Home » MODDING HQ 1.13 » v1.13 Bug Reports » [Fix] Catched the mobiles
Re: [Fix] Catched the mobiles[message #325641] Tue, 24 September 2013 20:00 Go to previous messageGo to previous message
Moa is currently offline Moa

 
Messages:58
Registered:September 2013
silversurfer
The code has struct RPC_PROFIL gProfilesRPC[ NUM_PROFILES ] to store rebels


Will use this, thanks!

flugente
There is also a value for strategic morale, perhaps this could also be used for a setting?


Unless there is another value I suppose you are refering to SOLDIERTYPE.aiData.bStrategicMoraleMod?
Cant use it as it is bound to a soldier (or civ in that case). The sector needs to be loaded in order to work and even then there might be no civs in that sector.

flugente
I think a message would be useful when training additional militia and close to the current maximum, so that the player does not train militia needlessly.

Good point, but currently I implemented the maximum different. If just below maximum player IS allowed to train, but eventuelly before next fight some of them will desert. They are still usefull and no money is wasted. If above maximum the player is not allowed to train at all.

An example:
Player has 29 active militia and maximal allowed is 30. He trains one time and gets 10 additional. Now he is above maximum. So next time he wants to train he is not allowed to do so.
If I implement different so that player will only get 1 additional mobile - that would be no good as the new trained mobile becomes a group of 1 and is not usefull. The one man army needs to merge with another group. Cant even dismiss a mobile militia. I dont like that.
On the other hand the player might exploit and train multiple militia groups at once when just below maximum. Either punish the cheater or punish the cheater and the regular player.


Some screenshot:
Toggle Spoiler


Patch: http://www.file-upload.net/download-8112723/mobile_militia_limiting.zip.html

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