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Re: New feature: easily placed extra civilians[message #344871 is a reply to message #344853] Tue, 05 April 2016 09:53 Go to previous messageGo to previous message
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Messages:129
Registered:September 2014
Location: Berlin
Flugente wrote on Sun, 03 April 2016 21:46

Attribute levels are only really relevant for hostiles. Take a look at the same function in HandleSectorTacticalEntry(), a few lines above I use CreateArmedCivilain(..), which creates goons:
...
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ARMY, 			13032, hostile)
...

In this case, it is used to set up (possibly) hostile bounty hunters I added for a new quest where I tried to externalize as much of that quest as possible.


After thinking about it a bit more, in my opinion it could be useful to combine elements of CreateArmedCivilain(..) and CreateCivilian(..). The one gives us control over equipment and attribute levels and hostility, but the other gives us much finer control over appearance and specific items.
I would love to be able to create a hostile armed civilian with red hair, pink skin, wearing blue pants and a red shirt that definitely carries an NVG and a sniper rifle, for example.

Don't think I'm ungrateful, it's just that any of your additions opens up so many more possibilities ;)



Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle

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