Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Vengeance 1.13 Reloaded » why keep Omerta covered?
why keep Omerta covered?[message #355280] Mon, 08 October 2018 22:45 Go to next message
maenfu is currently offline maenfu

 
Messages:28
Registered:September 2018
i am just wandering if its not possible to train militia in Omerta why i should keep the town free of enemies? is there any other purpose than as starting plase for new mercs?

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Private 1st Class
Re: why keep Omerta covered?[message #355284 is a reply to message #355280] Mon, 08 October 2018 23:58 Go to previous messageGo to next message
LatZee is currently offline LatZee

 
Messages:185
Registered:December 2015
Well, most map mods make training militia in Omerta possible and it is also pretty easy to modify base 1.13 to enable it (only need to enable militia in Omerta in Cities.xml and add needed militia training facility in Facilities.xml, both files in TableData/Map). Whether that is needed/useful is up to you...

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Staff Sergeant
Re: why keep Omerta covered?[message #355285 is a reply to message #355284] Tue, 09 October 2018 00:53 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
In stock, there isn't much benefit apart from getting their loot, the satisfaction of having one less red '?' on the map and (if you play with volunteers on) a tiny increase to volunteer gain.


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

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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Captain

Re: why keep Omerta covered?[message #355290 is a reply to message #355285] Tue, 09 October 2018 10:16 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2413
Registered:October 2005
Location: Australia
In Vengeance, training militia in Omerta was removed to reflect the fact the town is not much more than a bomb site/graveyard now and there is hardly anyone around to recruit anymore. There are still rebels using it as a hideout but they are unable to secure the town after death squads moved in.

In game it's still a hot spot of activity, in particular enemy patrols will still go there but the town has changed since the days of Vanilla.

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Lieutenant

Re: why keep Omerta covered?[message #355314 is a reply to message #355290] Thu, 11 October 2018 12:14 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
Messages:378
Registered:June 2016
Location: Norway
Once you liberate the first SAM site, east of Drassen, or wherever you decide to go first, you can move the landing spot for mercs to a new location that you control, AS LONG AS IT'S IN GREEN-COLORED AIRSPACE. Very important. Otherwise you can suffer a lot of losses. Not sure if the helicopter can be destroyed and Skyrider killed. Haven't tested that possible outcome. No need to worry about Omerta.

[Updated on: Thu, 11 October 2018 20:09]




Nipson anomimata mi monan opsin

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Master Sergeant
Re: why keep Omerta covered?[message #355329 is a reply to message #355280] Sat, 13 October 2018 21:34 Go to previous messageGo to next message
SecretStamos is currently offline SecretStamos

 
Messages:29
Registered:October 2015
The underground rebel base in Omerta can be a nice spot to send mercs you want to keep safe. I've yet to have the army disturb me down there.

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Private 1st Class
Re: why keep Omerta covered?[message #355330 is a reply to message #355329] Sat, 13 October 2018 22:33 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
Messages:378
Registered:June 2016
Location: Norway
But they can't come out if there are enemies in the sector. Another team must go in and clean up the sector so the mercs that are trapped underground can come to the surface.

[Updated on: Sat, 13 October 2018 22:34]




Nipson anomimata mi monan opsin

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Master Sergeant
Re: why keep Omerta covered?[message #356159 is a reply to message #355280] Thu, 13 December 2018 05:12 Go to previous messageGo to next message
buuface is currently offline buuface

 
Messages:165
Registered:October 2011
I noticed that the latest version of V:R is built for v7609 but that flugente implied its possible to recruit 'volunteers'. Does that mean his 'Tactical Recruitment' feature is included in the mod? But i thought it was only added in r7886.. speechless Confused

(PS: very much looking forward to trying this mod)

[Updated on: Thu, 13 December 2018 05:13]

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Staff Sergeant
Re: why keep Omerta covered?[message #356160 is a reply to message #356159] Thu, 13 December 2018 05:23 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2413
Registered:October 2005
Location: Australia
I think Flugente's tactical recruitment feature is for a later buid, not 7609 which Vengeance is based on.

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Lieutenant

Re: why keep Omerta covered?[message #359288 is a reply to message #355284] Sat, 28 March 2020 15:45 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
Messages:378
Registered:June 2016
Location: Norway
@LatZee or anyone that can help

Enabled militia in Omerta but how do i add the needed militia training facility to Facilities.xml ? Omerta isn't even there, at all. Only in Cities.xml




Nipson anomimata mi monan opsin

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Master Sergeant
Re: why keep Omerta covered?[message #359289 is a reply to message #359288] Sat, 28 March 2020 16:44 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
It's quite simple. Open FacilityTypes.xml and search for <ubMilitiaTrainersAllowed>. You will find facilities that allow militia training. Look for one that somewhat matches the setting. For example on WF maps we have this facility:
	<FACILITYTYPE>
		<ubIndex>21</ubIndex>
		<szFacilityName>Rebel Hideout</szFacilityName>
		<szFacilityShortName>Rebel Hideout</szFacilityShortName>
		<ubMilitiaTrainersAllowed>2</ubMilitiaTrainersAllowed>
	</FACILITYTYPE>

You could also create a new facility type. Remember the <ubIndex> of the facility type that you want to use. In Facilities.xml create a new entry like this:

	<FACILITY>
		<SectorGrid>A10</SectorGrid>
		<FacilityType>21</FacilityType>
		<ubHidden>1</ubHidden>
	</FACILITY>

The above is the definition for facility type 21 "Rebel Hideout" in sector A10. You need to use the facility type that you selected from your FacilityTypes.xml. <ubHidden> means that it's initially hidden until you explore the sector.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: why keep Omerta covered?[message #359316 is a reply to message #359289] Mon, 30 March 2020 19:38 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
Messages:378
Registered:June 2016
Location: Norway
Thank you for the input Silversurfer.

Can i copy/paste these entries to their respective xmls ? Also, there is no mention of Omerta in Facilities.xml. It's mentioned only in Cities.xml.



Nipson anomimata mi monan opsin

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Master Sergeant
Re: why keep Omerta covered?[message #359321 is a reply to message #359316] Mon, 30 March 2020 23:42 Go to previous message
silversurfer

 
Messages:2793
Registered:May 2009
No, you can't just copy them. The <ubIndex> needs to be unique in FacilityTypes.xml. As long as you append the entry at the end and adjust the index, you are good.

In Facilities.xml you can insert the entry anywhere. Just make sure to update the type number to your new index from FacilityTypes.xml. This will place a Rebel Hideout in sector A10 so you can train militia there.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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