Home » MODDING HQ 1.13 » v1.13 Bug Reports » [Fix] Catched the mobiles
Re: [Fix] Catched the mobiles[message #325548]
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Mon, 23 September 2013 11:05
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Moa |
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Messages:58
Registered:September 2013 |
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Thank you all for your input. I skipped the financial modifier, there are allready so much of em in ini. If they need to be tweaked somewhat to make them scale better thats ok, but adding another modifier is just to much.
Originally planned to release a patch today which limits the militia. But I am also working on the deserting feature proposed by Buggler which is triggered whenever the militia group is threatened by enemies.
During implementaion of deserters I found some oddities in the code related to automated training of militia.
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; Determines which method of training is used.
; If set to FALSE, will generate a group of Mobile Militia at each conquered city every N hours. This also disables all
; "Leadership and Mobile Militia Training settings", below.
MUST_TRAIN_MOBILE_MILITIA = TRUE
This does not deactivate the leadership requirement. Instead it checks the sector for a player's merc and uses this leadership. If none is present you have to pay and receive no squad!
Also that code generates militia in ANY town.
And most important: if activated it stops any militia movement through a city.
Until that is fixed and deserting works as well you have to settle for a preview.
;------------------------------------------------------------------------------------------------------------------------------
; These settings determine the maximum of mobile militia that can be active at the current time.
; If more then the maximum are active they will desert BEFORE next fight leaving nothing then a message that they left.
; So be warned if you use current progress or number of towns sectors ec. Those can lower the maximum over time!
; However, you can deactivate the deserting feature as well...
; As you will notice the mode is actually a bit field, so feel free to use any combinations you like. If more then one maximum
; is used (e.g. 21 for current progress, town sectors liberated and deserting activated) then the lowest one is choosen.
; Add 128 to this numer then the highest one is choosen.
; Rule of thumb: use even numbers to deactivate deserting.
;
; modifier: floating point 0.01 .. 99.9, Mode: 0..255:
; 0 = no maximum (default)
; 1 = deserting feature activated
; 2 = total active <= town sectors under player control * MOBILE_MILITIA_MAX_ACTIVE_MODIFIER * MAX_MILITIA_PER_SECTOR
; 3 = see 2 but deserting feature is activated.
; 4 = total active <= town sectors liberated at least once * MOBILE_MILITIA_MAX_ACTIVE_MODIFIER * MAX_MILITIA_PER_SECTOR
; 5 = see 4 but deserting feature is activated.
; 6 = total active <= minimum of (see 2) and (see 4)
; 8 = total active <= number towns under player control * 3 * MOBILE_MILITIA_MAX_ACTIVE_MODIFIER * MAX_MILITIA_PER_SECTOR
; 9 = see 8 but deserting feature is activated.
; ...
; 16 = total active <= current progress% * 5 * MOBILE_MILITIA_MAX_ACTIVE_MODIFIER * MAX_MILITIA_PER_SECTOR
; 17 = see 16 but deserting feature is activated.
; ...
; 32 = total active <= max progress% * 5 * MOBILE_MILITIA_MAX_ACTIVE_MODIFIER * MAX_MILITIA_PER_SECTOR
; 33 = see 32 but deserting feature is activated.
; ...
; 64 = total active <= number of recruitable rebels in your team * 3 * MOBILE_MILITIA_MAX_ACTIVE_MODIFIER * MAX_MILITIA_PER_SECTOR
; 65 = see 16 but deserting feature is activated.
; 128 = uses highest instead of lowest maximum.
; 168 = total active <= maximum of (see 32) and (see 8), deserting deactivated
;------------------------------------------------------------------------------------------------------------------------------
MOBILE_MILITIA_MAX_ACTIVE_MODE = 127
MOBILE_MILITIA_MAX_ACTIVE_MODIFIER = 0.5
I tried to balance the limits somewhat so that one can use multiple of them.
Currently I have used the following mercs as rebels: Ira, Dimitri, Dynamo, Carlos, Miguel, Enrico.
Here are my questions:
Is some rebel missing or is there allready external data which defines a rebel? How does it work in other mods - does it break something?
When militia is allowed to take gear from sector inventory and it was decided that he is a deserter, should he steal the equipment (delete those items)?
Is the description for both settings in ini understandable, is it to complicated?
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Corporal
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[Fix] Catched the mobiles
By: Moa on Thu, 12 September 2013 18:49
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Re: [Fix] Catched the mobiles
By: Kriplo on Thu, 12 September 2013 20:29
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Re: [Fix] Catched the mobiles
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Re: [Fix] Catched the mobiles
By: Buggler on Fri, 13 September 2013 06:09
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Re: [Fix] Catched the mobiles
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Re: [Fix] Catched the mobiles
By: Uriens on Fri, 13 September 2013 21:23
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Re: [Fix] Catched the mobiles
By: Moa on Sat, 14 September 2013 07:14
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Re: [Fix] Catched the mobiles
By: Kriplo on Sat, 14 September 2013 10:42
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Re: [Fix] Catched the mobiles
By: pheloncab on Sat, 14 September 2013 22:39
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Re: [Fix] Catched the mobiles
By: Parkan on Sun, 15 September 2013 11:03
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Re: [Fix] Catched the mobiles
By: pheloncab on Sun, 15 September 2013 22:03
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Re: [Fix] Catched the mobiles
By: Moa on Mon, 23 September 2013 11:05
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Re: [Fix] Catched the mobiles
By: Flugente on Mon, 23 September 2013 21:55
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Re: [Fix] Catched the mobiles
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Re: [Fix] Catched the mobiles
By: Flugente on Mon, 23 September 2013 22:43
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Re: [Fix] Catched the mobiles
By: Faalagorn on Tue, 24 September 2013 00:39
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Re: [Fix] Catched the mobiles
By: Moa on Tue, 24 September 2013 20:00
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Re: [Fix] Catched the mobiles
By: Flugente on Tue, 24 September 2013 20:04
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Re: [Fix] Catched the mobiles
By: Moa on Tue, 24 September 2013 20:09
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