Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: sector fortifications
Re: New feature: sector fortifications[message #345426 is a reply to message #345379] Wed, 11 May 2016 14:57 Go to previous messageGo to previous message
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Messages:2657
Registered:December 2012
Location: Russian Federation
Flugente wrote on Mon, 09 May 2016 15:06
While that would be neat, that would neat an entirely new interface that allows selecting explosives from your pool of explosives, as well as a way to set up directional mines and guntraps.

Maybe it would be possible to just log player's actions?
1. Select 'start' somewhere (in the ALT+RMB skills menu)
2. Plant bombs, tripwire, etc - game will log every action like: item 141, gridno XXX; item tripwire, network 1, level 4, gridno YYY; item claymore, direction 1, gridno ZZZ;
3. Select 'stop'

Then, when player selects strategic action "bomb plan 1", the game will simply try to place mines in that order, taking them from merc's or sector inventory.
If mine already exists or gridno is unreachable - skip this gridno.
Soldier's skills and background will define mine difficulty, as always, and there could be chance to damage health/stats as in other facilities.

This can greatly reduce micromanagement when remaking sector minefields after enemy attack, especially with lots of complex tripwire networks, especially on bigmaps.

[Updated on: Wed, 11 May 2016 15:28]




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