Jagged Alliance Galaxy: HAM - Headrock's Assorted Mods HAM - Headrock's Assorted Mods ================================================================================ Off_Topic on 09/04/2010 06:00:00 MOD DESIGNER Headrock STATUS In Progress OFFICIAL SITE HAM Wiki with Download links FEATURES HAM 3.6a (see download page / wiki ) HAM 3.5 (See Wiki) HAM 3.4 Includes The Following Features * XMLized Facility Locations o Facilities like the Alma Gun Range or Grumm Factory can now be moved around or even duplicated, using one very simple XML. For some facilities (Gun Range, Factory, Hospital) the bonuses go along with that facility. Other facilities (airport, prison, military base) only have a name but no effect. You can see which facilities are in a sector by right-clicking that sector on the strategy map. Some facilities (Tixa Prison) are hidden from that sector's info until you've actually visited the sector, others (Drassen Airports) can be seen as soon as the game starts. It's already possible to change some of the facility bonuses (see below, HAM 3.3). This is the first step in creating new facility effects and bonuses. * XMLized Dynamic Roaming Militia o One of the very first HAM features has now been externalized to XML. Using the XML you can set which sectors can be traversed by Roaming Militia, and the conditions required for this to be allowed. You can now configure all sorts of militia roaming patterns, all based on which cities are controlled by the player and which aren't. HAM 3.4 comes packed with three XMLs offering different patterns, including Full HAM Dynamic, Strict City Perimeters, and Optimized 1.13 Aggressive Roaming. The strategic options that this provides are of course only up to the imagination. * Bullet Counting Check o This is a highly experimental feature based mainly on an idea by Zoolw. Realistically, knowing how many bullets are left inside your gun during combat is very difficult. Unless your merc has good memory, good expertise, or can simply tell by the weight of the gun in his hand, his bullet count will disappear, replaced by "??". This only happens during combat, and only if the magazine is NOT full and NOT empty. Also, as the character slowly empties the clip, it becomes harder for him/her to count the bullets, also possibly leading to a "??". Once combat ends, the bullet count will return. Again, the system is NOT completed, but is offered here for balance testing and ideas. There's a setting to control the intensity of this effect (I.E. how often it occurs and to whom), so feel free to tone it down or boost it up if you want, and report the results if you can. That'll help make this system much more enjoyable in the future. Unless it already is! :D * Externalized Militia Diversity o We now have INI settings to control what percentage of a new Mobile Militia group will be made of Elites, Regulars, and Greens. For instance, set to 100% Elites, and you have the 1.13 default. Set to 25/25/50 (Elites/Regulars/Greens) to get the HAM 3.3 default. You can set it to whatever you like. Any setting that is over 0 means that at least one will be created. For instance, if 0/10/90 is used, at least one Regular and one Green will be created in any new Mobile Militia group. Actual numbers are of course based on the size of the group, which has always been an INI setting (DIV_OF_ORIGINAL_MILITIA), and as of HAM 3.2 has also been subject to Leadership bonuses or penalties. HAM 3.4 Also Contains Fixes For Several Issues * Characters were always getting suppressed by nearby friendly fire regardless of the INI setting. FIXED. * Militia kept getting stuck at the edges of cities where mercs were present. Also kept swapping forces with the local garrison. FIXED. * Characters with high leadership and Expert Teaching could not train militia due to overflow bug. FIXED. * City Garrisons kept reinforcing nearby wilderness battles, which is strategically foolish. FIXED. May also contain other fixes that I've forgotten about. ALSO NOTE: HAM 3.4 effectively renders some things obsolete. * The "DIVERSE_ROAMING_MILITIA_GROUPS" INI setting has been replaced by two new INI settings for controlling militia diversity. * The file Data-1.13TableDataMapRestrictRoaming.XML is no longer necessary, as it has been replaced by the new dynamic XML system. This file has no effect when using HAM 3.4, but is still required for normal versions of 1.13! * The zip file contains two pre-made INI files: JA2_Options.INI and APBPConstants.INI. They contain default JA2 settings with all of HAM 3.4 fully activated. Do not overwrite your existing INI files if you wish to keep your current settings - instead follow the instructions in the TXT files. PLEASE READ ALL OF THE INSTRUCTIONS, even if you've installed HAM in the past. Oh, and... HAVE FUN! HAM 3.3 * Tolerance bonus for characters on the move o Moving characters will get a tolerance bonus based on how many tiles they have moved this turn. You can set how many tiles must be moved per tolerance point. This makes running mercs less vulnerable to suppression. * Mobile Militia leadership requirements and variable quantity o Like Town Militia, mobile militia training can now require a minimum level of leadership. Also, you can enable a feature that controls how many militia are recruited based on the merc's leadership. Works just like Town Militia features from previous HAM 3, including the effect of the TEACHING trait. * Explosives cause suppression o An experimental feature. All blast-type explosives (including HE/frag/flashbang/stun) will cause suppression when they strike. The amount of suppression is based on distance from the explosion and the size of the explosion. Flashbangs are very effective for this, especially indoors. * Automatic Mobile->Garrison reinforcement o Mobile Militia will automatically reinforce any weakened city garrisons, refilling the garrison whenever possible. This only works if the player is required to pay for Mobile Militia training, and also obeys certain movement rules. There are two separate settings - for reinforcing cities and reinforcing SAM sites. * Automatic reloads are smarter o When reloading automatically, the program will prefer to load magazines that contain the same type of ammo last used in the gun. There is no INI setting for this feature. * Fixed trainer-based militia quantity o When using variable militia training quantity, the game will now look for the best trainer in the sector even if he/she is asleep. HAM 3.2 * Radio Locator for "fully suppressed" message o When getting the "Suppression Fire has neutralized X!" message, shows a flashing beacon to tell us exactly which character has been fully suppressed. * Fixed unreal reinforcements advantage o Reinforcements (Enemy, Militia, or both) arrive at a sector's edge with 0 APs, making them considerably less murderous. * Friends affect tolerance o High-level and high-leadership friendlies within a certain range can increase a character's tolerance. Large groups bunched up together will actually get better tolerance than loners, unless they're all suppressed. Nearby dead bodies of friendlies will reduce tolerance. * CTH Divisor for mortar fire o Allows making mortars FAR less accurate than before, to balance out their deadliness. * Sightrange reduction for Cowering characters o Can reduce sight-range, induce tunnel-vision, or both. Cowering characters can no longer act for spotters for sniper fire, suppression fire, and mortar fire. * INI-settable chance for critical headshots to cause blindness for several turns. o Blindness duration is based on the severity of the hit. * Getting knocked down by a hit in the legs causes extra AP loss. o AP loss is based on the severity of the hit. * No enemy detection without recon o Enemies travelling through player-explored sectors are not automatically detected. Only militia can detect these enemies when they are in adjacent sectors. Enemies in previously-liberated cities are always detected. * Better Medical training at Hospital o Cambria Hospital confers an INI-set bonus to training the MEDICAL skill, similar to the MARKSMANSHIP training bonus you get at the Alma gun range. * Better repair rates at Factory o Grumm factory (H2) confers an INI-set bonus to repairing items. Also requires an INI-set minimum mechanical skill to gain this bonus. HAM 3.1 * Fixed negative APs o Suppression can now cause characters to drop to severely negative APs, which may cause them to lose their entire next turn. This was how suppression was SUPPOSED to behave, but hasn't until now! * Fully customizable "Increased Aiming Costs" feature o Added customizable divisor for extra "AP to Ready" cost, which can also be turned off. o Added adjustable costs for EACH aiming click! You can now set your own preferences! * Notification of full suppression o Some have requested a message to show us when a character has been "fully" suppressed. The message will appear when a character has reached the Minimum AP limit (normally set to -80). At -80, they will have lost their ENTIRE next turn. * Off-road Hummer o When enabled, this feature allows the Hummer to drive on some non-road terrain. It cannot go through forests, swamps or other rough areas, but can travel through plains, farms, hills, and light forests. HAM 3.0 * Minimum Leadership to Train Militia o Characters with leadership scores below the limit cannot train militia at all. * TEACHING trait increases effective leadership for training purposes o Tied to the other value, above, this allows setting a percentage value that is applied to our "effective leadership" for each level of the TEACHING trait. * Effective Leadership affects quantity of militia trained by the character. Only works in cities. * Alternate Progress Calculation o With this enabled, the program looks separately at progress accumulated through kills, income, control and visited sectors. The HIGHEST scoring one determines your progress, while all others are ignored. Therefore, only one (doesn't matter which one) has to reach 100% to give you full progress. This disables the four progress control settings in the vanilla 1.13 INI. * Possible Attachments list at Bobby Ray's o When this is enabled, tooltips for guns (and only guns) at Bobby Ray's will show a list of all possible attachments for the gun, not including "hidden" attachments. Externalized values: HAM 3.1 * Speed of delivery for each Bobby Ray's shipping method o Allows us to determine how many "midnights" must pass before the day the shipment arrives. * Hour of shipment arrival o Allows us to set the earliest and latest hours of the day on which a shipment may arrive. Normally, the hour is randomly selected between 8 and 12 in the morning. With HAM 3.1, you can set this to whatever you like. * Mine Depletion o Allows controlling which mine will run out of ore during the campaign. You can also DISABLE mine depletion entirely. HAM 3.0 * Strength to Weight ratio o Allows increasing the amount of strength required to lift anything, which increases the effect of encumbrance, which will affect mercs sooner (or later) than normal. * Kills per Progress Point ratios o Allows us to set the number of people we need to kill to win a single progress point. Four settings, one for each difficulty level