Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: individual militia
Re: New feature: individual militia[message #346308 is a reply to message #346306] Wed, 20 July 2016 07:46 Go to previous messageGo to previous message
ratpaz is currently offline ratpaz

 
Messages:137
Registered:April 2015
Location: Italy
Flugente wrote on Tue, 19 July 2016 19:37
Eh. First of all, I can't fix 3. with this savegame. What should happen is that once you win in the sector, you are awarded control of the airspace. That obviously hasn't happened, but I cannot check why it didn't happen. Ideally I'd have savegame from before the battle has ended to see.

As to 2., something very odd is happening there. Did you somehow alter the map to contain jeeps and tanks?


Yeah, 3 need a prior savegame, luckily i had one, here it is:
http://www.mediafire.com/download/a3vhljnd3g2hi6h/SaveGame233.7z

I didn't alter any maps, only modified few .xml in tabledata directory, nothing extreme
In vehicles.xml, i modified the seat capacity of hummer from 6 to 10.
In mercsprofiles.xml made little tweaks
And lastly modified Difficultysettings.xml to make expert difficulty a bit harder.

As for 1, militia move with their gear but only if i load the sector where the militia reside first.
Soon i'm doing Drassen counter and will reinforce attached sector with radio operator skill, will see if they will arrive with no equip and eventually post the savegame.

Edit: It seems militia move with their gear correctly if i call reinforcments with radio operator skill or call reinforcments and play the battle, but not in autoresolve, where all militia always leave their gear on their original sector. If you say you can't reproduce it, i really don't know why this is happening into my game, maybe i should do a video where i show the problem.

[Updated on: Thu, 21 July 2016 17:05]

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