Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » Suggestions for a standard Enemy Table of Organization and Equipment
Suggestions for a standard Enemy Table of Organization and Equipment[message #338281]
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Mon, 15 December 2014 08:13
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thisisnotanexit |
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Messages:6
Registered:June 2009 |
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I always though it was kinda odd the Deidranna army would seemingly be so randomly equipped or with only pistols, etc. I get that the mercs/elites would have a variety of weapons, but you would think the rank and file military would have standardized equipment. I'd assume a good amount of their GDP is dedicated to military spending. Does anyone know of any mods that already do this ? Or have any suggestions on the best way to balance this ? I was thinking they would be equipped with older AK/Soviet weapons. edit - Although they could be equipped with FN FALs, AKs would be more associated with the rebels. And I was also thinking of putting a small stockpile of WW2 era weapons in the rebel hideout to give the player a chance. Thanks !
[Updated on: Mon, 15 December 2014 08:33] by Moderator Report message to a moderator
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Re: Suggestions for a standard Enemy Table of Organization and Equipment[message #339055 is a reply to message #338281]
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Wed, 21 January 2015 06:47
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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This is what drove me, initially to tweak the .xml files -- to make the enemy seem more like an organized army. My solution to the problem of loot was to increase the variety of other gear the enemy has. I gave them all the new load bearing, modular gear to drop, as well as drugs & alcohol and all the different kits. That gives me plenty of loot after a battle. I did keep a more varied weaponry than a standardized army, tha aim was not "reality" but rather "Grade B Cult Movie" kinda thing . . . after all, there's big bug creatures and zombies and robots . . . -- and I tweaked the profiles so all the enemy (and militia) have skills . . . and I expanded the inventories of the merchants so just about everything is available . . . and I added lots of new Facilities that give a more immersive feel . . . and changed the Yellow Shirts into the White Shirts, and from Admin to Federali Men-in-Black (secret agent/police) . . . and tweaked the starting cash . . . whoever heard of taking over a whole country on $20k? Here's half a mil, plus some supplies to give to the rebels (hunting rifles, shotguns, ammo, med kits (for the Mercs)) . . . because the enemy ain't gonna have just pistols after this first encounter . . . and I tweaked all the reputaion and morale settings to allow for more hit-and-run and raid missions . . . and militia settings, to make it harder to train combined with having to outfit them also . . . a trade-off because now they're all very skilled . . . except for a few random ones that will show up in big battles . . . I left room for a few . . . and made Queen's Elite that are all women ala James Bond . . . and tweaked the IMP starting gear, of course . . . and made the militia the Madres de Guerra . . . and am using the Guerilla Style Warfare maps (I love them) . . . and more, and want to do even more!
Whew! I'm having as much fun tweaking everything as I am playing the game! Thank you to all who have helped make this game what it is! Using the .xml files we can really change the whole environment of the game. This is great!
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Re: Suggestions for a standard Enemy Table of Organization and Equipment[message #339081 is a reply to message #339079]
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Thu, 22 January 2015 01:41
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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I'm still testing things, but for the hit-and-run/raid tweak I had to reduce the morale loss of losing a battle, so that if you killed an enemy the morale gain from that would give you a net plus on Morale. You gotta kill an enemy to be successful, and the Mercs that don't will still take a Morale loss. I also made losing town/SAM sectors less of a Morale loss, but increased the Morale loss for a Hated/Dauntless Buddy dying (hey, anybody on our side dies and ya gotta start thinking . . .) and also for Merc getting captured (the Queen's gonna TORTURE you if you get captured, better to die in the field). Also some other tweaks like greater Reputation loss for killing civilians -- to even out gains and benefits all around. I'm also heavily tweaking Morale using Facilities (Ambient and otherwise), giving more options to improve (or hurt) Morale. Currently have 42 types of Facilities, and the list is growing all the time.
MORALE_DID_LOTS_OF_DAMAGE = 5 (was 3)
MORALE_MALICIOUS_HIT = 2 (was 1)
MORALE_RAN_AWAY = -3 (was -5)
MORALE_HEARD_BATTLE_LOST = -2 (was -3)
MORALE_TOWN_LIBERATED = 6 (was 5)
MORALE_TOWN_LOST = -4 (was -5)
MORALE_MINE_LIBERATED = 9 (was 8)
MORALE_MINE_LOST = -7 (was -8)
MORALE_SAM_SITE_LOST = -3 (was -5)
MORALE_HATED_DIED = -1 (was 5)
MORALE_MODIFIER_OPTIMIST = 2 (was 1)
MORALE_LOW_DEATHRATE = 6 (was 5)
MORALE_MODIFIER_DAUNTLESS_SQUADMATE_DIED = -1 (was 3)
MORALE_MERC_CAPTURED = -5 (was 5, i think)
REPUTATION_KILLED_CIVILIAN = -10 (was -5)
REPUTATION_BATTLE_LOST = -2 (was -3)
REPUTATION_TOWN_LOST = -4 (was -5)
REPUTATION_SOLDIER_CAPTURED = -2 (was . . . hmm . . . 2, I think)
[Updated on: Thu, 22 January 2015 01:55] Report message to a moderator
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Re: Suggestions for a standard Enemy Table of Organization and Equipment[message #339082 is a reply to message #339081]
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Thu, 22 January 2015 03:26
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CVB |
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Messages:129
Registered:September 2014 Location: Berlin |
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Good ideas. It always irked me that the game expected you more to think like a regular officer (capture territory, attack enemy strongholds, entrench and hold your position against any counterattack) and less like a guerilla leader (hit-and-fade, wear down the enemy, retreat from stronger opposition...) I like that with your tweaks you are still getting a net gain from capturing and later retreating from a town. Rebels gain morale and reputation for not being eliminated, not for heroic last stands.
42 facility types, impressive.
I'm currently experimenting with ambient facilities limiting sleep in adverse conditions (who sleeps well in a swamp, after all?), adding the risk of injuries depending on terrain, and shortness of breath in the mountains. And also as system for billeting your troops in towns (you can either just take the beds at gunpoint = no cost, but loyalty loss, or you can pay for using them = lose money, but not loyalty). Depending on current town loyalty, some options may not be available (low loyalty = no one dares to take your money, but they resent beeing evicted from their beds; medium loyalty = you can decide how to proceed; high loyalty = villagers let you use their houses for free to support the revolution). On the drawing board is a rudimentary taxation system, and a hearts and minds campaign by having your doctors treat the villagers (sadly, we cannot use up medical supplies and have to simulate this by spending money)
Would be interested in your facility ideas, if you are willing to share.
Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. PournelleReport message to a moderator
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Sergeant
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Re: Suggestions for a standard Enemy Table of Organization and Equipment[message #339083 is a reply to message #339082]
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Thu, 22 January 2015 06:51
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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I like those ambient effects for terrain -- I like them a lot! That's definitely going into my game!
I also thought about billeting the troops, public aid, and terrain (of sorts), but came away from a different angle (which is why collaboration is great -- different angles).
I came up with Friendly Farmer, Friendly Fisherman, Occupied Territory, Snack & Shack (San Mona), (Abandoned) Mansions of Balime, Hunting Lodge, Smuggler Hideout, Bombed-out Ruins, University Ruins for one form or another of getting in out of the weather. They all have other effects, as well. Occupied Territory is my way of doing the direct billeting, but it is a very basic interpretation (Staff it, morale risk/benefit, drunk risk/benefit, stamina gain & sleep performances are better. I like your interpretations better. Some of the ones I noted above come from what's on the map -- those random farmhouses and such. While others, like Snack & Shack were just begging to be done. Like making Dave's Service Station (where you get the Hummer) a place for repair work, as well. And there's a Take-Out Eatery there also. Would like to make Dave a merchant also. I'll have to look into that later. Where there are liquor stores/wine shops I put in an ambient chance for drunk risk/benefit. I did a Public Aid Station at the airport -- yes, it spends $ but you Practice Medical, at least. And at the factories, shops and such where there are tools and/or material I made facilities for repair work.
Trying to figure out another way to use the University ruins . . . and the bombed-out village next to it . . . but it's late and i'm tired, so off to bed. Thanks for the ideas! I'd like to see your facilities. We could trade! :-)
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Re: Suggestions for a standard Enemy Table of Organization and Equipment[message #339085 is a reply to message #339084]
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Thu, 22 January 2015 07:18
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Yeah. Army soldiers got lots of gear! Actually, I play with Drop All enabled, so I edited the Item & Weapon Choices for Admin, Regular & Elite -- and left the Drop Lists alone, as they aren't used with Drop All. I think it works good. The weapon selection is limited, but looks much more like a real army -- yet the selection is not so limited to be boring. And the gear & kit & misc. item drops are good finds after a battle. I'm more than happy finding more gear than finding yet another weapon i can't use 'cause everyone's full up already. There is an issue with ammo . . . but that's a reality issue also. If you want to use a caliber that the enemy isn't using . . . well, then you have to use Bobby Ray's, or switch to a different weapon. But otherwise . . . I can get all the weapons I want one way or another. To that end I always have Bobby Ray's have everything, it's just the Queen's army that doesn't have --everything--. But then, they still get a few rocket rifles, so they got their little prize weapon also.
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Re: Suggestions for a standard Enemy Table of Organization and Equipment[message #339111 is a reply to message #339087]
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Sat, 24 January 2015 20:55
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Here's a link to my Enemy Choices as they are right now. Hmm . . . won't let me post a link til i've posted 10 messages . . . so . . . if'n ya want, send me your email addy and i'll send you the zipped files.
That includes the Gun & Item Choices. I've started a new playthrough to test out the early game again. Note that i changed Admin to Federali (secret agent/death squad/anti-terrorism/swat) so their loadout reflects a Men-In-Black type of enemy instead of a desk admin. The Regular Army is ragtag-to-regular army. The loadout includes WW2-surplus, Post-WW2 surplus, and works up to Vietnam War surplus. The Elite start out from the 1970's era and get to the 1990's.
The Choices go along with the new Militia and Enemy Profiles I made. The Militia I play that I have to supply them, so they get what the enemy drops and what I buy from Bobby Ray's & other dealers. Giving the Militia and Enemy skills makes for a better opponent, and a better gameplay, i think. They never reach the level of Player Quality though, simply because the AI's control of them is not very sophisticated. Yes, it recognizes and uses the Skills . . . but the player always has the upper hand in critical thinking. My militia is modeled after the women peasants who have risen up and armed themselves in several countries (but of course, this is a Grade B Cult Movie version). So the Militia are La Madres de Guerra. Where are the men? In the Arulcan army, the cowardly bastards! I'll send these as well.
Facilities . . . not quite happy with all of them yet.
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