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XML Facility Modifiers

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HAM 3.5 introduced an entire system for creating sector-related effects called "Facilities". The name may be misleading, as these "Facilities" are simply bonuses associated directly with a specific sector. A single facility binds one or more such bonuses (or penalties!) together under one name, and can be placed in any (one or more) sectors on the strategic map. The presence of a Facility can give a sector important strategic value, or it can make a sector less desirable to you.


Please note: The Facility System is still being built. The instructions here reflect the latest configuration (HAM 3.5). Earlier versions of HAM may work differently.


Structure of Facilities.XML Edit

The file Facilities.XML determines the placement of the available facilities around the map. You can place one facility in several sectors, or several facilities in one sector, as you please.

The basic structure is simple. Follow these major guidelines:


Tag Description Possible values
<SECTORFACILITIES> This tag comes at the very beginning of the file. You only need ONE in the entire file. ---
<FACILITY> This tag starts each facility entry. You will need one of these for each placement. ---
<SectorGrid> This tag holds the coordinates of the sector where you wish to place a facility. Use the normal coordinate system, like B13, H2, A1, N3, etc. A1 to P16, although naturally you will want to place facilities in a sector that mercs can actually REACH...
<FacilityType> This tag holds the type of facility you want to place here. Each facility has a unique number associated with it. You can read FacilityTypes.XML to see the unique number of each facility. You can also add new facility types (see later in this article).
<ubHidden> This tag controls the appearance of the Facility's Name when right-clicking the sector to get a Sector Information Pop-up.

0 = Always shown on the pop-up.

1 = Shown on the pop-up only after the sector's been visited by mercs at least once.

2 = Never shown on the pop-up.

</FACILITY> Closes the current entry. You can start the next entry by placing another <FACILITY> tag on the next line. ---
</SECTORFACILITIES> This tag comes at the very end of the file. You only need ONE in the entire file. ---


Example Facilities.XML Edit

Here's an example of an ENTIRE, functional XML. We will be placing three different facilities in two sectors (A1 and A2).

<SECTORFACILITIES>

  <FACILITY>
    <SectorGrid>A1</SectorGrid>
    <FacilityType>1</FacilityType>
    <ubHidden>0</ubHidden>
  </FACILITY>

  <FACILITY>
    <SectorGrid>A1</SectorGrid>
    <FacilityType>2</FacilityType>
    <ubHidden>1</ubHidden>
  </FACILITY>

  <FACILITY>
    <SectorGrid>A2</SectorGrid>
    <FacilityType>2</FacilityType>
    <ubHidden>2</ubHidden>
  </FACILITY>

</SECTORFACILITIES>


  • The first entry places a facility of type 1 in sector A1. The ubHidden value of 0 means that the name of the facility will always be displayed when right-clicking the sector.
  • The second entry places a facility of type 2, also in sector A1. There will now be two facilities of different types, in the same sector. The ubHidden value of 1 means that until you actually explore the sector with your mercs, you cannot tell whether it contains this facility or not. After visiting, the name of the facility will be displayed as normal on the sector's right-click pop-up, for the rest of the game.
  • The third entry places another facility of type 2, this time in sector A2. So now there are two facilities of type 2 on the map. You can enjoy this facility's benefits in both sectors. The ubHidden value of 2 means that the name of this facility is never displayed on the sector's pop-up info box, so it's up to the player to discover the associated effect on his own.

Structure of FacilityTypes.XML Edit

This file contains the data about each facility type. It holds the name of each facility type, and the bonuses/penalties associated with that facility. Each type has a unique number, which is used for placing that facility in any sector(s) on the map, using Facilities.XML (see above).


The basic structure is very simple. Follow these guidelines:

Tag Description
<FACILITYTYPES> This tag comes at the very beginning of the file. You only need ONE of these in the entire file.
<FACILITYTYPE> This tag opens an entry for a single facility type. You will need one of these tags for every entry.
<ubIndex> This is the UNIQUE number associated with the Facility Type. They don't need to be consequtive, but make sure that they are UNIQUE, I.E. that no two types share the same number!
<szFacilityName> This holds the name of the facility. Wherever this facility is placed, right-clicking the sector will show this name. That is, assuming that the facility is not "hidden" at the time (see Facilities.XML).
Any number of Facility Modifier tags You can add as many tags here as you'd like, selected from the possible Modifier tags (see below), but make sure you don't repeat the same tag twice. Each tag you add will also require a value to tell the program how powerful the effect is (and whether it's a good or bad effect). Read moer about this below.
</FACILITYTYPE> This tag closes the current entry. You can then start a new entry by adding a new <FACILITYTYPE> tag on the next line.
</FACILITYTYPES> This tag comes at the very end of the file. You only need ONE of these in the entire file.


Example FacilityTypes.XML Edit

Here's an example of a simple set of Facility Types. Here, we're creating the three facilities that were originally added in HAM 3.3.

<FACILITYTYPES>

  <FACILITYTYPE>
    <ubIndex>1</ubIndex>
    <szFacilityName>Gun Range</szFacilityName>
    <sMarksmanshipTraining>25</sMarksmanshipTraining>
  </FACILITYTYPE>

  <FACILITYTYPE>
    <ubIndex>2</ubIndex>
    <szFacilityName>Factory</szFacilityName>
    <sRepair>25</sRepair>
    <ubMinimumMechanicalForRepair>50</ubMinimumMechanicalForRepair>
  </FACILITYTYPE>
  <FACILITYTYPE>
    <ubIndex>3</ubIndex>
    <szFacilityName>Hospital</szFacilityName>
    <sMedicalTraining>25</sMedicalTraining>
    <sDoctor>25</sDoctor>
    <ubMinimumMedicalForDoctor>90</ubMinimumMedicalForDoctor>
  </FACILITYTYPE>

</FACILITYTYPES>


  • Facility #1 is a Gun Range. It will give a 25% bonus to Marksmanship Training rate in the sector(s) where it is placed.
  • Facility #2 is a Factory. It will give a 25% bonus to Repair rate in the sector(s) where it is placed, but only to mercs who have at least 50 Mechanical skill.
  • Facility #3 is a Hospital. It will give a 25% bonus to Medical Training rate in the sector(s) where it is placed. It will also add 25% bonus to Doctoring Rate, but only to mercs who have at least 90 Medical Skill.

You can see how the first facility only has one modifier (sMarksmanshipTraining) while the other facilities have several tags. For best performance, new facilities should have as few tags as possible. If your new facility has many different tags, consider splitting it into two (or more!) separate facilities with fewer tags each. This will make sure that facilities don't get confused about what they should and should not do.

Using the three numbers above, we can place these facilities on the map wherever we'd like, using Facilities.XML.

Also note that you don't HAVE to place any of these facilities on your map. Alternately, you can place as many instances of these facilities as you'd like. Potentially, you could cover the entire map with sectors containing ALL three facilities. That would be pretty pointless, but you get the idea.

Finally, you can make facilities that have NOTHING BUT A NAME. In fact, all facilities in the original Jagged Alliance 2 were nothing but names to be seen in the Sector's Right-Click Pop-up box. This adds flavour to a sector, but of course doesn't change its strategic value.


Facility Modifier Tags - Overview and Basic EffectsEdit

The most important part, of course, is being able to add effects to these facilties - otherwise, the facility isn't really doing anything.

HAM 3.5 already allows a large plethora of different facility modifiers, which you can mix and match rather freely. A facility can have several modifiers (or even all of them at the same time), so the number of possible combinations is limited only by your imagination.


Types of Tags Edit

Each modifier can affect the game in a different manner. Some of them will raise the efficiency of performing a specific task (like Training, Repairing, or even Resting!) in the sector where the facility is placed. Others will limit recovery of important values such as fatigue. Some modifiers will have a global effect on the Strategic map.

Assignment-Specific Effect

This sort of modifier takes effect only when a character is performing a SPECIFIC assignment in the sector. It may alter the efficiency of the assigned task, alter fatigue loss/regain while performing the task, or adjust morale. If the character switches to another assignment, the modifier no longer applies.

Ambient Effect

This sort of modifier affects all mercs in the sector where this facility is placed, regardless of what they are doing. Most often, the modifier will limit morale or maximum-fatigue.

Strategic Effect

These modifiers are activated when a merc in the sector is Resting (I.E. assigned to a squad but not sleeping), and may require an additional skill check. When the condition is met, the facility is said to be "Manned". When this occurs, the modifier applies an effect that will change GLOBAL parameters, such as total Mine Income, Helicopter Flight Costs, etcetera. It does not normally affect the character himself. If no character is "Manning" the facility, the effect disappears.

Requirement Tag

These tags are completely irrelevant on their own. They are used to set a minimum requirement to win the bonus from ANOTHER tag. For instance, you may be required to have at least 50 Mechanical skill to get a facility's Repair Bonus. If you do not possess the minimum required amount, the facility will not give you the associated bonus.
Please note that if the OTHER tag is a PENALTY, placing a requirement would be counter-intuitive. Imagine a facility that places a -50% penalty on repair rates. Now imagine that you have a requirement of 50 Mechanical skill. In this case, only highly-skilled characters will suffer the penalty, while other characters do not!
You should only use a Requirement tag when the associated tag is a bonus to be won by having high skills.

Legend Edit

The tables below show how each modifier works. Each table contains a lot of data, so please make sure you understand the following concepts:

Available Tags

Add these to the XML where appropriate. If you do not wish a facility to have a certain effect, do not add the tag at all.
Also don't forget to add a closing tag after the value. Refer to the XML examples earlier in this article.

Modifier Range

The legal range for this modifier. All modifiers use NUMERIC values.

Recommended Range

Unless you want funny things to happen, try to stay within this range of values.

Default Value

If the modifier tag is completely missing from the XML Entry, the facility type is considered to have this value.
Of course, a facility doesn't need to have ANY tags set (in which case, it is just a name that appears on the sector's extra info pop-up). You only need to add a tag to your facility if you wish to give that tag a relevant, non-default value.

Effect Type

The type of effect generated by this tag. See the box above for more information about types.

Effect

A short description of the effect that this tag generates in the sector(s) where the facility is placed.

Example

A short description of the effect as it is used in one of HAM 3.5's new facilities.

Training Modifiers Edit

Available Tags

<sHealthTraining>

<sStrengthTraining>

<sDexterityTraining>

<sAgilityTraining>

<sMarksmanshipTraining>

<sLeadershipTraining>

<sMechanicalTraining>

<sMedicalTraining>

<sExplosivesTraining>

Modifier Range -30000 to 30000
Recommended Range -100 to 1000
Default Value 0
Effect Type Assignment-Specific
Effect

These nine settings increase or decrease the effectiveness of any training session (Practice/Study) of a particular statistic.

They work by percentage, so a value of +25 increases the training rate in this sector by 25% of its original value.

Facilities can also give negative values here. -25 reduces training rate by 25% of its original value.

Wisdom cannot be trained, and therefore there is no modifier for it.

Example

The Gun Range gives a 25% bonus to Marksmanship Training.

The Hospital gives a 25% bonus to Medical Training.

Militia Training Modifier Edit

Available Tags

<sMilitiaTraining>

Modifier Range -30000 to 30000
Recommended Range -100 to 1000
Default Value 0
Effect Type Assignment-Specific
Effect

Increase or decrease the effectiveness of any Militia Training session. This will make Militia training faster or slower.

This works by percentage, so a value of +25 increases the training rate by 25% of its original value.

Facilities can also give negative values here. -25 reduces training rate by 25% of its original value.

Examples As of HAM 3.5, there are no examples for this.
Notes Notice that as of HAM 3.5, Militia Training is only allowed in sectors that have an appropriate facility present (see ubMilitiaTrainingAllowed, below). If Militia cannot be trained in the sector, then of course a Militia Training Modifier has no effect.

Number of Militia Trainers Allowed Edit

Available Tags

<ubMilitiaTrainingAllowed>

Modifier Range 0 - 255
Recommended Range 0 - 10
Default Value 0
Effect Type Ambient - Affects all mercs in the sector
Effect

Determines how many Militia Trainers can work simultaneously in this sector.

If no facility in the sector gives a positive value, then Militia Training is not enabled here at all.

Example

The A.C.A building allows 2 Militia Trainers to work simultaneously.

The Military Base allows 4 Militia Trainers to work simultaneously.

Notes

Jagged Alliance 2 allows two Militia trainers to work simultaneously in any sector where Militia Training is allowed (I.E. Major Cities and SAM Sites).

HAM 3.5 changes this. You will now need a facility with a positive Militia Trainers Allowed modifier value, for any Militia Training to occur. The presence of such facilities is the only way to enable militia training in a sector.

If you wish to emulate the original JA2 effect, a facility with a <ubMilitiaTrainingAllowed> value of 2 must be placed in every SAM Site and Major City sector. You can set the facility to ubHidden=2 so it will not appear on the sector's pop-up. This completely mimics the original strategic gameplay.

Jobbing Modifiers Edit

Available Tags

<sRepair>

<sDoctor>

Modifier Range -30000 to 30000
Recommended Range -100 to 1000
Default Value 0
Effect Type Assignment-Specific
Effect

These two modifiers increase or decrease the speed of the "Jobbing" tasks (Repair or Doctor) in this sector.

They work by percentage, so a value of +25 increases the Jobbing rate by 25% of its original value.

Facilities can also give negative values here. -25 reduces Jobbing rate by 25% of its original value.

Example

The Hospital gives a +25% bonus to Doctoring Rate.

The Factory gives a +25% bonus to Repairing Rate.

Please note that BOTH facilities have a certain skill requirement for getting these bonuses (see below).

Notes

To get the Jobbing Modifier, the merc may need to meet a basic Skill requirement.

This requirement, if any, is set by the two values, called the Requirements for Jobbing Modifier (see below). If the character doesn't meet the requirement, he does not win the Jobbing modifier from this facility.

In such case, the merc WILL look for another facility to boost his jobbing rate, if there is one, which requires less (or no) skill to use. He will always try to find the best facility that accepts his current skill level.

Required Skill for Jobbing Modifiers Edit

Available Tags

<ubMinimumMechanicalForRepair>

<ubMinimumMedicalForDoctor>

Modifier Range 0 to 100
Recommended Range 0 to 100
Default Value 0
Effect Type Requirement - Has no meaning on its own
Effect

Determines the minimum amount of skill a merc must possess, to win the Jobbing Modifier given by this facility.

If the merc's current skill is at least this much, he/she is eligible for the modifier.

Setting this to 0 (or rather, ommitting these tags entirely) means that the facility's Jobbing Modifier may be given to anybody, without any requirement..

Example

The Hospital gives a +25% bonus to Doctoring Rate, but only if the character has at least 90 Medical Skill.

The Factory gives a +25% bonus to Repairing Rate, but only if the character has at least 50 Mechanical Skill.

Notes

If the associated Jobbing Modifier is negative (I.E. it is set to reduce Jobbing rate), it would be illogical to set any skill requirement!

Doing so would create a situation where a merc only suffers the penalty if his skill is high enough! Mercs without sufficient skill will be able to avoid a penalty! As you can see, this makes no sense.

Fatigue Regain Modifiers Edit

Available Tags

<sRegainFatigue>

<sRegainFatigueSleep>

Modifier Range -30000 to 30000
Recommended Range -100 to 1000
Default Value 0
Effect Type Assignment-Specific
Effect

These two settings adjust the speed at which a merc regains his fatigue ("Max Breath") when Resting or Sleeping in the sector.

They work by percentage, so a value of +25 increases the Fatigue Regain rate by 25% of its original value.

Facilities can also give negative values here. -25 reduces Fatigue Regain rate by 25% of its original value.

Example

The Beach Resort gives a +30% Fatigue Regain speed when resting, or a +50% Fatigue Regain speed when sleeping!

The Airport gives a -25% Fatigue Regain speed when sleeping. Sleeping takes much longer at the Airport.

Fatigue Loss Modifiers Edit

Available Tags

<sTrainingFatigueLoss>

<sJobbingFatigueLoss>

Modifier Range -30000 to 30000
Recommended Range -100 to 1000
Default Value 0
Effect Type Assignment-Specific
Effect

These settings increase or decrease the speed of Fatigue Loss when performing tasks in the sector.

They work by percentage, so a value of +25 increases the Fatigue Loss rate by 25% of its original value. This causes mercs to need sleep more often.

Facilities can also give negative values here. -25 reduces Fatigue Loss rate by 25% of its original value. This causes mercs to need sleep less often.

Example There are no facilities that use Fatigue Loss Modifiers yet.

Maximum Possible Fatigue Edit

Available Tags

<ubMaxFatigue>
Modifier Range 0 - 100
Recommended Range 30 - 100
Default Value 100
Effect Type Ambient - Affects all mercs in the sector
Effect

This value determines the highest attainable Fatigue level a merc can get while present in this sector - regardless of his current activity.

If the merc is put to sleep or rest, the merc will not be able to go above this Fatigue level at all.

If the merc's fatigue level is already higher than this much, it will constantly drop until reaching this level - even if the merc is resting!

Example

At the Factory, Maximum Fatigue is limited to 80.

Morale Modifier Edit

Available Tags

<sTrainingMoraleModifier>

<sJobbingMoraleModifier>

<sRestingMoraleModifier>

Modifier Range -30000 to 30000
Recommended Range -50 to 50
Default Value 0
Effect Type Assignment-Specific
Effect

Default normal morale is 50 + an Opinion Modifier about other mercs in the sector.

Every hour, any merc's morale is normalized towards this value. When it reaches this value, it will stop shifting on its own.

When a Morale Modifier is in effect, it will decrease or increase the "normal" point by a flat number.

Morale Normal Point = 50 + Opinion Modifier + Facility Modifier.

Naturally, the Morale Modifier that takes effect on the character (from the three tag choices above) is selected based on what the merc is doing currently. If the merc switches tasks, a different modifier (if at all present) will take effect.

Example

Resting at the Prison gives mercs a -5 Morale Modifier. Training or Jobbing there gives them -10 Morale Modifier.

Resting at the Beach Resort gives mercs a +10 Morale Modifier. Jobbing there gives them -10 Morale Modifier. Training has no effect on morale at the Beach Resort.

Maximum Possible Morale Edit

Available Tags

<sMaxMorale>

Modifier Range 0 - 100
Recommended Range 10 - 100
Default Value 100
Effect Type Ambient - Affects all mercs in the sector
Effect

This value determines the highest attainable Morale level a merc can get while present in this sector - regardless of his current activity.If the merc's Morale level is already higher than this value, it will constantly drop (hourly) until reaching the limit.

Example The Prison limits the Maximum Possible Morale to 40. Mercs with more than 40 morale will rapidly reach this level while in a Prison sector.

Dynamic Enemy Detection Edit

Available Tags

<fDetectEnemiesDynamic>
Modifier Range 0 or 1
Default Value 0
Effect Type Strategic - Facility must be "Manned" to activate this effect
Effect

If a merc is "Manning" this facility, any enemy group present in any sector where Militia are allowed to roam will be detected and seen on the map. By default, such groups are displayed as a large red "?".


Once an enemy group is detected in this manner, other facility-based effects may allow counting the number of enemies in that group (see below).

Example The A.C.A building allows Dynamic Detection.
Notes

This specific tag has a VERY important relationship to the HAM Dynamic Mobile Militia Restrictions system. It should only be used when that system is activated. Otherwise, it might be possible to detect enemies in too many places on the map, even inside enemy territory.

The idea of the dynamic detection scheme is to provide basic intelligence in all "friendly" territory, which is basically what Dynamic Roaming Restrictions represent.

Therefore, if the INI setting ALLOW_DYNAMIC_RESTRICTED_ROAMING is not activated, this facility tag has absolutely no effect.

Long-Range Enemy Detection Edit

Available Tags

<fDetectEnemiesLongRange>
Modifier Range 0 or 1
Default Value 0
Effect Type Strategic - Facility must be "Manned" to activate this effect
Effect

If a merc is "Manning" this facility, any enemy group present in any previously-explored sector will be detected and seen on the map. By default, such enemy groups will be displayed as a large red "?".

Once an enemy group is detected in this manner, other facility-based effects may allow counting the number of enemies in that group (see below).

Example The War Room facility allows Long-Range Detection.
Notes

This Detection effect serves only to counter HAM's "NO_ENEMY_DETECTION_WITHOUT_RECON" feature.

By default (when "No Enemy Detection" is turned off), enemies are already detectable in all explored sectors, rendering this facility effect useless.

Therefore, if NO_ENEMY_DETECTION_WITHOUT_RECON is set to FALSE, this tag has absolutely no effect.

Global Enemy Detection Edit

Available Tags

<fDetectEnemiesAnywhere>
Modifier Range 0 or 1
Default Value 0
Effect Type Strategic - Facility must be "Manned" to activate this effect
Effect

If a merc is "Manning" this facility, all enemy groups will be detected and visible on the strategy map.

This ability does NOT allow counting the number of enemies in detected groups. Unless something else allows counting their numbers, each enemy group is displayed as a large red "?" on the strategy map.

Example No facilities in HAM 3.5 give this effect.
Notes

Global Detection is, by definition, the best detection level you can achieve.

If you man such a facility, you do not need to man ANY OTHER detection facility at all.

Count Enemies in the Wilderness Edit

Available Tags

<fCountEnemiesInWild>
Modifier Range 0 or 1
Default Value 0
Effect Type Strategic - Facility must be "Manned" to activate this effect
Effect

If a merc is "Manning" this facility, all CURRENTLY DETECTED enemy Patrols will show their exact numbers on the strategy map.

Patrols are "Mobile" enemy groups. Contrast with "Garrison" groups that do not move and typically reside in Cities, SAM Sites, and other important sectors.

Example The War Room facility allows counting enemy patrols in detected areas. It also allows detecting enemies in all previously-explored areas (see above).
Notes This effect doesn't enable detection, only counting the size of groups that are already detected by other means.

Count Enemies in CitiesEdit

Available Tags

<fCountEnemiesInCities>
Modifier Range 0 or 1
Default Value 0
Effect Type Strategic - Facility must be "Manned" to activate this effect
Effect

If a merc is "Manning" this facility, all CURRENTLY DETECTED enemy Garrisons will show their exact numbers on the strategy map.

"Garrison" groups are stationary enemy units - they guard a specific sector and do not move. They typically reside in Cities, SAM Sites, and other important sectors.

If a "Garrison" group and a "Patrol" group are in the same sector, this is considered a Garrison group and will be counted when this effect is activated.

Example No facilities in HAM 3.5 give this effect.
Notes This effect doesn't enable detection, only counting the size of groups that are already detected by other means.

Required Wisdom for Detection/Counting Effects Edit

Available Tags <ubMinimumWisdomForDetection>
Modifier Range 0 - 100
Recommended Range 0 - 100
Default Value 0
Effect Type Requirement - Has no meaning on its own
Effect

Determines the minimum amount of Wisdom a merc must possess, to be allowed to "Man" a Detection facility.

If the merc's current Wisdom is at least this much, he/she can "Man" the facility when Resting (= assigned to a squad and awake).

Setting this to 0 (or rather, omitting the tag entirely) means that any Resting character can man the facility.

Example

The A.C.A building allows Dynamic Enemy Detection, but can only be manned by mercs with at least 70 Wisdom.

The War Room allows Long-Range Enemy Detection and also allows counting enemy patrol groups. This facility can only be manned by a merc with at least 90 Wisdom! Manning this facility with an appropriate merc activates BOTH effects.

Notes

This requirement has no meaning of its own. It only works if the same facility also has at least one of the Detection or Counting tags (see above).

Also, the Wisdom requirement only determines the required Wisdom to man the facility. Once the facility is manned, all of its Detection/Counting effects are activated simultaneously. You cannot set different Wisdom requirements to get different perks from the facility. If you want to have such an effect, split the facility into two separate facilities.

Helicopter Flight Costs Modifier Edit

Available Tags

<sSkyriderCostModifier>
Modifier Range -30000 to 30000
Recommended Range Depends on Skyrider's Base Costs...
Default Value 0
Effect Type Strategic - Facility must be "Manned" to activate this effect
Effect

If a merc is "Manning" this facility, the Helicopter's Flight Costs (per sector) are increased/decreased by this amount.

The total cost per sector cannot drop below $0.

The modifier alters the costs for flying through GREEN (free) airspace as well as the costs for flying through RED (enemy-controlled) airspace, by the same amount.

Example The SAM Site facility reduces Helicopter Flight costs by $100, when manned.
Notes You may wish to use HAM 3.5's Skyrider Base Cost modifiers (using the new INI settings) to have Skyrider start with a higher cost than normal, allowing manned facilities to drop that cost closer to the original.

See Also Edit

Advanced Facility Modding

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