Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Take prisoners, interrogate them
Re: New feature: Take prisoners, interrogate them[message #341443 is a reply to message #341388] Tue, 16 June 2015 00:05 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
When we interrogate prisoners, there are 4 different outcomes:
  • nothing happens. You don't always get something, you greedy person!
  • We get random money. Useful.
  • We get a volunteer/green/regular/elite militia. Useful
  • We get info on enemy positions:
    - Enemy generals. Very useful, but rare and very hard to do.
    - Enemy positions. One random enemy location we don't yet know about is revealed. Can include exact enemy size and enemy movement direction
Enemy positions, however, are not that useful - if we learn that there are patrols halfway across the country, then that isn't exactly news. So as or r7892, if prisoners give info on enemy patrol movements, patrols with tanks are handled first. This seems justified to me - an unexpected, moving tank can really, really turn a battle after all. So you now have a new method of learning of their existence and preparing countermeasures.
This does not include static tanks, like those around Meduna.



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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