
  • Militia Debt incorrectly calculated
    • An issue with automatic disbanding of militia when money is owed for their service caused all militia to leave you despite the fact that you still had money to pay some of them. This has been fixed.
  • Minor EDB icon displacement
    • The EDB data for "Bipod" and "Min. Range For Aiming Bonus" were misplaced. This has been fixed.
  • Assertion Error due to facility-induced mine income increase
    • When staffing facilities that increase mine income, it was possible to run into an assertion error. This has been fixed.
  • Re-added some Progress INI settings
    • Two INI settings controlling player progress were knocked unusable in one of the earlier JA2 releases (by me... sorry). These have been returned to the game and will work as they once did.

That is all. Nightynight!


Re: HAM 3.6 Alpha - RELEASED[message #243622] Tue, 09 February 2010 14:54 Go to previous message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
Moderators, please close this thread.


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