Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Take prisoners, interrogate them
Re: New feature: Take prisoners, interrogate them[message #340903 is a reply to message #340896] Wed, 06 May 2015 23:31 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Hm. Hmmm. Found the issue, its rather.. unfortunate.
The interrogation points for a merc are derived as follows (pseudocode):
base interrogation points = 20 + 3 * level + 0.5 * leadership;

threatenvalue = soldiers threatening effectiveness * usApproachFactorThreaten * (100 + background threaten effectiveness modifier) / 100

interrogation points = (base interrogation points * threatenvalue  * (100 + background interrogation effectiveness modifier)) / 100;

final interrogation points = (interrogation points * prison interrogation performance modifier) / (700000);

final interrogation points can then still be lowered by fatigue
The problem in this case (Flo) is that her usApproachFactorThreaten, which is read from MercProfiles.xml, is 0. This is bad, because as a result, the interrogation points are then 0 - and no training will ever change that. This value is also fix once a campaign has been started - changing the xml value wont affect an ongoing game.

There are a few other cases where this issue might also come up. Simply speaking, some of the original profile values from Sirtech are just bogus... in this case they specified that Flo could never, never have a chance of being any good in any 'threaten' check.

It's rather reasonable to change that, but that won't help you here - your Flo is completely unable to interrogate anyone ever.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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