Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Mercs need food and water to survive
Re: New feature: Mercs need food and water to survive[message #333977] Tue, 01 July 2014 12:02 Go to previous messageGo to next message
Soto Banaris

 
Messages:130
Registered:May 2012
Location: Germany
I will try that then. Good to be back.
Re: New feature: Mercs need food and water to survive[message #334188] Sun, 13 July 2014 05:26 Go to previous messageGo to next message
sabresandy

 
Messages:65
Registered:February 2012
Request for the future regarding food/water: give the underground rebel base in Omerta water, and ditto for the farmsteads scattered around the map. It's a major bummer walking into a farmhouse, complete with residents and all, only to discover that, no, they don't have any water to give to your dehydrated mercs. (Also important: few mercs who drop in Omerta at game's start have canteens. It's a long walk to Drassen, and even then there's the infamous counterattack to deal with. Dehydration at the beginning of the game is a big deal.)

I'm playing with a modded slightly older version (Stock Data Overhaul, so v6692), but so far as I can tell that doesn't affect the food/water system, and looking through the changelog I couldn't see any other indications it was changed since then, so I think this would apply to the current revision as well.
Re: New feature: Mercs need food and water to survive[message #334190] Sun, 13 July 2014 12:54 Go to previous messageGo to next message
Flugente

 
Messages:3138
Registered:April 2009
Location: Germany
All possible: simply set 1 in SectorNames.xml and add canteens to merc's starting gear.

If all but a few sectors have water, this become kinda pointless...


Re: New feature: Mercs need food and water to survive[message #334212] Mon, 14 July 2014 11:17 Go to previous messageGo to next message
sabresandy

 
Messages:65
Registered:February 2012
True, but as it stands the food/water system really penalizes the early game when you don't have access to much of either or trying to retake parks of Drassen while horribly underequipped; having mercs dropping from hunger and dehydration in Omerta is just unnecessarily cruel. I understand the fix is relatively tedious, since it involves trawling the merc gear and sector XMLs, but are there plans for the XML guys to bring that into trunk, so canteens become standard equipment for just about everyone? Or will we non-modders have to figure that out ourselves?
Re: New feature: Mercs need food and water to survive[message #334953] Tue, 12 August 2014 01:27 Go to previous messageGo to next message
Flugente

 
Messages:3138
Registered:April 2009
Location: Germany
No plans of that I know off. Though there are almost always 2 extra canteens in Omerta for immediate need.


Re: New feature: Mercs need food and water to survive[message #335051] Mon, 18 August 2014 03:18 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
I don't think adding canteens to every Merc is a great idea, as it would diminish their value in game.

I could add a food ration and a non refillable drink to one Kit out of every Mercs selection so you have a choice to go in prepared.

On a side note, if i'm in there i could give one or two medics some of the new medical gear.


Re: New feature: Mercs need food and water to survive[message #335054] Mon, 18 August 2014 13:04 Go to previous messageGo to next message
Flugente

 
Messages:3138
Registered:April 2009
Location: Germany
Good idea, thank you!


Re: New feature: Mercs need food and water to survive[message #335056] Mon, 18 August 2014 13:36 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
I'm away for a few days, so I'll do it later on in the week.

I'll try and keep it varied based on the Merc's profile. I don't think a standard ration would reflect the games core concept.


Re: New feature: Mercs need food and water to survive[message #335195] Thu, 28 August 2014 23:21 Go to previous messageGo to next message
Flugente

 
Messages:3138
Registered:April 2009
Location: Germany
Smeagol is applying his usual attention to detail to food items. This requires two changes:
First off, the number maximum number of food items has been raised from 128 to 500. This refers to the entries in Food.xml - you can still 'reskin' one an the same food item under different names by creating two items in Items.xml and giving them the same food item number.

Second, and much more interesting: There is now a new FoodOpinion.xml in TableData/Items. It looks like this:

	
		1
		
			4
			1
		
		
			18
			-2
		
	
...
This xml allows you to give each merc an individual opinion on every food item. So, if, say, a modder adds Haggis, he can define Red to like it and everybody else to hate it. In the above example, Blood likes wine and dislikes having to eat cat food, which seems reasonable.

The old -tag in Food.xml has been removed.

As I don't feel like filling out the other 256*40 (we have 40 food items currently) values, I'll currently leave it at that.

Note: If we start a game and an exe does not exist, we normally throw an exception and halt the game. Technically it will still run fine without the data, so I added it this way this time.

Both added in r7454 and GameDir r2125.


Re: New feature: Mercs need food and water to survive[message #335198] Fri, 29 August 2014 01:14 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
I could help filling out the individual Merc Likes/Dislikes. We could set up a thread and have people offer their opinions based on in game clues/guesses.

This is something i think will make your food mod feel much more JA like.


Re: New feature: Mercs need food and water to survive[message #335792] Mon, 15 September 2014 06:16 Go to previous messageGo to next message
veedotja2

 
Messages:88
Registered:April 2012
Location: New York
I tried, but food was just too much for me to micromanage in game.

One question If I may, If the food system is turned off why does food continue appear in the game at all in merchant inventory and as enemy drops? Is it a technically difficult thing to not have it appear? I just sell/ignore/delete it but it seems odd to have it in the game at all when the system is off.

Sometimes I hit my micromanagement limit, and food is what finally did it.

Maybe when I play my own 2-merc-covert-ops challenge I'll turn it back on!

Otherwise, it is a really solid system, Flugente, and my comment isn't about your implementation only my tastes.

I'm happy that it's getting an AIMNAS touch up too. That mod is all about overwhelming detail, and it makes a lot of sense Smeagol is adding a vast expansion of items with respect to the new food system. It seems to fit well in his bigmaps world.

This micromanagement also calls to mind a new bullet/magazine system... Just kidding about that last thing!

[Updated on: Mon, 15 September 2014 06:18] by Moderator

Re: New feature: Mercs need food and water to survive[message #335794] Mon, 15 September 2014 10:56 Go to previous messageGo to next message
grim

 
Messages:290
Registered:July 2006
Location: France
I'm not a coder on 1.13, but as far as i know :
Item management and drop are managed via xml files. They are disconnected from the ability to switch a feature. If you put items in the lists, they are in the game. You can remove them from the drops via the enemy drop xmls. You can tag them not to be sold from Bobby Ray's, etc. But it's not automatic.
Re: New feature: Mercs need food and water to survive[message #335820] Tue, 16 September 2014 18:57 Go to previous messageGo to next message
veedotja2

 
Messages:88
Registered:April 2012
Location: New York
Grim
I'm not a coder on 1.13, but as far as i know :
Item management and drop are managed via xml files. They are disconnected from the ability to switch a feature. If you put items in the lists, they are in the game. You can remove them from the drops via the enemy drop xmls. You can tag them not to be sold from Bobby Ray's, etc. But it's not automatic.


There is a master item list and then also many other XML files scattered throughout the directory structure. I've modified items.xml a few times in a text editor. When I modify the items.xml my changes are reflected in game. Specifically: setting coolness of a gun or ammo to zero prevents the item from appearing in the game. I haven't touched the other xml files.

I notice that items in items.xml are clearly tagged in different ways to establish their properties and in-game functions. Food has tags like so . While iterating over item lists regardless of which xml file we are concerned with surely conditional tests are applied to determine if the item is one that ought to be created or not? There are many game options that require this kind of test to decide if an item be present or absent (Tons of Guns, Bobby Rays, SciFi, kinds of LBE, etc) so this type of checking is clearly built into the engine in different locations.

Maybe a conditional check was missed in the coding implementation for the food system. Or maybe it's like you say and the mere appearance in a certain XML is sufficient for the item to appear in the game and there isn't any conditional check at all. This is hard to believe.

It just seemed odd to see food if the feature for food is disabled.
Re: New feature: Mercs need food and water to survive[message #335825] Tue, 16 September 2014 21:53 Go to previous messageGo to next message
Flugente

 
Messages:3138
Registered:April 2009
Location: Germany
First, what Grim said. Secondly, some few items (and I expect there to be more instances of that in the future) are food, but also have other fucntions, like the canteen or alcohol. Filtering out the 'pure' food items gets annoying the more combined items are added.

Third, this would require altering Bobby Ray, Map Item creation, AI inventory creation, shopkeeper and mercenary inventory code. As soon as this would be added, people would then demand other items to be directly tied to specific features. And I don't see why the code should filter out items (which has to be constantly maintained for every new capability) when modders can just alter the xmls and have items they do not want not appear. That's why we have xmls in the first place Wink


Re: New feature: Mercs need food and water to survive[message #335847] Wed, 17 September 2014 05:08 Go to previous messageGo to next message
veedotja2

 
Messages:88
Registered:April 2012
Location: New York
Flugente
First, what Grim said. Secondly, some few items (and I expect there to be more instances of that in the future) are food, but also have other fucntions, like the canteen or alcohol. Filtering out the 'pure' food items gets annoying the more combined items are added.

Third, this would require altering Bobby Ray, Map Item creation, AI inventory creation, shopkeeper and mercenary inventory code. As soon as this would be added, people would then demand other items to be directly tied to specific features. And I don't see why the code should filter out items (which has to be constantly maintained for every new capability) when modders can just alter the xmls and have items they do not want not appear. That's why we have xmls in the first place Wink


I suppose that the implementation is a bit more complex than I had initially assumed. I didn't realize so many areas were necessarily involved. Certainly, if food appearance can be handled in XML it's better for modding. Avoiding messing around in the code is to be preferred. But adding the food system required an initial code change and I wasn't getting why it was done the way it was. Now I see better. A clean sheet project (this is old code base I know) might employ a different coding method where food would not appear if the INI setting is OFF. Nevertheless, don't stress it please. It isn't a real issue. Thanks for helping me to understand.
Re: New feature: Mercs need food and water to survive[message #337423] Fri, 31 October 2014 23:54 Go to previous messageGo to next message
Flugente

 
Messages:3138
Registered:April 2009
Location: Germany
As this came up elsewhere, and on the off chance that people posting elsewhere read here too:

Food cannot be turned on/off once a campaign has started (whether or not that is a reasonable decision is not the point here). If one wants to turn it off, you can, however, set FOOD_DIGESTION_HOURLY_BASE_FOOD and FOOD_DIGESTION_HOURLY_BASE_DRINK in the JA2_Options.ini to 0 - mercs wont need any more food and water then, which almost works like turning it off.


Re: New feature: Mercs need food and water to survive[message #337617] Fri, 07 November 2014 18:02 Go to previous messageGo to next message
stangsman
Messages:2
Registered:November 2014
Location: United States
I tried to read through the forums here to see if anyone is having the same problem as me and I didn't find anything. It appears that one of my mercs has food poisoning at 0/0/77 and no matter how many doctors/paramedics i put on it it won't decrease. I have edited the .ini to the lowest trade off between healing points (.1) and it didn't seem to have an effect. Maybe I just don't understand how stats/well being is to be restored due to starvation/food poisoning? Along these lines, while my troops were gaining a foothold in Arulco, they all suffered from starvation, yet they don't have the option to be doctored up by the paramedics/doctors in the unit. The only way to regain their stats is to train them up through practice. In the description I had thought that doctors could heal stat loss due to starvation. Not sure where I am going wrong. Any help is appreciated.

[Updated on: Fri, 07 November 2014 18:04] by Moderator

Re: New feature: Mercs need food and water to survive[message #337621] Fri, 07 November 2014 20:43 Go to previous messageGo to next message
Flugente

 
Messages:3138
Registered:April 2009
Location: Germany
If a merc suffered from starvation, he first needs to be fed back before you can start repairing the stat loss that was a result of starvation. Feed them lots of food/water and see whether that helps.


Re: New feature: Mercs need food and water to survive[message #337628] Sat, 08 November 2014 04:47 Go to previous messageGo to next message
stangsman
Messages:2
Registered:November 2014
Location: United States
Spot on. I completely read that wrong and assumed they only needed to be FED to full. They also need to be drunk on water. Thanks for the help.
Re: New feature: Mercs need food and water to survive[message #337825] Tue, 18 November 2014 22:35 Go to previous messageGo to next message
llib
Messages:9
Registered:January 2012
Hi.
I have run into my mercs being poisoned.
Highest medical skill is Ira, at this point 59. Problem is she depleted all the (7-9) medical kits I got from Bobby Ray's, and there aren't that many around. As my mercs status was getting worse, I decided to conquer Cambria to get treatment for them. Cambria is now mine, but there is no loyalty to get them treated. They now start to die on every complete hour, and even if Ira now has the desirable skill which she did not had originally (50+ and at least paramedic), she should be able to treat them:
"As Soto said, by healing via the Doctor Assignment. In order to heal poison, the doctor needs to have at least 50 in medical skill (that can be changed in the ini). Also, if you use the new tait system, the doctor has to have at least the paramedic skill.
You can also set how much poison a doctor can heal via the ini.
"
The one incomplete medkit I found (without touching supplies at hospital)will run in just one hour and seems at least one of my merc will start dying anyway.
I can try to bandage them for couple more hours, maybe take Hicks or even rescue Joey to get the loyalty from doctors, but will they be able to treat them (and even if so, won't they just die before they can be healed)?
And, if I would get the medkits for Ira, would she be able to heal my troops at this point (is 50+ paramedic still correct information, please)? Any estimate how many (medkits) I'll need to cure them?
Alternatively I can get some merc with Doctor trait...
EDIT:
For that matter, what is the threshold to be able to use Hospital as Doctor? I assume Doctor trait is not necessary but rather some level of medical skill... ?

[Updated on: Tue, 18 November 2014 22:36] by Moderator

Re: New feature: Mercs need food and water to survive[message #337828] Tue, 18 November 2014 22:44 Go to previous messageGo to next message
Flugente

 
Messages:3138
Registered:April 2009
Location: Germany
Hospital healing works just as well as healing by doctors. Poison is cured only after health points have been restored. Normally health loss due to poisoning isn't that high. You can edit that via POISON_INFECTION_DAMAGE_MULTIPLIER in the ini - did you perhaps set that too high?

To be a patient at a hospital you don't need any medical skills at all...


Re: New feature: Mercs need food and water to survive[message #337829] Tue, 18 November 2014 23:45 Go to previous messageGo to next message
llib
Messages:9
Registered:January 2012
I haven't touched that particular setting at all. At first it was not a problem, and it seemed using medkits kept it down (although they were drained fast). However at some point, poisoned guys weren't (couldn't have been) even patients - it could be Ira was not yet over 50 medical back then. Later they deteriorated again, and eventually their health just keeps going down - new hour they go bellow 15 and die unless I go to tactical map and treat them. Hoped I could by some medkits in Cambria, but only first aid kits so far.
Anyway, from what you wrote it looks like I can fix this if I do the quests for Cambria, what I was concerned was I may be at point of no return - thanks.
Re: New feature: Mercs need food and water to survive[message #337861] Wed, 19 November 2014 23:00 Go to previous messageGo to next message
llib
Messages:9
Registered:January 2012
So, after killing Hicks I got good enough relations to get treatment by doctors. Sent my merc to hospital, paid Vince 1000 bucks, and she died next hour Sad I'm afraid new game necessary Sad
Re: New feature: Mercs need food and water to survive[message #339690 is a reply to message #337861] Fri, 27 February 2015 09:06 Go to previous messageGo to next message
mercsdontcry

 
Messages:17
Registered:October 2013
One small suggestion:
- Milk should have much more calories.
Re: New feature: Mercs need food and water to survive[message #340897 is a reply to message #339690] Wed, 06 May 2015 08:38 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
Some more questions and suggestions about food (really enjoying the feature btw, as it adds another layer of strategical thinking to the game):

1. Does feeding mercs to more than 100% have any disadvantages? If not, why not? Someone who is really stuffed to the max should not be able to fight/run/etc the same as someone who is well fed (maybe a % reduction of max APs, higher BP usage or higher need for sleep if fed above 100%?).

2. I know that there are icons if people are really hungry or thirsty... an easy to use resource to check that in advance would be nice. It would be much easier to have a convenient way to check if someone needs a bite. A quick reference for food/water status of all mercs would be VERY useful (no kidding, what I suggest would be a "weight watchers" i-net site in the laptop menu, where you can obtain food information for your team... including current food/water status and maybe even likes/dislikes of certain foodtypes... adding a section where to buy overpriced calorie pills would be a neat bonus of course). This is a serious request, as I noticed that I already have trouble feeding 20 mercs, as it is very tedious to constantly check for food/water status via the health/energy/morale bar.


Re: New feature: Mercs need food and water to survive[message #340902 is a reply to message #340897] Wed, 06 May 2015 13:48 Go to previous messageGo to next message
Flugente

 
Messages:3138
Registered:April 2009
Location: Germany
1. Yes it does. I am sure I described that somewhere in this thrwad, but nope, not going to search now cheeky
Perhaps it might be useful, though, to display the current lack-of-food effects for a merc in the tooltip, like for disease...

2. A website? That would require you to ope the laptop, go to the site and read stuff, remember who needs food, close laptop and give people food. Sounds more complicated than simply looking if a merc's portrait has those icons, doesn't it?
and you could simply give them food and have them eat it whenever they want.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New feature: Mercs need food and water to survive[message #340967 is a reply to message #340902] Tue, 12 May 2015 21:25 Go to previous messageGo to next message
Flugente

 
Messages:3138
Registered:April 2009
Location: Germany
As it seems the exact results of lack of food are not widely known, this was added in r7858:
http://i.imgur.com/HNxUNVk.png
This is only displayed in strategic view though, but should be enough, I think.

[Updated on: Tue, 12 May 2015 21:30]




Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New feature: Mercs need food and water to survive[message #341597 is a reply to message #340967] Sat, 04 July 2015 23:28 Go to previous messageGo to next message
Flugente

 
Messages:3138
Registered:April 2009
Location: Germany
As announced elsewhere, <ubPortionSize> has been removed from Food.xml and added to Items.xml. The new drug system also allows you to, say, add minor drug effects to food without being completely unbalanced (see stock energy drinks and coffee items for reference).



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New feature: Mercs need food and water to survive[message #341925 is a reply to message #307392] Sun, 02 August 2015 00:47 Go to previous messageGo to next message
givemeabuzz

 
Messages:38
Registered:March 2003
Location: California
I've decided to give this a try out of curiosity as I have played with it turned off so far. I've looked and haven't been able to find out if you can regain stat losses from thirst/hunger, It doesn't work with the normal stat losses from damage using doctor/patient method. Thanks for your help and hard work on this game!
Re: New feature: Mercs need food and water to survive[message #341963 is a reply to message #341925] Tue, 04 August 2015 22:16 Go to previous messageGo to next message
Flugente

 
Messages:3138
Registered:April 2009
Location: Germany
You can repair those stat losses via doctoring, but that requires the merc to be properly fed again. This won't work during hunger/thirst.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New feature: Mercs need food and water to survive[message #341973 is a reply to message #341963] Wed, 05 August 2015 08:27 Go to previous messageGo to next message
givemeabuzz

 
Messages:38
Registered:March 2003
Location: California
Hey thanks for the response. I was just filling hunger thirst enough to do away with the icons, but once I got them up over 100%, it was working .Thanks again!

[Updated on: Wed, 05 August 2015 08:31]

Re: New feature: Mercs need food and water to survive[message #341976 is a reply to message #341973] Wed, 05 August 2015 19:48 Go to previous messageGo to next message
NewAgeOfPower

 
Messages:107
Registered:June 2010
I think this is the least successful Flugente Feature overall, measured by popularity of use.
Re: New feature: Mercs need food and water to survive[message #343726 is a reply to message #341976] Sun, 10 January 2016 18:23 Go to previous messageGo to next message
CVB

 
Messages:136
Registered:September 2014
Location: Berlin
I read the thread first to last, twice, but I can't figure out what the value of <usDecayRate> actually means. It's clear that 0 means "no decay", but what is for example "1.5" for bag of rice?
TIA



Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle
Re: New feature: Mercs need food and water to survive[message #343727 is a reply to message #343726] Sun, 10 January 2016 19:13 Go to previous messageGo to next message
Flugente

 
Messages:3138
Registered:April 2009
Location: Germany
An internal variable on objects (like a guns of food) stores their 'temperature'. On guns, this is used for the overheating mechanic (and with a second variable for dirt). On Food items this stores the 'freshness'.

On creation (by, say, buying a new food item from a store), a food objects' freshness is set to default value (60000.0 to be precise). Every turn/5 seconds realtime, temperature/dirt/food freshness decays by its decay rate (factoring in any modifiers, like attachments, ini modifiers etc.).

So if you have, say, a rice bag with a decay rate of 1.5. it will be 100 * 60000.0/ 60000.0 = 100 % fresh. A day later, it is now 100 * (60000.0 - 1.5 * 24 * 60 * 60 / 5 ) / 60000.0 = 56.8 % fresh. The less fresher an item, the less nutritious (and potentially more unhealthy) it will be.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New feature: Mercs need food and water to survive[message #343729 is a reply to message #343727] Sun, 10 January 2016 19:28 Go to previous messageGo to next message
CVB

 
Messages:136
Registered:September 2014
Location: Berlin
Thanks for the formula.

Flugente wrote on Sun, 10 January 2016 18:13

On creation (by, say, buying a new food item from a store), a food objects' freshness is set to default value (60000.0 to be precise).


So an item transformation or merge (say, minced meat & baked beans & canned tomatoes) would reset the freshness of the resulting (newly created) item "chili con carne" to 60000? Or are the freshness values of the components factored in?



Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle
Re: New feature: Mercs need food and water to survive[message #347959 is a reply to message #343729] Sun, 01 January 2017 17:40 Go to previous messageGo to next message
Vincent J. Claymore

 
Messages:270
Registered:February 2011
Hey guys, I love that this feature has been added, and if I remember correctly, I even asked for it many years ago, but now... I feel I need someone to sell this feature to me. I started a new campaign recently and my initial feeling (after almost 4 days) is that the only thing the food system adds is tedium. Tedium is fine, as long as there is also a challenge to it, but I don't see that just yet. Food is readily available, basically it is just down to hauling it around with your mercs. Have you guys found a way to make it fun?

I guess what adds to the problem in my case is that I often have single mercs spread over the map, i.e. 30 mercs in 20+ squads that each need supplies...
Re: New feature: Mercs need food and water to survive[message #349473 is a reply to message #347959] Mon, 10 April 2017 18:27 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
A couple questions, after I have played a couple hours with food:

-> Would it be possible to get food/water % of a merc be displayed in a more convenient way than in the tool tip? Also the tooltips always seem to mess up when toggling through the mercs with arrow keys, due to slow redrawing, especially if there is explanatory text for lower / higher levels than 100% food/water.

I really like the food system, but I dislike the way it is displayed currently, as it makes feeding the mercs a tedious task (and no, auto feeding is no solution, as my second remark will show).

-> auto feeding always yields very high values of food (sometimes even up to 120%, at which point mercs basically become stuffed). Would it be possible to have something like a stop on eating if it would bring food levels above 105% ? You certainly should be able to make mercs munch more, but not on auto feeding...

-> Drinking from 10 l canisters of water results in the merc drinking the whole canister at once, even though the portion size is set to 1/10th (which results in mercs reaching water levels of almost 130% from 95%).

<FOOD>
<uiIndex>64</uiIndex>
<szName>Water Canister</szName>
<bFoodPoints>0</bFoodPoints>
<bDrinkPoints>10000</bDrinkPoints>
<ubPortionSize>10</ubPortionSize>
<bMoraleMod>0</bMoraleMod>
<usDecayRate>0</usDecayRate>
</FOOD>

Any idea what's causing that?


Re: New feature: Mercs need food and water to survive[message #349474 is a reply to message #349473] Mon, 10 April 2017 18:38 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
Ah, okay... portion size has been moved to the items.xml... I see...


Re: New feature: Mercs need food and water to survive[message #349488 is a reply to message #349474] Tue, 11 April 2017 15:34 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
Maybe the sector info could get information on available water supply in a sector in the tooltip?

I want to drastically cut sectors that actually have drinkable water available to refill canteens, otherwise having that feature is pretty much pointless. And having sectors actually show if they have water or not would be kinda neat.

Also an option of "having water supply but requires loyalty of X" could be interesting (locals not willing to share their water supply unless they trust you?).

Or something like "will have water supply once quest XYZ is solved" (like in original JA1 where you needed a water purifier in order to get natives willing to work for you).


Re: New feature: Mercs need food and water to survive[message #349555 is a reply to message #349488] Sat, 15 April 2017 05:10 Go to previous message
Flugente

 
Messages:3138
Registered:April 2009
Location: Germany
Well, I know of no better position to display the food data, so...

Food consumption stops eventually, I assume you didn't fill in the portion size at the correct location.

Showing whether a sector has water could be added to the sector display I guess.

Having it loyalty-based only works in cities, and is kinda odd. I mean, if I've got a friggin' death squad that just wasted a battalion, I don't see a bunch of mousy civilians refusing me water.



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Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


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