Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Take prisoners, interrogate them
Re: New feature: Take prisoners, interrogate them[message #334153] Fri, 11 July 2014 00:31 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
In r7327 and GameDir r2065, the following changes were made:
  • http://i57.tinypic.com/2mo1puc.png
    One can now select what type of prisoners a merc should interrogate primarily. This allows you to interrogate an officer first, without having to empty all troops and elites first.
  • Generals are now a prisoner type of their own. They cannot defect to your team - they won't turn into militia or so - but they yield a substantial ransom, should you be lucky. They also have a high chance of telling you where other generals are, if they give you info.
  • Interrogation points both required and generated have been drastically reduced. simply because it allows me to cut the size of the required variables :compcuppa:
  • fixes for bugs nobody found :luckystrike:
  • This does not break savegame compatibility (it is a new savegame version though). For what may seem highly dubious to anybody not reading the code, loading and old savegame with this will reset all artillery timers. And all underground tanks have been removed, though I highly doubt anybody had those :et4:
And with this, I am off to bring sickness and disease to Arulco :grimreaper: :pitchfork:

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