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Ancient feature: sexism, racism, cursing the french and other human relations[message #326828]
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Sat, 19 October 2013 19:33
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Racism/Sexism/Appearance/Refinement/Hated Nationalities
For a game that calls itself Jagged Alliance, relations between mercenaries are pretty easygoing. Sure, everyone hates up to 3 people, but that is not much, considering the number of people we have... Apart from that, our mercenaries are a happy bunch, provided you fulfill your daily quota of massacres.
Well, no more of that happy hippie-ing! Sirtech originally planned to include sexism, racism and other human relation stuff. They created the variables and even filled the old profile data with it, but it got left out of the game... at least it is not used anywhere in the code I know (apart from a small section revived by Headrock). But the entries are still there in old files... So I simply made them work. They will now influence the hourly morale update of our mercs. There are now a bunch of new tags in MercProfiles.xml:
- is your race: WHITE = 0, BLACK = 1, ASIAN = 2, ESKIMO = 3, HISPANIC = 4,
- is your nationality, is what nationality you hate (-1 for no hate):
Toggle Spoiler
// old Sirtech values
AMERICAN = 0, // take that, Murica! Sirtech knew you have no value :-)
ARAB = 1,
AUSTRALIAN = 2,
BRITISH = 3,
CANADIAN = 4,
CUBAN = 5,
DANISH = 6,
FRENCH = 7,
RUSSIAN = 8,
NIGERIAN = 9, // this was simply not defined in original data (I did not find any country), but we can't have any holes in here, so just invented soemthing
SWISS = 10,
JAMAICAN = 11,
POLISH = 12,
CHINESE = 13,
IRISH = 14,
SOUTH_AFRICAN = 15,
HUNGARIAN = 16,
SCOTTISH = 17,
ARULCAN = 18,
GERMAN = 19,
AFRICAN = 20,
ITALIAN = 21,
DUTCH = 22,
ROMANIAN = 23,
METAVIRAN = 24,
// new values, because why not
GREEK, // 25
ESTONIAN,
VENEZUELAN ,
JAPANESE,
TURKISH,
INDIAN, // 30
MEXICAN,
NORWEGIAN,
SPANISH,
BRASILIAN,
FINNISH, // 35
IRANIAN,
ISRAELI,
BULGARIAN,
SWEDISH,
IRAQI, // 40
SYRIAN,
BELGIAN,
PORTOGUESE,
More can be coded very easy.- sets your appearance: average = 0, ugly = 1, homely = 2, attractive = 3, total babe = 4
- determines how distinguished you are: average = 0, slob = 1, snob = 2
- , and determine how much you care about one aspect: not at all = 0, somewhat = 1, extremely = 2
- is how racist you are against everyone of any other race: none = 0, some = 1, very = 2
- is ho sexist you are: none = 0, some = 1, very = 2, and with 3 you are a gentle(wo)man. Being a gentleman does not result in morale modifiers on other genders, but they get a morale drop if you marry away teammates against their will in a certain quest.
Depending on all these settings, each merc will have a much more finetuned opinion on other people. Some opinions will rise (sexists favour attractive members of the other gender), but most of the stuff is negative. Yes, this will mean that dumping Fox into a squad of male sexists will boost their morale. As will dumping Danny into a female party, as he's a total babe, says the game.
When creating an IMP, you can select all that. Yes, this means that we can now built dropdown selections, as I built that. Which was horrifying work, thank you.
Of course, you will want to know all that. so here you can see it.
Selecting a nationality/race/appearance does not yield any other boni/mali, and it will stay that way. Otherwise I expect this thread to violently go up in flames once people offer such distinguished opinions as "asians should get a malus to driving cars", "israelis want higher wages" or "beautiful women with blond hair should get -x% wisdom stat effectiveness". Should that be your opinion, post it somewhere else and not here.
As I am unfamiliar with the DG/WF/UB mercs, I did not fill out values those, hoping that someone else can. There are also some odd sirtech values (like Blood being american instead of south-african).
While this feature was planned to be in the released game, an thus never optional, there is still a way to turn it off if you want. I added modifiers to JA2_Options.ini each topic that control the severity of a morale penalty: Toggle Spoiler[Morale Settings]
;******************************************************************************************************************************
; These settings modify certain team morale aspects
;******************************************************************************************************************************
; each hour we evaluate our morale based (amongst other things) upon the mercs in the same sector. We evaluate each according to
; our prejudices. This alters our morale. The effects depend on the other merc's properties.
; The effect is doubled if we care a lot about something.
; Our total modifier is then the average of all our opinions. Note that this will always be in [-25, 25].
; Example: If we are a snob, and the other merc is a slob, we get a modifier of -MORALE_MOD_REFINEMENT if we care about refinement,
; and 2x that modifier if we care a lot. None if we don't care.
; morale modifier for ugly(-2x), homely(-1x), beautiful(+1x) or 'total babe!'(+2x) people. Double if we care a lot.
; Values from 0 to 5, default is 1
MORALE_MOD_APPEARANCE = 1
; morale modifier for snob vs slob people. 1x for same and we care a lot, -1x for difference and we care, -2x for difference
; and we care a lot. Values from 0 to 5, default is 2
MORALE_MOD_REFINEMENT = 2
; morale modifier if the other person is of a nationality we hate. Does not apply if we do not hate a nation.
; Values from 0 to 5, default is 2.
MORALE_MOD_HATEDNATIONALITY = 3
; morale modifier if the other person is not of our race and we are racist. Values from 0 to 5, default is 2.
MORALE_MOD_RACISM = 3
; morale modifier if the other person is of a different gender. Positive if attractive, negative if ugly. Doubled if very attractive/ugly,
; doubled again if we are very sexist. Values from 0 to 5, default is 1.
MORALE_MOD_SEXISM = 1
; morale modifier if we have a xenophobic background and our background differs from theirs. Values from 0 to 15, default is 5.
MORALE_MOD_BACKGROUND_XENOPHOBIC = 5 Setting all these values to 0 will effectively turn this feature off.
While this feature will not break existing games, mercs wont have only default values unless you loaded your merc data from PROF.DAT. In that case everybody will be totally average (=american).
This does not break savegame compatibility.
This feature is in the trunk as of r6510 and GameDir r1835.
Edit 1: r6521 adds a bit of new goodies:
- mercs with average refinement get a morale penalty if they care extremely about refinement and the other merc is a slob or snob
- added belgian and portoguese nationalities
- Fix: race, sexism etc. xml data didn't correctly overwrite PROF.DAT data
- Reworked DropDown class. It is now much easier to use, the user has to implement only one function. See Documentation in DropDown.h.
- Added Helptexts to DropDown that will show when hovering over the main region of the DropDown.
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Re: Ancient feature: sexism, racism, cursing the french and other human relations[message #326875]
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Sun, 20 October 2013 09:46
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Hawkeye |
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Messages:2433
Registered:October 2005 Location: Australia |
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Flugente
As I am unfamiliar with the DG/WF/UB mercs, I did not fill out values those, hoping that someone else can. There are also some odd sirtech values (like Blood being american instead of south-african).
While this feature was planned to be in the released game, an thus never optional, there is still a way to turn it off if you want. I added modifiers to JA2_Options.ini each topic that control the severity of a morale penalty: [spoiler][code][Morale Settings]
Crazy to think all those attributes are there, but never used. Didn't appearance, refinement and rascist values affect interaction with NPC's or Morale? Or was it all just swept under the carpet?
I did a double-take some while ago when seeing Scully marked as an Englishman and Bull as Irish, but then again Bull could just have Irish blood in his family genes, and Scully could have always been an ex-pat, even his accent sounds more English than Australian to me.
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Re: Ancient feature: sexism, racism, cursing the french and other human relations[message #326961]
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Tue, 22 October 2013 01:29
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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HawkeyeCrazy to think all those attributes are there, but never used. Didn't appearance, refinement and rascist values affect interaction with NPC's or Morale? Or was it all just swept under the carpet? It wasn't used anywhere, apart from Sexism for the Hick's quest and Some part of Appearance for Showoff characters. But this was added relatively recently by Sandro & Headrock.
MaalstroomWe should know when Buzz wants to quit because she's harassed by the sexist bunch around her or why not - she goes psycho and starts shooting them ). Does this sounds ok with you guys? Buzz? She's the high priestess of hatred. Judging from her values, bio and psycho disability, you'll likely piss her off if you breathe :junkyarddog: :blackcat:
A very sad thing is that we can not add more speechfiles, unless we somehow get hold of the original voice actors. JA:F could easily score a lot of points here by expanding the mercenary relations and adding a lot of spoken texts.
Update: r6521 adds a bit of new goodies:
- mercs with average refinement get a morale penalty if they care extremely about refinement and the other merc is a slob or snob
- added belgian and portoguese nationalities
- Fix: race, sexism etc. xml data didn't correctly overwrite PROF.DAT data (this is what I posted about earlier)
- Reworked DropDown class. It is now much easier to use, the user has to implement only one function. See Documentation in DropDown.h.
- Added Helptexts to DropDown that will show when hovering over the main region of the DropDown.
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Re: Ancient feature: sexism, racism, cursing the french and other human relations[message #327107]
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Thu, 24 October 2013 21:21
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Off_Topic |
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Messages:997
Registered:January 2009 |
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FlugenteWhy would a separate display be needed? A merc's values are displayed on the personnel page in the laptop, and morale, well, can be seen on a merc's morale bar.
I'm now much more firm with creating laptop webpages now, but I don't see the need.
Ok, maybe i didn't explain myself very well. The way Merc relationships is implemented in the game is very natural, you hire a Merc and you'll find out through speech if they do/don't like someone.
With this, do you have to check it all the time yourself or just be aware of the Mercs Looks/Dislikes etc...?
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