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Re: [Fix] Catched the mobiles[message #325548] Mon, 23 September 2013 11:05 Go to previous messageGo to previous message
Moa is currently offline Moa

 
Messages:58
Registered:September 2013
Thank you all for your input. I skipped the financial modifier, there are allready so much of em in ini. If they need to be tweaked somewhat to make them scale better thats ok, but adding another modifier is just to much.

Originally planned to release a patch today which limits the militia. But I am also working on the deserting feature proposed by Buggler which is triggered whenever the militia group is threatened by enemies.
During implementaion of deserters I found some oddities in the code related to automated training of militia.
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Until that is fixed and deserting works as well you have to settle for a preview.

;------------------------------------------------------------------------------------------------------------------------------
; These settings determine the maximum of mobile militia that can be active at the current time.
; If more then the maximum are active they will desert BEFORE next fight leaving nothing then a message that they left.
; So be warned if you use current progress or number of towns sectors ec. Those can lower the maximum over time!
; However, you can deactivate the deserting feature as well...
; As you will notice the mode is actually a bit field, so feel free to use any combinations you like. If more then one maximum
; is used (e.g. 21 for current progress, town sectors liberated and deserting activated) then the lowest one is choosen. 
; Add 128 to this numer then the highest one is choosen.
; Rule of thumb: use even numbers to deactivate deserting.
; 
; modifier: floating point 0.01 .. 99.9, Mode: 0..255:
; 0 = no maximum (default)
; 1 = deserting feature activated
; 2 = total active <= town sectors under player control * MOBILE_MILITIA_MAX_ACTIVE_MODIFIER * MAX_MILITIA_PER_SECTOR
; 3 = see 2 but deserting feature is activated.
; 4 = total active <= town sectors liberated at least once * MOBILE_MILITIA_MAX_ACTIVE_MODIFIER * MAX_MILITIA_PER_SECTOR
; 5 = see 4 but deserting feature is activated.
; 6 = total active <= minimum of (see 2) and (see 4)
; 8 = total active <= number towns under player control * 3 * MOBILE_MILITIA_MAX_ACTIVE_MODIFIER * MAX_MILITIA_PER_SECTOR
; 9 = see 8 but deserting feature is activated.
; ...
; 16 = total active <= current progress% * 5 * MOBILE_MILITIA_MAX_ACTIVE_MODIFIER * MAX_MILITIA_PER_SECTOR
; 17 = see 16 but deserting feature is activated.
; ...
; 32 = total active <= max progress% * 5 * MOBILE_MILITIA_MAX_ACTIVE_MODIFIER * MAX_MILITIA_PER_SECTOR
; 33 = see 32 but deserting feature is activated.
; ...
; 64 = total active <= number of recruitable rebels in your team * 3 * MOBILE_MILITIA_MAX_ACTIVE_MODIFIER * MAX_MILITIA_PER_SECTOR
; 65 = see 16 but deserting feature is activated.
; 128 = uses highest instead of lowest maximum.
; 168 = total active <= maximum of (see 32) and (see 8), deserting deactivated
;------------------------------------------------------------------------------------------------------------------------------
MOBILE_MILITIA_MAX_ACTIVE_MODE = 127
MOBILE_MILITIA_MAX_ACTIVE_MODIFIER = 0.5


I tried to balance the limits somewhat so that one can use multiple of them.
Currently I have used the following mercs as rebels: Ira, Dimitri, Dynamo, Carlos, Miguel, Enrico.

Here are my questions:
Is some rebel missing or is there allready external data which defines a rebel? How does it work in other mods - does it break something?
When militia is allowed to take gear from sector inventory and it was decided that he is a deserter, should he steal the equipment (delete those items)?
Is the description for both settings in ini understandable, is it to complicated?

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