Home » MODDING HQ 1.13 » v1.13 Coding Talk » STOMP v1.1 Release
STOMP v1.1 Release[message #241482] Sat, 09 January 2010 20:57 Go to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
S.T.O.M.P. (Sandro's Traits and Other Modifications Project)
Version 1.1 on Source Code revision 3548 (game revision 1225)

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[color:#990000]Download:[/color]

Release v1.1: http://www.mediafire.com/?mgtwmejynytzz1j

Release v1.0A: http://www.mediafire.com/?4vze2dtmtxm

For installing STOMP1.0 + HAM3.5 + Wildfire + AIM check the following link:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=240116&page=1

Source Code v1.1: http://www.mediafire.com/?djtlmlwm3oinzgz

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Basic Info: This mod is mostly about changing skill traits and personalities of mercs. The focus and intention was to create a balanced trait system to give the player more attractive choices for his mercs.

Installation v1.1: Get freshest SVN version of game. Unzip the STOMP into your JA2 directory. Play using included exe.

Installation v1.0A: Just unzip the STOMP into your JA2 directory. None of your files will be rewritten. Play using included exe.

Notes to the source code: It's based on latest development version of the 1.13 code. This version is ahead of the original SC provided and contains certain unfinished features. Use this at your own risk (you may miss important code updates).

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IMPORTANT NOTE TO THE 1.1 VERSION

This version is released ahead of the future 1.13 SVN version. Because so many people wished to see the STOMP altogether with HAM3.6 and latest SVN 1.13 release, I am making this version public before it will be accessable through the SVN. But it is (hopefully still) planned to be added to the 1.13 SVN main branch soon.
Enjoy.


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--- TRAITS ---
Summary: The system for traits have been changed. From now, if you choose "New Traits" on the beginning of new campaign, all mercs (and enemies/militia) can have up to three skill traits. Up to two major traits and one minor trait or three minor traits or one major trait and two minor traits.
On IMP creation, when reached attributes settings for your merc, there are now minimal attributes you have to have for certain chosen traits. These minimums are listed in the brackets after the trait names. Major traits usually set the basic attributes needed, while minor traits can add more on top of it or set the minimum themself(the second number).
Also I should say: All values of these new skill traits are externilized in "Traits_Settings.INI".

Here is the default trait list:
Traits Descriptions


You should know, that for many actions - like shooting with certain weapon types, doctoring, repairing, close combat, throwing knives/grenades, many skill checks, which are covered with these new traits - were added some small penalties. For example.. All sniper rifles have penalty to chance to hit -5%. This penalty is in fact 'deleted' if you have one "Marksman" skill trait. So having (doubled Marksman) "Sniper" trait, you just have +5% CtH (than with old traits) for a price of taking both your major trait choices. These penalties represent the 'lack of knowledge' without proper trait. So without being at least paramedic, your doctoring ability willbe much less effective (than in the original game). Same for repairing things without technician etc.
All these penalties only applies if you have chosen "New Traits" on the new campaign start. Also take into account that all these modifiers are externilized, so if you want to see all of them and their default settings, look into "Traits_Settings.INI" under section "Generic Traits Settings".


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--- PERSONALITY ---
Summary: If you choose New Traits on the beginning of game, you will also have the original "attitudes" and "personalities" changed. These were renamed to "Character Traits" and "Disabilities". Character traits were made to consist some advantage and some disadvantage, disabilities are always negative features of merc, but if you pick one, you'll gain a good bonus to attribute points on IMP creation. Most of Disabilities remained the same, I just made Heat Intolerant working (penalties in desert/tropical sectors if not raining), slightly changed Fear of Insects (those are distracted in tropical sectors and have lower performance there), and repaired the Psycho (no insane CtH bonus like before, and they can loose morale if using a gun uncapable of auto/burst fire).
The bonuses of character traits are small, about 5-10%, it is not meant to boost your mercs, but just to diversify them more.

Here is the character traits list:
Character Types
Master Sergeant

Re: S.T.O.M.P. v1.0 Alpha[message #241485] Sat, 09 January 2010 21:07 Go to previous messageGo to next message
cdudau
Sandro, Can I add this to a previous savegame? or Can I use a previous savegame? I mean I used Goc man's install of WF mod. If I follow your directions will my save game still work?

[Updated on: Sat, 09 January 2010 21:23]

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Re: S.T.O.M.P. v1.0 Alpha[message #241488] Sat, 09 January 2010 23:49 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
HAM 3.5? Meh, then i won't use STOMP then. I just can't get used not-to-play 3.6

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Sergeant
Re: S.T.O.M.P. v1.0 Alpha[message #241493] Sun, 10 January 2010 00:05 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1410
Registered:July 2006
Location: People riding polar bears...
So glad you used HAM 3.5 and not something newer. I'll definitely have to try this out after I finish my current playthrough.

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Sergeant Major
Re: S.T.O.M.P. v1.0 Alpha[message #241499] Sun, 10 January 2010 00:54 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
craigmsandy
Sandro, Can I add this to a previous savegame? or Can I use a previous savegame? I mean I used Goc man's install of WF mod. If I follow your directions will my save game still work?


If you mean previous STOMP savegame, then it should work. Just make sure to place your savegames into the right profile directory (HAMSTOMP).

[Updated on: Sun, 10 January 2010 00:57] by Moderator

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Master Sergeant

Re: STOMP v1.0 Alpha[message #241505] Sun, 10 January 2010 04:47 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
Everything seems to be working okay for me, but I get quite the number of alerts that things are askew in my ini file upon game start. As far as I can see, there isn't anything actually wrong with the settings however, and I notice no adverse effects. However, I worry that the errors are an indication that I made a mistake somewhere and that I'm just waiting for everything to explode on me. :crazy:

My installation was as follows:

1. Kaerar's Latest Single Click installer (SVN 1203)
4. STOMP v1.0
2. WFmod 6.06 into Stomp's newly created folder
3. Alpha Item mod into the same folder
4. STOMP *Again* with the Wildfire Tabledata added into the correct folder

The Ini Editor shows a bunch of the various entires as "Missng property" and won't let me modify them, which was expected. I simply changed them manually, but even when changed manually I still get the same errors upon game start.

These are the errors:

The value [JA2 HAM Settings][BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][SMART_ROAMING_MILITIA_GENERATOR] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][ALLOW_MILITIA_MOVE_THROUGH_MINOR_CITIES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][APPROXIMATE_CTH] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][INCREASE_AI_WILLINGNESS_TO_SUPPRESS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][DYNAMIC_AIM_LIMITS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][INCREASED_AIM_COST] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][ALLOW_DYNAMIC_RESTRICTED_ROAMING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 HAM Settings][ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][ALWAYS_USE_PROF_DAT] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][AUTOMATICALLY_FLAG_MINES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][SMART_GOGGLE_SWITCH] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][DEVIN_USES_BR_SETTING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][TONY_USES_BR_SETTING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][NEW_AGGRESSIVE_AI] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Tactical Settings][QUIET_REAL_TIME_SNEAK] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Tactical Settings][ALLOW_UDT_DETAIL] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Tactical Settings][ALLOW_UDT_RANGE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 System Settings][AUTO_SAVE_ON_ASSERTION_FAILURE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.


Worth to note is that I used to have HAM 3.6. I'm using fresh folders now though, and the replaced files from the base directory that could potentially be causing me issues would have been again overwritten by the 'Single Click installer, I'd reckon.

Where did I go wrong? Any guesses?


[color:#FF0000]Solved it. I'm just a moron and managed to misplace the correct .ini. Not sure how that happened though. I have no excuses.[/color] Very Happy

[Updated on: Sun, 10 January 2010 05:04] by Moderator

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Corporal
Re: S.T.O.M.P. v1.0 Alpha[message #241506] Sun, 10 January 2010 04:56 Go to previous messageGo to next message
entar is currently offline entar

 
Messages:7
Registered:November 2009
Nice job Sandro. Is the calculation bug for the bombadier fixd in this version?

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Private
Re: S.T.O.M.P. v1.0 Alpha[message #241511] Sun, 10 January 2010 09:15 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
Whats a rifle, sniper rifle and an assault rifle?

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Sergeant 1st Class
Re: S.T.O.M.P. v1.0 Alpha[message #241513] Sun, 10 January 2010 09:26 Go to previous messageGo to next message
cdudau
CptMoore
Whats a rifle, sniper rifle and an assault rifle?
Really?

A rifle is a firearm designed to be fired from the shoulder, with a barrel that has a helical groove or pattern of grooves ("rifling") cut into the barrel walls.

A sniper rifle is a rifle used to ensure accurate placement of bullets at longer ranges than other small arms. A typical sniper rifle is built for optimal levels of accuracy, fitted with a telescopic sight and chambered for a military centerfire cartridge.

An assault rifle is loosely defined as a selective fire rifle designed for combat that uses an intermediate cartridge and a detachable magazine. Assault rifles are the standard infantry weapons in most modern armies.

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Re: S.T.O.M.P. v1.0 Alpha[message #241514] Sun, 10 January 2010 10:25 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
started playing with this..its pretty nifty tool..really fleshes out imps to be more unique and eprsonalized Smile

one warning though..am playing it with DBB installed..and while the enemy and militia and shops etc aint messed up..the imp choices are badly..for instance..my stealth dude ended up recieving 2 AS50 .50bmg sniper rifles with schmitt and bender 12x scopes as defaults..i sold them after taking the intial sector as i prefer no biggie rifles till at least grumm..but as a warning..if you use dbb-mod with stomp...your imps gonna be goofy Smile (also my doctor ended up with two platunum watches as default..lol..kinda OCD on time keeping Very Happy )

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First Sergeant

Re: STOMP v1.0 Alpha[message #241515] Sun, 10 January 2010 11:13 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:323
Registered:March 2004
Thanks for STOMP,for big info, for your work. Smile

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Master Sergeant
Re: STOMP v1.0 Alpha[message #241517] Sun, 10 January 2010 11:39 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
dont want to overstate this..but ALL who want an improved ja2 NEED to try stomp..for the first time since i can remember..finally..an advance (seemingly) in militia and enemy AI..with the assign traits option i see actual tactical movements and actions by my militia..oh god its beautiful..and the enemy is alot better at handling you..sure there are still instances of gathering in big mobs easy for a grenade..but its only happened once so far in my game Smile

will keep playing and see if any bugs pop up..but "so far"..this is looking like a 'must add" to 1.13 standard..3 cheers to sandro..awesome work dude Smile

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First Sergeant

Re: STOMP v1.0 Alpha[message #241535] Sun, 10 January 2010 14:49 Go to previous messageGo to next message
Doomhunk is currently offline Doomhunk

 
Messages:26
Registered:October 2004
Location: england
Thanks for your work Sandro but can you help me with some questions?

1) Is HAMS suppresion set to be working as default as ive tried a very brief game and nothing seemed to indicate it is. How do i switch it on?----- DONT WORRY HAVE NOW FOUND IT IS ON ALTHOUGH HARDER TO ACHIEVE THAN I REMEMBER------

2) Love the trait idea although im surprised Buns isnt considered a sniper.

3) Maybe change the deputy title to something else howabout leader? or non-com, officer candidate?

[Updated on: Sun, 10 January 2010 15:03] by Moderator

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Private 1st Class
Re: STOMP v1.0 Alpha[message #241538] Sun, 10 January 2010 15:39 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
Deputy->Lieutenant
BTW. Do you plan on making it HAM 3.6 compatible?

[Updated on: Sun, 10 January 2010 15:40] by Moderator

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Sergeant
Re: STOMP v1.0 Alpha[message #241540] Sun, 10 January 2010 15:59 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
Thx craigmsandy. I hope the Ranger rifle bonus applies a bit to the assault rifles, there are only limited rifles available to buy *very sad face* which can benifit from the Ranger bonus.

Btw, somehow my cover display doesn't work correctly when the ranger camo is active.

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Sergeant 1st Class
Re: STOMP v1.0 Alpha[message #241542] Sun, 10 January 2010 16:21 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
entar
Nice job Sandro. Is the calculation bug for the bombadier fixd in this version?

Yes.

Tbird94lx Moderator
..finally..an advance (seemingly) in militia and enemy AI..

Actually I forgot to mention I have added two things to AI.. The soldier can now decide to engage a bare hand fight with you (mostly if having martial arts trat) and they can even steal your weapon the same way you are able to.. Smile
I shall add this to the descriptions.
Anyway.. I'm glad you like the mod. Smile

Doomhunk
2) Love the trait idea although im surprised Buns isnt considered a sniper.

I tried to stay the way the original mercs' traits are assigned.

Doomhunk
3) Maybe change the deputy title to something else howabout leader? or non-com, officer candidate?

This one's name was very tricky. I discussed this with many people around. The thing is it shouldn't be a military rank. So lieutenant does not fit either.

Nickfighter
BTW. Do you plan on making it HAM 3.6 compatible?

In time, yes. I am very interested in HAM 3.6 facility and spending system. Although I'll wait until it's beta at least.

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Master Sergeant

Re: STOMP v1.0 Alpha[message #241544] Sun, 10 January 2010 18:37 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
Deputy->Second in Command ;D
Oh, and HAM 3.6 is completely stable and bug free (at least for me ;D) It's declared as alpha because Headrock haven't updated it for quite a long and he thinks that the current features of it are too less for a full HAM release :trooper:

[Updated on: Sun, 10 January 2010 18:39] by Moderator

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Sergeant
Re: STOMP v1.0 Alpha[message #241547] Sun, 10 January 2010 18:55 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
ok..bugs/goofiness time..one enemy got down on a knee and started plunging a knife into a militia..from 10 squares away..thats one flippin long knife Very Happy
and..twice loyalty in cambria went down to 4 from over 30 after taking sectors..no civillians were even sneezed on..twas very very weird..these are things that have never happened in my game pre-STOMP

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First Sergeant

Re: STOMP v1.0 Alpha[message #241551] Sun, 10 January 2010 19:13 Go to previous messageGo to next message
cdudau
Tbird94lx
ok..bugs/goofiness time..one enemy got down on a knee and started plunging a knife into a militia..from 10 squares away..thats one flippin long knife Very Happy
and..twice loyalty in cambria went down to 4 from over 30 after taking sectors..no civillians were even sneezed on..twas very very weird..these are things that have never happened in my game pre-STOMP
....And it did damage to your mercenary?

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Re: STOMP v1.0 Alpha[message #241552] Sun, 10 January 2010 19:17 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
the enemy that stabbed the militia from bout 10 squares away did 32 points of damage on him Very Happy

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First Sergeant

Re: STOMP v1.0 Alpha[message #241553] Sun, 10 January 2010 19:23 Go to previous messageGo to next message
cdudau
MAN! I want a 30 foot knife (sword)!

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Re: STOMP v1.0 Alpha[message #241555] Sun, 10 January 2010 19:25 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
think it was a ginsu MK5 turbo blade the enemy used..swear i could here a infomercial voice in the background Razz

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First Sergeant

Re: STOMP v1.0 Alpha[message #241557] Sun, 10 January 2010 19:30 Go to previous messageGo to next message
cdudau
BILLY MAYS HERE WITH THE MK5 TURBOOO BLADE!

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Re: STOMP v1.0 Alpha[message #241559] Sun, 10 January 2010 20:03 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
@ Sandro: great work man! STOMP is quite an achievement on the roleplaying/tactical roles level, a thing long overdue and with great potential. now, specialisation is a must for IMPs to become really effective.

i currently tried STOMP over WF6.06 install+AIM+HAM3.5 and so far i got some little issues:

mostly, NPCs and non enemy faction armed civilians/guards suddenly become hostile for no reason and start shooting at my mercs at random, not necessarily when they first see them.

there seems to be no apparent trigger, they are not attacked or wounded by me. don

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First Sergeant
Re: STOMP v1.0 Alpha[message #241566] Sun, 10 January 2010 21:16 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Tbird94lx
ok..bugs/goofiness time..one enemy got down on a knee and started plunging a knife into a militia..from 10 squares away..thats one flippin long knife Very Happy

Whack it! This is a STOMP bug that's for sure, I've already been reported about this. I'll take a look at it when I got time.

Tbird94lx
and..twice loyalty in cambria went down to 4 from over 30 after taking sectors..no civillians were even sneezed on..twas very very weird..these are things that have never happened in my game pre-STOMP

Hmm, anybody else experienced this? May be something about facilities, but I'm not sure.

Mauser
mostly, NPCs and non enemy faction armed civilians/guards suddenly become hostile for no reason and start shooting at my mercs at random...

This actually never happened to me, but I've heard about this several times even before STOMP. I have no idea what the cause is and I haven't been examining anything about this so far.

Mauser
... also great that all values are externalized in XMLs.

Actually it's externalized in STOMP's ini. Just for no confuse.

Mauser
but one thing i

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Master Sergeant

Re: STOMP v1.0 Alpha[message #241571] Sun, 10 January 2010 22:53 Go to previous messageGo to next message
Marlboro Man

 
Messages:1156
Registered:October 2005
Location: USA
Looks very good Sandro! Keep up the nice work. Smile

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Sergeant Major

Re: STOMP v1.0 Alpha[message #241582] Mon, 11 January 2010 03:12 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Quote:
This actually never happened to me, but I've heard about this several times even before STOMP. I have no idea what the cause is and I haven't been examining anything about this so far.


yeah it

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First Sergeant
Re: STOMP v1.0 Alpha[message #241584] Mon, 11 January 2010 03:23 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
I was kind of waiting for STOMP as somekind of Messiah that would bring all my inspiration for modding back to me as well as my will to play the game. You know what? It worked! I'm having tons of fun and feeling the need to return right back to my little pet modding projects. Very Happy

Great job, Sandro! Sorry's it's been leeching off your inspiration though as it's done much to give me mine back. :ok:

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Corporal
Re: STOMP v1.0 Alpha[message #241590] Mon, 11 January 2010 05:47 Go to previous messageGo to next message
zwwooooo is currently offline zwwooooo

 
Messages:73
Registered:February 2009
Good work! :ok:

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Corporal
Re: STOMP v1.0 Alpha[message #241612] Mon, 11 January 2010 16:04 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
hmmm..did you give the enemy +5 potty mouth? Very Happy they sure call me mother F****** alot...ya know..lockie is only 11 years old..ya sure his mommy would want him seeing that word ? Razz

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First Sergeant

Re: STOMP v1.0 Alpha[message #241622] Mon, 11 January 2010 17:45 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
I'm encountering crashes on the creation of second IMPs. Just as a new imp is finalized and I press the "done button" [color:#FF0000]Correction: The "Yes I do button" that follows[/color] the game CTDs. It doesn't seem to be due to any specific selections of traits, skills or personalities but it has never happened on the creation of my first IMP. It happens with no traits selected, with no pesonalities, and with no disabilities. It also happens with any combination that I've been able to think of.

I *am* running with a personally modified IMPchoices file (modifications made through the XML editor upon the IMPchoices that came with STOMP) and everything looks okay with that file. Just thought I'd mention it in case it might effect something. It's a bare bones setup anyways, that doesn't provide anything more than absolutely necessary.

Update 1:
It happens both with and without Dynamic IMP Profile Costs.
It happens both with old and new inventory systems.
It happens with both male and female characters.

I simply can't seem to manage to make more than the first IMP even though 6 should have been possible through the option in the new game menu. It'd appear as if I've screwed up somewhere, but does anyone have a clue where exactly? :confused:

Update 2:
The crashes cease when the new traits are disabled, but that's naturally not a desireable way of playing the game.

[color:#FF0000]Probable bug:[/color]
Disabling the new traits also exposes another problem with the attribute allocation screen that is not present otherwise. I can keep putting attributes down all the way to 0, beyond the usual minimum levels whilst getting points each step of the way. When finally reaching 0, I get the 15 points I'd have normally gotten when reducing it from 35 to 0.

So rather than getting 15 extra attribute points from 35 to 0 I'm getting 35+15 points (50), also whenever the value is zeroed, the bar seems to bug out and refuse to move any further, simply leeching attribute points.

It's perhaps not the most important thing to worry about, as anyone who downloads the mod likely does it for the new traits to begin with, but I thought I'd mention it regardless.

Separate question:
The externalization of various traits into the STOMP.ini was mentioned earlier so I had a brief nosy at it. I haven't fiddled with it any, but I thought I'd ask if it's possible to shift the various bonuses around between the traits, or if only the numbers themselves can be changed.

For example... Suppose I'd copy BONUS_CTH_KNUCKLES = 25 from Martial Artist and paste that on say... Teacher (just to be stupid) would that work?

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Corporal
Re: STOMP v1.0 Alpha[message #241625] Mon, 11 January 2010 19:51 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Tbird94lx Moderator
hmmm..did you give the enemy +5 potty mouth? \:D they sure call me mother F****** alot...ya know..lockie is only 11 years old..ya sure his mommy would want him seeing that word ? Razz

Then just turn the taunts off in the game preferences menu. Smile

2 Forral:
Xml editor shouldn't even work with the IMPchoices from STOMP. Its structure has been changed, not just the choices inside. You have to use some txt editor to handle this one. That's most probably the cause of your problem.

As for the bug with attributes on old traits, I'll check it out, thanks.

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Master Sergeant

Re: STOMP v1.0 Alpha[message #241627] Mon, 11 January 2010 20:17 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
It actually did seem to work perfectly fine. The only quirk I noted within the XML Editor was that Lockpicking, Electronics and Camouflage seemed to remain at the bottom of the list even though the traits could no longer be selected. Otherwise it loaded up everything seemingly fine.

If it's not supposed to work at all, it'd possibly explain my troubles though. I thought it was something up with the allocation of items, which is why I tried with the old inventory system as well. Should be easy enough replace my IMPChoices with yours though, and copy some of my changes over.

Thanks. That'd have taken me an absolute age to figure out.

Edit:
Actually, are you sure that you can't use the XML editor? Have you tried it? I was just now comparing my IMPItemChoices modified through the XML editor, with the original that was supplied with the STOMP download, and the structure remains unchanged. All of the entries remains, and everything still has the same names as well.

It looks perfect to me.

I'll still try using your originals and see if it gets rid of the crashes.

Update:
Nope. Still no go. On creation of my second IMP I still crash to desktop, even when reverting back to your original IMPItemChoices.xml.

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Corporal
Re: STOMP v1.0 Alpha[message #241628] Mon, 11 January 2010 20:24 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
NOTE
the xml editor works fine with stomps impitemchoices.xml..i copied it to my data-1.13/tabledata folder and altered it fine and dandy without errors and ALL new stomp traits showed fine..i did so to remove the annoying AS50 sniper rifles from my imp choices..SUCESS..so go ahead..works fine Smile

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First Sergeant

Re: STOMP v1.0 Alpha[message #241637] Mon, 11 January 2010 23:37 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
how can ya tell when a modification is epic?..when tbird gets off his lazyarse mouse and digs into it in hopes it becomes standardized Very Happy nuff said

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First Sergeant

Re: STOMP v1.0 Alpha[message #241645] Tue, 12 January 2010 01:57 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Very Happy Very Happy Very Happy

...

Yeah, I see it now, the xml editor works. It was my faulty presumption. And actually Electronics, lockpicking and Camouflage traits can be selected. Well if you mean ingame... Those are there for playing with old traits.

[Updated on: Tue, 12 January 2010 02:06] by Moderator

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Master Sergeant

Re: STOMP v1.0 Alpha[message #241650] Tue, 12 January 2010 04:06 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
I meant in-game yeah. Sorry about the lack of clarity there.

While I was repeatedly testing with various settings in a vain attempt to figure out why the heck I can't create any more than 1 IMP while having New Traits active, I made a few random tests without New Traits active just to ensure that I'm in fact correct in that my crash occurs only with new traits.

Anyways, while doing that test I noticed that my Expert Sniper was given both a Bipod and a Sniper scope. Looking in the default IMPItemChoices, which I was using at the time, I noted that Snipers were set up to have the choice of two items, and that two items would also be given. The items were Bipods and Sniper Scopes.

However, as far as I can remember the Item selected based on traits would simply be selected randomly, and then if multiple items were supposed to be given, you'd recieve multiples of that item only.

In this case, I'd for example expect the Sniper to recieve either two Bipods or two Sniper scopes. She didn't though, which is good, but also leads to my question:

[color:#FF0000]Did you change the way IMPItemChoices distributes items in the various categories?[/color]

Edit:
I managed to finally make multiple IMPs with new traits active, but it unfortunately took a full re-install. I'm still tinkering with my .INIs though to see if there might have been a setting somewhere in there that caused my issues, because I did the installation just the same this time as the last time, only now it works. The only difference is that I haven't customized the setup.

I don't know if anyone's actually interessted, but I'll keep you posted on my findings regardless. Very Happy

Edit 2:
Uh... I've now gone through my old settings in the various inis and returned the values to what they were, and there's still no trouble. With my re-done installation I simply cannot re-create the problems I had earlier. I suppose this means I'm a retard who must've somehow managed to get the installation wrong at first.

[color:#FF0000]Anyways, this means that the issue in which I was unable (due to CTDs) to create more than 1 IMP is solved. It was my fault. If you spent any time looking into it for me, I apologize.[/color]

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Corporal
Re: STOMP v1.0 Alpha[message #241657] Tue, 12 January 2010 06:47 Go to previous messageGo to next message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Sandro, your work is fantastic. I couldn't wait for this version Very Happy and I'm just setting up a combo of your mod + WF + AIM for a test run.

I'm just wondering about some stuff in your INI files..
The following setting are different from HAM 3.5 default ones:
Toggle Spoiler

I know that thay are intentionaly made for the balance of your mod, but I don't get two of them:
MINE_INCOME_PERCENTAGE = 80 (why?)
COWERING_REDUCES_SIGHTRANGE = 0 (isn't this a bit too drastic? ..cuz this is a major HAM feature, I think)

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Sergeant
Re: STOMP v1.0 Alpha[message #241672] Tue, 12 January 2010 11:22 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Forral
Did you change the way IMPItemChoices distributes items in the various categories?

You are very clever. Actually yes, I've changed the way, the game gives you IMP items. Now, it will not give you one choice twice. So if you have three choices and 3 items in xml, you should always gain one piece of all three. If you actually need to have a chance for getting more identical items, place the same item number several times in the xml. I forgot to mention this feature. Smile


Forral
I know that thay are intentionaly made for the balance of your mod, but I don't get two of them:
MINE_INCOME_PERCENTAGE = 80 (why?)
COWERING_REDUCES_SIGHTRANGE = 0 (isn't this a bit too drastic? ..cuz this is a major HAM feature, I think)

You are right, I am aware the ini options are not the same as for full HAM settings. Here is why:
The subpoints to improve stats is slightly higher, because of increased power of your mercs due to skills. It also makes trained/leveled mercs more valuable.
Suppression effectiveness is lower because HAM tends to turn the game to a "strategy", STOMP however gives some of the emphasis back on the "RPG" style (if we can call it that), so the suppression shouldn't be the main way to play.
COWERING_REDUCES_SIGHTRANGE - well, I got problems with this one. You know, every quarter of a second the game goes through various calculations to determine soldier's sight range. If this is on, then it also runs through a cycle to determine if cowering is in place, then what suppression tolerance does the soldier has, where also counts friendlies around to help that tolerance, then also number of squadleaders in vicinity.... Cycles inside cycles for EVERY person in the sector EVERY bit of second. When I saw this, I decided to turn this option off by default because it feels messy. But it does not mean, it is anyhow bad. If you are used to full HAM settings, switch it back on.
Mine income percentage... heh, why the hell did I left there 80%? I honestly don't remember. It is probably a remnant of my own personal settings (even that I normally play with 50% though). I'm sorry for that. Smile

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Master Sergeant

Re: STOMP v1.0 Alpha[message #241674] Tue, 12 January 2010 12:18 Go to previous messageGo to previous message
puer

 
Messages:9
Registered:April 2007
Location: Estonia
Quote:
Based on the difficulty, there is also a specific number of squadleaders in every enemy army group. Mostly it is one squadleader per squad (plus one deputy maybe). For now I haven't changed the soldier's colors in this case, but it can come later if players would wish.


I think different specific soldier's color is great idea. For example only squadleaders wear red shirt & black trousers.
Additionally it would be nice that some other traits/professions can be recognized by color. For example: snipers; close combat professions (melee, martial arts); bombardier, night ops.

[Updated on: Tue, 12 January 2010 12:20] by Moderator

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