Home » MODDING HQ 1.13 » v1.13 Feature Requests » Battle messages and after-battle log.
Battle messages and after-battle log.[message #324405] Wed, 28 August 2013 21:15 Go to next message
Katagelan

 
Messages:21
Registered:June 2012
I would like to have a log after each battle telling how many were killed and by whom, something like the info given in the "personel/employment" file in the laptop.
Also just like we are told that "soldier is pinned down", I would like a message telling "soldier is dead".
Re: Battle messages and after-battle log.[message #324407] Wed, 28 August 2013 22:13 Go to previous messageGo to next message
Flugente

 
Messages:3542
Registered:April 2009
Location: Germany
Juan
Also just like we are told that "soldier is pinned down", I would like a message telling "soldier is dead".
Doesn't the newly created corpse in a pool of blood give that away already? :sign:


Re: Battle messages and after-battle log.[message #324414] Thu, 29 August 2013 00:31 Go to previous messageGo to next message
Katagelan

 
Messages:21
Registered:June 2012
I would like it anyway for different reasons.
Re: Battle messages and after-battle log.[message #324420] Thu, 29 August 2013 01:28 Go to previous messageGo to next message
Sam Hotte

 
Messages:1999
Registered:March 2009
Location: Middle of Germany
In order to persuade Flug and/or the other coders it might be a good idea to explain these reasons ...
Re: Battle messages and after-battle log.[message #324432] Thu, 29 August 2013 07:22 Go to previous messageGo to next message
Katagelan

 
Messages:21
Registered:June 2012
Those messages give a sense of achievement, same for the after battle log.
I play with named enemies from profile.
It is difficult to explain, but trust me, I would derive much satisfaction from such features.
Re: Battle messages and after-battle log.[message #324447] Thu, 29 August 2013 19:57 Go to previous messageGo to next message
iklop

 
Messages:82
Registered:July 2013
Location: Germany
Greetings :wave:

There are also often times that the screen is not centered (or even in the near of) the action. Especially during AI turns - or if a soldier/militia dies from bleeding. In these cases it would be nice to know that and, more importantly, who died.
Re: Battle messages and after-battle log.[message #324449] Thu, 29 August 2013 20:36 Go to previous messageGo to next message
lockie

 
Messages:3824
Registered:February 2006
Location: Scotland
Quote:
I play with named enemies from profile.



Don't you get fed up facing the same names every battle you go into ! Razz


Re: Battle messages and after-battle log.[message #324451] Thu, 29 August 2013 21:38 Go to previous messageGo to next message
Slax

 
Messages:1437
Registered:July 2006
Location: People riding polar bears...
lockie
Quote:
I play with named enemies from profile.



Don't you get fed up facing the same names every battle you go into ! Razz

This gave me an idea.

Semi-unique enemies. They're named, one of a kind super elites! Kill 'em and they're dead... until you start a new campaign.

Re: Battle messages and after-battle log.[message #324453] Thu, 29 August 2013 22:13 Go to previous messageGo to next message
lockie

 
Messages:3824
Registered:February 2006
Location: Scotland
Well of course ! Smile


Re: Battle messages and after-battle log.[message #324455] Thu, 29 August 2013 22:18 Go to previous messageGo to next message
Flugente

 
Messages:3542
Registered:April 2009
Location: Germany
That would require storing all the dead... and a lot of unique enemies, which we don't have.


Re: Battle messages and after-battle log.[message #324467] Fri, 30 August 2013 04:32 Go to previous messageGo to next message
Buggler

 
Messages:210
Registered:November 2009
Sidetracked a bit:
Currently we can display 'ranked enemies' to show how good each enemy is.

Feasible to assign 1 or 2 squad leaders for the highest ranked enemies when loading a new battle?


Killing the leader/leader retreating will have additional morale boost for squad/morale drop for enemy/other effects. The resultant consequences should have an impact to the current battle to make it worthy of implementing.

This will offer add. tactical gameplay depth as players will face a choice of finding/gunning down the lower CtH leader or go straight for sighted/higher Cth enemy. They may exploit this with real-time stealth to seek for leaders though.

So coming back, we only use names for the leaders to reduce the repetition and thus simulating unique enemies. If named enemy option turned off, then display him as 'Squad Leader'.

P.S. Can also borrow the code from SPECIAL_NPCS_STRONGER to make the leaders tougher. Smile

[Updated on: Fri, 30 August 2013 04:50] by Moderator

Re: Battle messages and after-battle log.[message #324468] Fri, 30 August 2013 04:51 Go to previous messageGo to next message
Slax

 
Messages:1437
Registered:July 2006
Location: People riding polar bears...
Having the game pick a random name from an xml and then striking it from being picked in the future can't be that tricky... I'd imagine. :whoknows:
Filling up on names isn't tricky at least. It just takes a while.

Name suggestion thread? Smile

Re: Battle messages and after-battle log.[message #324470] Fri, 30 August 2013 06:34 Go to previous messageGo to next message
Sam Hotte

 
Messages:1999
Registered:March 2009
Location: Middle of Germany
Quite like Buggler's idea of having 1 or 2 extra strong "leaders" in a battle ... :thumbsup:
Re: Battle messages and after-battle log.[message #324471] Fri, 30 August 2013 07:00 Go to previous messageGo to next message
pheloncab

 
Messages:281
Registered:August 2004
Location: So. Cal. or texas
Instead of strong leader.. maybe make it so when above a certain rank... say major is created it gives the deputy/SL trait and a exp. level and some minor bonus to CTH or a min attribute 65/70/75 or something to make them better than average.

Personally i'd actually assign it to three ranks.. SGT, Capt., Col. .



Re: Battle messages and after-battle log.[message #324496] Fri, 30 August 2013 15:40 Go to previous messageGo to next message
Katagelan

 
Messages:21
Registered:June 2012
lockie
Quote:
I play with named enemies from profile.



Don't you get fed up facing the same names every battle you go into ! Razz


Every time I feel inspiration, I add some to the profile list.
Giving enemies an embryo of personality adds to my pleasure, as would a message telling me such or such individual has been killed.
Also I would think it useful in multiplayer co-op battle.

[Updated on: Fri, 30 August 2013 15:42] by Moderator

Re: Battle messages and after-battle log.[message #324505] Fri, 30 August 2013 16:35 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3731
Registered:July 2009
http://imgs.xkcd.com/comics/fps_mod.png


Re: Battle messages and after-battle log.[message #324516] Fri, 30 August 2013 21:15 Go to previous message
iklop

 
Messages:82
Registered:July 2013
Location: Germany
Greetings :wave:

Buggler
Sidetracked a bit:
Currently we can display 'ranked enemies' to show how good each enemy is.

Feasible to assign 1 or 2 squad leaders for the highest ranked enemies when loading a new battle?


Killing the leader/leader retreating will have additional morale boost for squad/morale drop for enemy/other effects. The resultant consequences should have an impact to the current battle to make it worthy of implementing.

This will offer add. tactical gameplay depth as players will face a choice of finding/gunning down the lower CtH leader or go straight for sighted/higher Cth enemy. They may exploit this with real-time stealth to seek for leaders though.

So coming back, we only use names for the leaders to reduce the repetition and thus simulating unique enemies. If named enemy option turned off, then display him as 'Squad Leader'.

P.S. Can also borrow the code from SPECIAL_NPCS_STRONGER to make the leaders tougher. Smile


Reminds me slightly of the profile/name thread (well, down to post #323042).


What do you think of:
- capping soldier (and militia ? ) ranks at lvl 8
- altering and limiting lvl 9 to squad leaders (starting to appear at game progress 45 or so)
- adding new rank lvl 10 "unique soldiers" (starting to appear at progress 65 or so), also limiting this to soldiers

That would cover the "why are there so many high staff ranks later in the game ?" and the other aspects discussed in both threads.

[Updated on: Fri, 30 August 2013 21:17] by Moderator

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