Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: turncoats
Re: New feature: turncoats[message #362775 is a reply to message #362008] Sun, 28 March 2021 18:44 Go to previous messageGo to previous message
Brms08

 
Messages:35
Registered:June 2008
This feature is currently far too buggy. In builds 8918 and 8955, when the new recruits are "activated", the game adds a copy of the recruited enemies as militia in the tactical view but without actually removing them from the sector as enemies and because of that the sector never gets cleared of enemies. In other words, as soon as you activate them in the tactical screen, a copy of the newly recruited bunch appears on the strategic view. The other problem with it is that if you activate them without starting a turn, the game often gets stuck on the enemy's or militia's turn. No idea why it happens. I also question the logic of replacing soldiers with militia when a militia is significantly poorly equipped and less skilled. Do these soldiers become dumber and lose their equipment when recruited by the player? And why is there a seemingly hardcoded limit on how many enemy soldiers can be convinced before the remaining few gets suspicious (why should they care anyway), when every previous attempt has been successful? Makes no sense whatsoever.

[Updated on: Sun, 28 March 2021 18:55]

Report message to a moderator

Private 1st Class
 
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: New Feature: Radio Operator
Next Topic: New feature: Externally fed machineguns
Goto Forum:
  


Current Time: Tue Feb 11 00:25:08 GMT+2 2025

Total time taken to generate the page: 0.00676 seconds