Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: individual militia
Re: New feature: individual militia[message #346286 is a reply to message #346285] Sun, 17 July 2016 13:35 Go to previous messageGo to previous message
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Messages:2657
Registered:December 2012
Location: Russian Federation
Flugente wrote on Sun, 17 July 2016 14:19
What would really be the icing on the cake would be to have sevenfm's improved militia command in the trunk. That would boost this kind of play tremendously.

There are some technical problems with integrating this feature into the main trunk:
1. It requires additional data for SOLDIERTYPE stored in savegame which will break savegame compatibility. I think there's a way to add new data without breaking it but I have no idea how it works. This is where I will need some help as I don't want to break something important.
2. This feature will replace old militia control completely, mostly because making interface with all menus and callback functions optional is too much work.
3. If you order militia to take some position, it will work until you unload sector or militia is promoted, in this case AI is created without any orders and at default position which was set for enemy team in editor. So to use this feature with full efficiency we'll need to find a way to create new/promoted militia at custom positions and keeping their custom orders and settings. Maybe individual militia feature could help with this.



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