Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Radio Operator  () 1 Vote
New Feature: Radio Operator[message #327348] Thu, 31 October 2013 01:13 Go to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
New feature: Radio Operator trait
Even though communication is important on modern battlefields, it is curiously absent from JA2. So I implemented a new minor trait: radio operator.

A radio operator is a soldier that has received communication equipment training. Only radio operators can use such equipment, in this case radio sets. A radio set (item #1697) is worn like a backpack and requires special batteries (item #1698) on order to work. With such equipment, an operator has access to a variety of unique skills.
http://i41.tinypic.com/ek3red.jpg
These skills are called by pressing $ in tactical - which calls the new skill menu - and then selecting the correct skill (currently usable ones are green). As some skills require a target location, the location your mouse was when you opened the menu is taken for this and is coloured green while the menu is active.

Artillery strike
If allied troops are in adjacent sectors, a radio operator can call in artillery strikes. These can be called in both from militia (the number of shells will depend on the number an quality of troopers) or your mercs (in which case they need to have mortars and shells in their inventory). To call in artillery, first hover with your mouse over the position you want shelled. Then open the skill menu and select Artillery Strike from the Radio Operator menu. You can then select from which sector you want assistance.

If you call militia, a signal shell will immediately fired upon this location, illuminating the area and marking this region with red smoke for shelling. One turn later, a massive artillery bombardment will flatten the area around that signal. The size of the bombardment depends on the number and quality of militia in the sector you ordered the attack from. There is a cooldown for this (ini setting), so you will only be able to use this once per battle per sector.

If you call a strike from other mercs, they need to have mortars and shells in their inventory. All those will be fired. You can then simply give them more shells from that sector's inventory for another run. You can also use all kinds of shells, like mixing a few mustard shells in between normal shells, or illumination shells at night.

If you call your mercs, then you should mark the target area prior to the call. Use a mortar signal shell (#1700) or a signal flare (#1701) to mark a target with red signal smoke. Once artillery is called, it is fired on a random signal smoke source (which is the reason the AI always fires one prior to the bombardment). If such a signal does not exist, a radio operator of the team that made the call is targeted, as we assume he ordered a heroic last stand. Should such a person not exist anymore, we target a random grid on the map, because we have to fire somewhere, right?

<a href="&feature=youtu.be]&feature=youtu.be</a>[/video]

Militia itself does not use radio operators, that's your job. The enemy, however, does, as the AI now knows how to call artillery strikes.

And no, this is not a use of the ancient 'airstrikes' feature. This is entirely new and does not use that code.


How do you defend against artillery? One possibility is to run away really fast. Another would be to kill every hostile radio operator before he can call his friends. Third option is gambling - artillery targets a random signal smoke source. So if a bombardment is imminent, you can somewhat increase your chances by throwing out additional smoke sources.
A fourth option is to jam sector-wide communications.
By selecting this skill, the radio set will fill all radio frequencies with white noise [insert technobable here], thereby making any communication impossible. Other radio skills will be unusable for all teams as long as this radio operator does that (he has to keep the set in his inventory and in use). The enemy can't nuke you, but you can't nuke him either. Reinforcements also won't work (the AI cannot call reinforcements either, might be useful if the DCA is to hard for you). The AI also uses this, especially if it cannot call artillery anymore.

http://i42.tinypic.com/2qcntlg.jpg
A crossed out radio symbol means we are currently jamming frequencies.

Scan frequencies
http://i44.tinypic.com/98um2p.jpg
A countermeasure against Jam communications, scanning searches for jammers by triangulation [insert more technobable here]. Map regions with jammers will be marked on the map, but you won't know who causes it, where exactly they are, and how many they are.

Eavesdrop
The radio operator uses his radio set to listen for any nearby noise sources. This increases his hearing range extremely [pseudo-scientific but ultimately made-up explanation here], but a he intently listens, his attention to his surroundings wavers - his interrupt level is lowered significantly while he does so.

Call reinforcements
You can call in militia reinforcements from neighbouring sectors, provided there are any. They work like normal reinforcements. This allows for better strategies, such as calling your reinforcements once you've secured their immediate staging area.
http://i41.tinypic.com/2r7bvp1.jpg
This also works outside of towns, and will thus enrage people to no end once they realise the tactical implications Smile In short: you can effectively move militia in combination with your troops. Couple that with equippable militia, use profiles to individualise them, and they'll be as close to mercs as they can ever get. They can even be used offensively - so you can attack a city with a platoon of well-equipped militia, a squadleader to boost them and a radio operator to move them.
You can finetune (within boundaries) how many reinforcements you want to call.
These reinforcements work a bit different (internally) from normal militia reinforcements, so time delays are not possible for them at the moment.

Switch off radio set
Cancels any jamming/scanning/listening.

<font size="]Radio Scan

This is not a skill but an assignment in strategic screen. A radio operator can use their equipment to drop in on enemy frequencies, possible revealing enemy positions and numbers in neighbouring sectors. The higher troop concentration, the higher the chance of detection.
http://i39.tinypic.com/2zdrg60.jpgThe sector modifier <sRadioScanModifier> in TableData/Map/SectorNames.xml increases the possible scanning range in a sector (so that mountains are rewarding positions for this task). It is even possible to deduct enemy movements from this.

Not a skill, but worth noting: operators can give individual orders to militia even if they are not in sight, making them the obvious choice in ordering militia around.

http://i44.tinypic.com/2wodrba.jpg
All radio actions cost battery power. The battery charge level is indicated by a green bar on the battery item picture. If not needed, make sure you turn off your equipment via switch of radio set. Only radio sets currently worn 'work', so moving around the gear in your inventory also saves batteries.

The status of a radio set has an influence on its performance. Damaged sets have a chance to fail. The feedback you receive will be the same you get when frequencies are jammed - if your gear is in bad shape, you won't know wether it just failed, or if the enemy is actually blocking your communications.

http://i39.tinypic.com/2wml4k7.jpg
This trait gives you access to a number of unique skills. I deem this trait necessary for this. Using these skills won't be possible without it (no, I won't move this to backgrounds). Same for the radio set. I know modern radio units are not as big as a backpack and don't weigh multiple kilos, but I deem this necessary for balance reasons. If you want these skills for your team, you need mercs with this trait, and they need to drag along this gear, thereby forcing you to compromise on the equipment you take along.

This does not break savegame compatibilty.

This has been added to the trunk in revision r6547 and GameDir r1848. The GameDir revision is required, otherwise you will experience crashes when trying to use this feature.

[Updated on: Sun, 22 December 2024 02:41] by Moderator

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #327349] Thu, 31 October 2013 01:16 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
New settings & xml values:

Skills_Settings.ini:
[Radio Operator]

; artillery can be called every x minutes from a sector. Does not apply if mercs fire the shells
RADIO_OPERATOR_ARTILLERY_SECTOR_FREQUENCY = 120

; AI artillery: number of mortars is number of soldiers divided by this
RADIO_OPERATOR_MORTAR_COUNT_DIVISOR       =   6

; AI artillery: number of shells is mortar points divided by this
RADIO_OPERATOR_MORTAR_SHELL_DIVISOR       =  30

; AI artillery: the total sum of mortars points is determined by the quality of soldiers
RADIO_OPERATOR_MORTAR_POINTS_ADMIN        =  10
RADIO_OPERATOR_MORTAR_POINTS_TROOP        =  15
RADIO_OPERATOR_MORTAR_POINTS_ELITE        =  25

; artillery shells land within a x tiles radius of their target
RADIO_OPERATOR_MORTAR_RADIUS              =  10

; the initial signal shell lands within x tiles radius of their target
RADIO_OPERATOR_MORTAR_SIGNAL_SHELL_RADIUS =   2

; scan assignment: detect enemies up to x sectors away 
RADIO_OPERATOR_ASSIGNMENT_SCAN_BASE_RANGE =   5

; we can use our radio set to listen, this will greatly enhance our hearing, but makes it easier to interrupt us
RADIO_OPERATOR_LISTENING_HEARING_BONUS    =   20
MercProfiles.xml: The Radio Operator trait has the number 21. Bob, Weasel and Ears have received this skill, it seemed possible due to their bio. I am not sure who else would qualify, but more mercs with this would be good

SectorNames.xml: <sRadioScanModifier> is an INT8 value in [-3, 3] and alters effectiveness of scan assignment in this sector. + good, - bad.

Explosives.xml: <ubType>10</ubType> is for signal smoke.

Items.xml: New Itemflags:

  • RADIO_SET  - 33554432 - marks a radio set
  • SIGNAL_SHELL - 67108864 - this is a signal shell that precedes artillery barrages. Has to exist in the xmls, otherwise artillery wont work!
  • POWER_PACK - 134217728 - item continously powers an item it is attached to

A very interesting point for modders: I also added the possibility to chain explosives. By adding <buddyitem>x</buddyitem> to an explosive item, an explosion of this item will additionally cause an explosion of item 'x' at the explosion's location. For example, the new mortar signal shell only causes red signal smoke to be created, but it is linked to item #1699 - Flare Internal - which causes a short-lived illumination effect. This can be chained, so you can have explosives with multiple effects. Like vacuum grenades that send out frags and cause fire, or whatever stuff you can come up with. However, be warned!. You can create a loop with this (effect A calls effect B calls effect A calls effect B...), which will crash the game. So be careful.

As usual, there'll probably be the odd bug in here. Don't panic, report what happened, and let me fix it in that case, soldier.

-

Edit (by moderator):

As of gitHub release "JA2_113-v1-178-g7fa8ff9-G6320L663f" (that's from 2024-12-21), the <ItemFlag>-tag as an xml tag has been removed and bitmask flags have been added as their own individual tags instead.
So, instead of using the above mentioned flags use the following tags at item:
<Radioset>
<SignalShell>
The one for powerpack is no longer valid, Radio Set doesn't need a battery anymore.

[Updated on: Sun, 22 December 2024 02:40] by Moderator

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #327351] Thu, 31 October 2013 02:32 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
Two thumbs up doesn't cover how cool this is. another BRILLIANT addition to the game.

Report message to a moderator

Master Sergeant
Re: New Feature: Radio Operator[message #327354] Thu, 31 October 2013 05:57 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
Flug your work is stunning! stop doing what you do an give JaF-team a chance... don't rise the bar so high! Imagine what JaF will be without all the new features you, headrock, sandro and all the others have added...

Report message to a moderator

Master Sergeant
Re: New Feature: Radio Operator[message #327369] Thu, 31 October 2013 11:29 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
OMG Flug... just like that? Something we always wanted ... just happened?

Why oh why don't I have a couple millions cause then YOU will be making a JA2 sequel. I'll even let you put zombies in it!

Report message to a moderator

Captain
Re: New Feature: Radio Operator[message #327372] Thu, 31 October 2013 12:26 Go to previous messageGo to next message
grim is currently offline grim

 
Messages:344
Registered:July 2006
Location: France
My jaw just fell... Does someone see it ?

Thank you for yet another incredible feature, Flugente. And you take time to explain all this clearly, in detail, as ever.

Report message to a moderator

Master Sergeant
Re: New Feature: Radio Operator[message #327401] Thu, 31 October 2013 18:59 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
Well don Flugente, You just made my day =)

Report message to a moderator

Staff Sergeant
Re: New Feature: Radio Operator[message #327402] Thu, 31 October 2013 19:07 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
In what order are the shells used?

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #327411] Thu, 31 October 2013 20:15 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
A better question: how many shells are going to be fired per turn in tactical combat? shouldn't this be the same as if the mercs were in the sector? It seems a little bit like an exploit if you can send all that menace in only one turn...

Report message to a moderator

Master Sergeant
Re: New Feature: Radio Operator[message #327412] Thu, 31 October 2013 20:38 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
A very interesting point for modders: I also added the possibility to chain explosives. By adding x to an explosive item, an explosion of this item will additionally cause an explosion of item 'x' at the explosion's location. For example, the new mortar signal shell only causes red signal smoke to be created, but it is linked to item #1699 - Flare Internal - which causes a short-lived illumination effect. This can be chained, so you can have explosives with multiple effects. Like vacuum grenades that send out frags and cause fire, or whatever stuff you can come up with. However, be warned! You can create a loop with this (effect A calls effect B calls effect A calls effect B...), which will crash the game. So be careful.

@DepressivesBrot: When calling artillery from other mercs, mortar rounds will be launched in the order they are found in their inventory. Thus the order is determined by the internal sorting of their inventory slots.

The signal shell (call to militia/enemy) is launched immediately. The barrage arrives at the beginning of the next turn if calling to militia/mercs, and one turn later for the enemy (otherwise the player has no time to react to it, which proved to be very frustrating during testing).

@Maalstroom: The shells are removed from mercenary inventories at the moment the attack is commanded. Think of it as 'the rounds need one turn to fly' or sth like that. Imagine they are rapid-fired... Continuing spreading of those shells over multiple turns sounds good, but isn't - remember that the shells are spread. 2 shells per turn on a large region isn't much, and everybody would avoid that region in subsequent turns, making artillery only useful against static targets, which we don't have a lot of. I want artillery to be able to blast an entire squad in a single turn, not to be a tad more realistic but useless. As far as the exploit goes - the AI has access to this too... an more opportunities than you to use it.

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #327413] Thu, 31 October 2013 20:55 Go to previous messageGo to next message
mmm is currently offline mmm

 
Messages:63
Registered:May 2013
Hmm, I'm not so sure. I mean the distance between sectors is poorly defined and not really consistent, so what kind of mortar could reach which part of the tactical map?

As for the jamming and listening, I think it is really about line of sight, that's another thing that's never been defined in JA2. And for "triangulation", I believe you need at least 2 receivers, otherwise you will get a bearing. In a RF rich world we live in today, it's gonna be hard to identify too. I don't want to pretend to be a pro, but I think this is something too complex to be modeled realistically. I can't comment on how well it will work for the gameplay though.

I'd love to have more control over militia. They follow my mercs on strategic map well enough as they are now, but at 2 hours per sector it's slow. It's also desirable to be able to decide when the militia can reinforce, and how many, though maybe not at the cost of a skill. But to truly avoid border clash, I think it's more about where.

On the other hand I thought you did melee protection and powered exoskeleton that increases carrying capacity. Why not adding them to the trunk? Stab vest is nothing sci-fi, and working exoskeleton is just a few years away.

[Updated on: Thu, 31 October 2013 21:04] by Moderator

Report message to a moderator

Corporal
Re: New Feature: Radio Operator[message #327416] Thu, 31 October 2013 21:45 Go to previous messageGo to next message
Asthner is currently offline Asthner

 
Messages:40
Registered:August 2010
Location: Poland, Lodz
Realism vs fun

Report message to a moderator

Corporal
Re: New Feature: Radio Operator[message #327418] Thu, 31 October 2013 22:32 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
The latest set of XML's with SCI_Unstable_Revision_6547_on_GameDir_1848 seem to be crashing the XML Editor. I think I found the issue in the new signal items:

1700 Mortar Signal Shell and 1701 Signal Flare are both trying to use the same index 94 in Explosives.xml - I remember we were able to get away with this in-game but the XMLEditor does not like this

1699 Flare Internal is using index 95 in Explosives.xml - don't the Explosives.XML indexes have to be in the order they appear in Items.xml?

Lookup\ExplosionType.XML is missing entry 10 for Signal Smoke

Additionally, in manually updating ItemFlag.XML I found that the following flags don't have names:

8192
16777216

A search of the forum didn't reveal anything as far as item flags for new features. The SCI's XML end off at 262144 JUMP GRENADE


Report message to a moderator

Lieutenant

Re: New Feature: Radio Operator[message #327419] Thu, 31 October 2013 22:56 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
The missing entry in Lookup\ExplosionType.XML is causing the XML editor to crash. I just added:

	
		10
		Signal Shell
	

and the editor starts fine.

Using the same class index causes the editor to show only the first item of that index. So 1700 "Mortar Signal Shell" is shown while 1701 "Signal Flare" is not. Sad

ItemFlag.XML:
// -------- added by Flugente: various item flags --------
// flags used for various item properties (easier than adding 32 differently named variables). DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
// note that these should not be used to determine what kind of an attachment an item is, that is determined by attachmentclass and the AC_xxx flags above
#define EMPTY_SANDBAG			0x00000001	//1
#define FULL_SANDBAG			0x00000002	//2
#define SHOVEL					0x00000004	//4			// a shovel is used for filling sandbags and other building-related tasks
#define CONCERTINA				0x00000008	//8

#define WATER_DRUM				0x00000010	//16		// water drums allow to refill canteens in the sector they are in
#define MEAT_BLOODCAT			0x00000020	//32		// retrieve this by gutting a bloodcat
#define COW_MEAT   				0x00000040	//64		// retrieve this by gutting a cow
#define BELT_FED				0x00000080	//128		// item can be fed externally

#define AMMO_BELT				0x00000100	//256		// this item can be used to feed externally
#define AMMO_BELT_VEST			0x00000200	//512		// this is a vest that can contain AMMO_BELT items in its medium slots
#define CAMO_REMOVAL			0x00000400	//1024		// item can be used to remove camo
#define CLEANING_KIT			0x00000800	//2048		// weapon cleaning kit

#define ATTENTION_ITEM			0x00001000	//4096		// this item is 'interesting' to the AI. Dumb soldiers may try to pick it up
#define GAROTTE					0x00002000	//8192		// this item is a garotte
#define COVERT 					0x00004000	//16384		// if LBE, any gun inside will be covert. On a gun, it will be covert in any LBE, even if the LBE does not have that tag itself
#define CORPSE					0x00008000	//32768		// a dead body

#define SKIN_BLOODCAT			0x00010000	//65536		// retrieve this by skinning (=decapitating) a bloodcat
#define NO_METAL_DETECTION      0x00020000	//131072	// a planted bomb with this flag can NOT be detected via metal detector. Use sparingly!
#define JUMP_GRENADE			0x00040000	//262144	// add +25 heigth to explosion, used for bouncing grenades and jumping mines
#define HANDCUFFS				0x00080000	//524288	// item can be used to capture soldiers

#define TASER					0x00100000	//1048576	// item is a taser, melee hits with this will drain breath (if batteries are supplied)
#define SCUBA_BOTTLE			0x00200000	//2097152	// item is a scuba gear air bottle
#define SCUBA_MASK				0x00400000	//4194304	// item is a scuba gear breathing mask
#define SCUBA_FINS				0x00800000	//8388608	// this item speed up swimming, but slows walking and running

#define TRIPWIREROLL			0x01000000	//16777216	// this item is a tripwire roll
#define RADIO_SET				0x02000000	//33554432	// item can be used to radio militia/squads in other sectors
#define SIGNAL_SHELL			0x04000000	//67108864	// this is a signal shell that precedes artillery barrages
#define POWER_PACK				0x08000000	//134217728	// item continously powers an item it is attached to


edit: I added the missing flags to ItemFlag.xml and ExplosionType.xml in GameDir 1852.

[Updated on: Thu, 31 October 2013 23:15] by Moderator

Report message to a moderator

Lieutenant
Re: New Feature: Radio Operator[message #327424] Fri, 01 November 2013 01:25 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Thanks silversurfer, I've updated my working files with the flags I was missing.

[Updated on: Fri, 01 November 2013 01:25] by Moderator

Report message to a moderator

Lieutenant

Re: New Feature: Radio Operator[message #327463] Fri, 01 November 2013 22:45 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
due to the jam communication thingy we need a new anim.

militia throwing away their handies (won't work) :uhh:

Report message to a moderator

Sergeant Major
Re: New Feature: Radio Operator[message #327482] Sat, 02 November 2013 13:36 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
now that could be a hint that the enemies are jamming radio signals, is that scripted? can the so that?

Report message to a moderator

Master Sergeant
Re: New Feature: Radio Operator[message #327535] Sun, 03 November 2013 11:36 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:323
Registered:March 2004
JA+SCI_Unstable_Revision_6553_on_GameDir_1854.7z
I have IMP- Radio Operator + radio set + special batteries.
I click on Radio Operator and I have window with inactive all functions. Only Cancel is green.
What am I doing wrong?
Please help Smile

Report message to a moderator

Master Sergeant
Re: New Feature: Radio Operator[message #327540] Sun, 03 November 2013 12:02 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Have you ever used XML editor with that installation? Maybe your XMLs got screwed.

Report message to a moderator

First Sergeant
Re: New Feature: Radio Operator[message #327541] Sun, 03 November 2013 12:09 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:323
Registered:March 2004
I did not use XML editor.

Report message to a moderator

Master Sergeant
Re: New Feature: Radio Operator[message #327561] Sun, 03 November 2013 19:34 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:259
Registered:August 2007
Location: Germany
All the possibilities, this is awesome work Smile

Report message to a moderator

Master Sergeant
Re: New Feature: Radio Operator[message #327615] Mon, 04 November 2013 23:28 Go to previous messageGo to next message
WillyWonka is currently offline WillyWonka

 
Messages:120
Registered:February 2006
Location: Sweden/Sverige

Quote:

(I use a placeholder picture until someone adds a proper pic) All radio actions cost battery power. The battery charge level is indicated by a green bar on the battery item picture. If not needed, make sure you turn off your equipment via switch of radio set.


Great to have this long awaited feature, Flugente!

A very simple variety of this was used in JA:Urban Chaos, where the x-ray device had the image of a AN/PRC-10 radio. It worked as x-ray device, consuming batteries and all. Unfortunately I don

Report message to a moderator

Sergeant
Re: New Feature: Radio Operator[message #327620] Tue, 05 November 2013 00:35 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
getting Skyrider to to drop items (med kits and ammo) in your sector would be nice, but it take hours to fly...

Report message to a moderator

Master Sergeant
Re: New Feature: Radio Operator[message #327621] Tue, 05 November 2013 01:05 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
New settings in Skills_Settings.ini (r6556 & GameDir r1856): RADIO_OPERATOR_ARTILLERY disables artillery for all teams. Useful if you do not like what this trait does. If you don't want this trait at all, don't select it for your IMPs, and simply remove the 33554432 from the radio set in Items.xml - this will cause the game not to assign this trait to enemies.

While I really don't like that option, many people ask about distributing the shells over multiple turns, so here it is: RADIO_OPERATOR_ARTILLERY_DISTRIBUTED_OVER_TURNS causes artillery to not fire one massive barrage, but to fire over multiple turns (default is FALSE for this). If you use this, it is very important that you increase of the signal smoke in Explosives.xml. Otherwise your own artillery will target the operator once the smoke runs out!
You will soon see why I don't like this option - the danger of artillery comes from the fact that it happens suddenly on your troops and delivers massive damage. If one or two shells are fired each turn, one can simply avoid it by, say, not being near that ominous red cloud that says 'Artillery fire here, avoid!!!'.

mmm
On the other hand I thought you did melee protection and powered exoskeleton that increases carrying capacity. Why not adding them to the trunk? Stab vest is nothing sci-fi, and working exoskeleton is just a few years away.
That is WH40K stuff, and will not go into the trunk as its pure science fiction. Will be changed once third-world countries have access to power armour and automatic exploding rocket machinegun-sidearms Smile

Randok
I click on Radio Operator and I have window with inactive all functions. Only Cancel is green.
What am I doing wrong?
Do you wear the radio set like a backpack?

MartinWillyWonka
How about making a correlation between a radio operator and Skyrider? Having a radio operator (radio equipment) could make it somehow easier/faster/safer etc. to get Skyrider to your sector, doing EVAC:s during a fight, dropping items (med kits and ammo) or something.
Nah, that would make the helicopter more overpowered than it already is. I'm already pushing it very hard with the reinforcement option... I expected many more people to be deeply upset about this.

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #327625] Tue, 05 November 2013 02:41 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Flugente
That is WH40K stuff, and will not go into the trunk as its pure science fiction. Will be changed once third-world countries have access to power armour and automatic exploding rocket machinegun-sidearms Smile

They do already have auto rocket rifle ... Wink
SCNR.

Report message to a moderator

Sergeant Major
Re: New Feature: Radio Operator[message #327630] Tue, 05 November 2013 08:52 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:323
Registered:March 2004
Quote:
Do you wear the radio set like a backpack?

That was my problem. I had radio set in a backpack instead like a backpack.
Thank you Smile
PS What does the green square as turn radio operator?

Report message to a moderator

Master Sergeant
Re: New Feature: Radio Operator[message #327634] Tue, 05 November 2013 13:43 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
[quote=Randok]Quote:
PS What does the green square as turn radio operator?
Eh... What? I do not understand :dontknow2:

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #327635] Tue, 05 November 2013 13:53 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:323
Registered:March 2004
Your first post.
Call reinforcements- picture. You can see part of the green square.

Report message to a moderator

Master Sergeant
Re: New Feature: Radio Operator[message #327648] Tue, 05 November 2013 20:14 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
I did not explain that? Yoiks!
Will correct that. The green squares mark the location you are ordering a skill on (only works on some skills, like artillery). The location is the tile your mouse was when you pressed $. In the case of artillery, this is the area you want bombed (only works if you call militia - mercs will target a smoke signal).

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #327649] Tue, 05 November 2013 20:19 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Umm... Which key is $ key? Is it "shift + 4"?

Report message to a moderator

First Sergeant
Re: New Feature: Radio Operator[message #327650] Tue, 05 November 2013 20:20 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Unless you have a strange keyboard, yes, [Shift] + [4].

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #327668] Wed, 06 November 2013 09:12 Go to previous messageGo to next message
LordLes is currently offline LordLes

 
Messages:19
Registered:June 2007
Location: Seattle, Wa, USA
Simply phenomenal.

Report message to a moderator

Private
Re: New Feature: Radio Operator[message #327832] Sun, 10 November 2013 02:32 Go to previous messageGo to next message
mmm is currently offline mmm

 
Messages:63
Registered:May 2013
Flugente
That is WH40K stuff, and will not go into the trunk as its pure science fiction. Will be changed once third-world countries have access to power armour and automatic exploding rocket machinegun-sidearms Smile


Well I took a closer look and figured that it was done by simply adding strength. If it is to be done technically realistically then it's better to use some other modifiers, like "equivalent strenght" for carrying capacity only, because no exoskeleton today is made to give a more powerful punch. Also it's better to add some other modifier to affect actions like movement, vaulting, climbing roof and changing stances. Either by making them slower or outright impossible. Before those things become available, I don't think exoskeletons can be implemented properly either.

But the point of melee protection is still valid, no? Even if no items today could carry such attribute(I don't think so, hard armors make good candidates), it could be make available to future items or other mods. Although I'd suggest to make distinction between blunt attack and blade weapons.

[Updated on: Sun, 10 November 2013 07:02] by Moderator

Report message to a moderator

Corporal
Re: New Feature: Radio Operator[message #327923] Mon, 11 November 2013 10:33 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Great stuff, especially the jamming.

However I would like to request a setting with would disable mortar support from militia. So you can make use of it using mercs.

Report message to a moderator

Master Sergeant
Re: New Feature: Radio Operator[message #327952] Mon, 11 November 2013 20:45 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Militia already cannot call artillery. Only the player and the enemy have access to this trait.

With RADIO_OPERATOR_ARTILLERY you can disable artillery for everybody.

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #327969] Mon, 11 November 2013 22:51 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany

Thanks to smeagol, we now have a beautiful radio set.

[Updated on: Sun, 01 October 2023 07:04] by Moderator

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #327987] Tue, 12 November 2013 03:25 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
Thank you smeagol.

Report message to a moderator

Master Sergeant
Re: New Feature: Radio Operator[message #327998] Tue, 12 November 2013 11:05 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Is that AN/PRC-77 Portable Transceiver or something else? The front panel looks just like it.

[Updated on: Tue, 12 November 2013 11:08] by Moderator

Report message to a moderator

Master Sergeant
Re: New Feature: Radio Operator[message #328045] Tue, 12 November 2013 22:16 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
SE-227
U.S. Signal Corps PRC-77
http://www.armyradio.ch/radio-e/se-227-e.htm

Report message to a moderator

Master Sergeant
Re: New Feature: Radio Operator[message #328338] Tue, 19 November 2013 15:20 Go to previous messageGo to previous message
Buggler is currently offline Buggler

 
Messages:211
Registered:November 2009
Would like feedback on players' usage of hotkeys for squads.
Please do comment so that considerations can be taken whether to preserve or free the > 10 (Shift + #) squad hotkeys up for other uses.
(Not to worry there's still free keys, just that needs a bit of searching/or more multi-press to bind a new hotkey for a good fit.)

Anyone has occasions of assigning mercs to squad numbers > 10?
Possible scenarios will be
- Late game where you are running your Mini Merc Management Machine (4M) where their speciality is not about mass producing $, but corpses in many different sectors
- You always mentally assigned certain roles to certain squad number and/or you make use of Flugente's SquadNames.xml

Previously, all (1-20) squads can be recalled using hotkeys on both strategic and tactical screen.

Radio Operator feature uses ($ aka Shift + 4) to call up the skill menu, thereby Squad 14 & its mercs has to selected through other methods in tactical screen.

Implications on freeing > 10 (Shift + #) squad hotkeys:
In Strategic Screen,
Same squad group selection (> 10) will be done through manual Shift+LMB/Ctrl+LMB after sorting the mercs by assignment

In Tactical Screen,
- 'Shift+Space' to cycle through the squads OR
- searching and clicking on the merc in tactical screen
In both cases, screen will be 'centered' on them whereas using hotkeys, screen will remain where it is. The differences will be more evident when playing on big maps and it's good to have the alternative selection method present.

---------------------------------------
As such, proposed hotkey change for Radio Operator skill menu to 'Ctrl + /' 'Ctrl + ,'.
- 'Ctrl' calls up the 'hand' cursor meaning some action expected
- 'Ctrl + /''Ctrl + ,' is beside the 'Ctrl + .' for calling the menu for fill canteens and take off covert clothes etc
- '/' will centre on merc, convenient before calling the skill menu. (proximity for QWERTY keyboard)

To minimize confusion and ease transition, the 2 keys ($ and 'Ctrl + /''Ctrl + ,') can co-exist for a few months before the removal of $ to restore Squad 14 hotkey in tactical screen.

[Updated on: Sun, 24 November 2013 02:51] by Moderator

Report message to a moderator

Sergeant 1st Class
Previous Topic: New Feature: IMP gear selection
Next Topic: New feature: turncoats
Goto Forum:
  


Current Time: Thu Dec 26 06:38:21 GMT+2 2024

Total time taken to generate the page: 0.02279 seconds