Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Equip militia with guns/armour/etc.
Re: New feature: Equip militia with guns/armour/etc.[message #342830 is a reply to message #342827] Wed, 14 October 2015 21:47 Go to previous messageGo to next message
navaroe

 
Messages:79
Registered:August 2012
I sent it via PM the same minute you posted this.
But just in case, here is newly generated diff, uploaded to my favourite fileshare: http://ulozto.net/xrRsSYxY/scopedmilitia-b-diff

Sorry for the confusion, I'll try to make it easier next time happy
Re: New feature: Equip militia with guns/armour/etc.[message #342840 is a reply to message #342827] Thu, 15 October 2015 13:35 Go to previous messageGo to next message
RoWa21

 
Messages:2004
Registered:October 2005
Location: Austria
RoWa21 wrote on Wed, 14 October 2015 17:50
Please upload the patch file anywhere and then pm me. I can't apply the diff from here. It tells me wrong line break in line 5 or something similar.


Code is committed in development source trunk.


Re: New feature: Equip militia with guns/armour/etc.[message #343705 is a reply to message #342840] Sat, 09 January 2016 18:46 Go to previous messageGo to next message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
I've improved navaroe's addition in r8014 & GameDir r2278.
  • JA2_Options.ini setting MILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS controls whether this code is called at all (in case one does not want the militia to move attachments to whatever they are using).
  • Attachments are rated depending on their class. The following attachments are used: Scopes, foregrip, bipod, lasers, sights, muzzle, stock, sling.
  • Attachments are rated just like any other item during the militia equipment process is. For now this is simply status * coolness.
  • After evaluation, attachments are added in the above order. This means that militia will now take bipod attachments, but always prefer foregrips for their shared slot.
  • There is a possible issue where, if several attachments of different status are in a stack, the wrong (not-best-status) attachment is retrieved from that stack. I consider this not important to fix (it's just militia equipment).



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.


Re: New feature: Equip militia with guns/armour/etc.[message #344601 is a reply to message #343705] Sat, 19 March 2016 06:41 Go to previous messageGo to next message
Panzer

 
Messages:85
Registered:February 2016
Location: Altis, Sometimes Tanoa
Do Kerberus hires bring their own weapons? I would find out for myself but I lack the money and a place for them to insert into in my current playthrough.



I have no Wife, Children, or real Job. This also means I have 24 hours a day and 7 days a week to think of a rebuttal. You have been warned.

"I got another problem: I am being overrun by Dinosaur Nazis on Hoverboards!" -Ravenhugger

"Before you judge a man, walk a mile in his shoes. After that who cares? He's a mile away - and you've got his shoes!" - Unknown Criminal
Re: New feature: Equip militia with guns/armour/etc.[message #344610 is a reply to message #344601] Sat, 19 March 2016 14:52 Go to previous messageGo to next message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
Panzer wrote on Sat, 19 March 2016 04:41
Do Kerberus hires bring their own weapons? I would find out for myself but I lack the money and a place for them to insert into in my current playthrough.
No.



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.


Re: New feature: Equip militia with guns/armour/etc.[message #344614 is a reply to message #344610] Sat, 19 March 2016 20:29 Go to previous messageGo to next message
Panzer

 
Messages:85
Registered:February 2016
Location: Altis, Sometimes Tanoa
Ah. OK. To me it seems like they should bring weapons of some kind, but I can understand gameplay balancing reasons. speechless



I have no Wife, Children, or real Job. This also means I have 24 hours a day and 7 days a week to think of a rebuttal. You have been warned.

"I got another problem: I am being overrun by Dinosaur Nazis on Hoverboards!" -Ravenhugger

"Before you judge a man, walk a mile in his shoes. After that who cares? He's a mile away - and you've got his shoes!" - Unknown Criminal
Re: New feature: Equip militia with guns/armour/etc.[message #352922 is a reply to message #344614] Tue, 03 April 2018 16:37 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:60
Registered:December 2015
Location: Brazil
I'm having a problem with this feature. After I inspected the militia equiment I rearanged the inventory in strategic screen, and they seen to had lost track of their weapons and remains unarmed. I tried moving them in and out of the sector to see if they decided to take new weapons, but they dont. It isn't a problem for autoresolve, but is a serious one when I fight alongside my militia like when fighting off enemies counter-attacks. Is it a system limitation or how I make my militia grav new weapons?



Born, play JA2, die, reload, die again, reload again.
Re: New feature: Equip militia with guns/armour/etc.[message #356907 is a reply to message #315664] Thu, 07 March 2019 03:48 Go to previous messageGo to next message
nihil

 
Messages:11
Registered:March 2008
Hey, I'm playing the most recent SCI, and I'm having a problem with this feature. When I attack an adjacent sector outside of towns by coordinating my merc's and my militia's arrival, the militia arrive in the sector unarmed. The inventory screen of the new sector shows their equipment, though it does not show up on the tactical map as near as I can tell. It works fine within towns when I call in reinforcements. Any advice appreciated.
Re: New feature: Equip militia with guns/armour/etc.[message #356914 is a reply to message #356907] Thu, 07 March 2019 22:50 Go to previous messageGo to next message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
Hmm. For the record, what revision is your exe? If you are playing stock 1.13, could you upload the savefile prior to this happening?



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.


Re: New feature: Equip militia with guns/armour/etc.[message #356916 is a reply to message #356914] Fri, 08 March 2019 02:04 Go to previous messageGo to next message
nihil

 
Messages:11
Registered:March 2008
Hi, I'm using rev. 8670, downloaded on 3/4/19. Here is my savegame and ini.

Thank you for your help.

Edited to add that I am using Wildfire6.07 maps.

[Updated on: Fri, 08 March 2019 02:37]

Re: New feature: Equip militia with guns/armour/etc.[message #357593 is a reply to message #356916] Tue, 25 June 2019 20:37 Go to previous messageGo to next message
fightcancer

 
Messages:197
Registered:February 2005
Location: USA
OMG this feature is so freaking cool!! Thank you for this!!

Just donated!

[Updated on: Tue, 25 June 2019 20:39]

Re: New feature: Equip militia with guns/armour/etc.[message #357635 is a reply to message #357593] Tue, 09 July 2019 20:46 Go to previous messageGo to next message
fightcancer

 
Messages:197
Registered:February 2005
Location: USA
It looks like this feature may be seriously bugged. I'm losing equipment during battles in build 8675.

Before the battle, after Militia Inspection and removing all attachments, I have 8 ACOG 4x scopes. After the battle, after Militia Inspection and removing all attachments, I have 1 ACOG 4x scopes. (No militia died during this battle.) Any ideas about what's happening to the equipment?

While this is a really cool concept, I don't want to stockpile gear if it's going to be randomly deleted during battles.

[Updated on: Wed, 10 July 2019 00:05]




List of JA2 1.13 (8675) mercs, their backgrounds and merchants!
https://docs.google.com/spreadsheets/d/18kEEjzHN8ojMpFCSfI_iumY1fh-WlXgIEZmFKx0Gq84/edit?usp=sharing
icon10.gif  Re: New feature: Equip militia with guns/armour/etc.[message #357761 is a reply to message #315664] Sun, 04 August 2019 08:18 Go to previous messageGo to next message
Wolfe

 
Messages:25
Registered:July 2019
Hi,

First post since my return (lost old account access information so a veteran player with a new name).

When I was first reading this sounds great and I'm not a super modder so how do I make this work. Any special version work best? Last time I did all this used version 1.13 and had a great time even if I knew how to win. Firearms were very unbalanced and ended up with several of the most expensive sniper rifles on the planet but not enough regular hunting rifles. Drop everything changed the game for me for the better.

Anyway this all sounds great and would like to improve militia. With such random weapons assignments for them and soldiers for that matter you have no idea what kind of advantages & disadvantages you'll have. I'm a big fan of watching militia battles....Anyone working on a feature that let's you watch even if you aren't there?

Wish all these mods were available on the steam workshop...but keep up the good work.
Re: New feature: Equip militia with guns/armour/etc.[message #358105 is a reply to message #357761] Wed, 25 September 2019 10:21 Go to previous message
ZedJA2

 
Messages:193
Registered:January 2018
Hi, Wolfe.

Basically, you'd have to use one of the latest builds from Depri's Builds in these forums. (CORRECTION -- THE LATEST SCI WILL CONTAIN BOTH EXE AND ALL DATA FOLDERS, SO THAT'S THE BEST SET-UP. After that, if you see only a later build, that should work with the last data folder SCI dump, since that is all that has changed since.) The concept itself and basically how to get it to activate is mentioned in the first post for this feature by Flugente, as is his usual practice.

Overall, it works a bit like this, but I have not yet ever used the feature. There is an .ini file that contains a whole ton of features for the continually evolving JA2v1.13. The builds here are the latest. I can't find the right words tonight, but there is no Stable Build anymore, for several years. There are Releases and interim builds. Pretty much anything in Depri's Builds is a Release build, and depending on how you look at it, they are either Beta or actual Stables, for all practical purposes. I've been using these instead of the latest old Stable of JA2v1.13 for about 2 years plus now, and they work well, bugs are caught usually quickly, like in a few days and corrected, if any.

So, the idea goes like this, more or less. There is a major choice to make in the INI file. You choose to either allow Strategic Resources to exist or not. If you do, both you and the enemy can use Strategic Resources for various purposes. So, the Queen can use them, some of which naturally generate over time or according to what they find in victories and loot (just like you will), or via territory gain, I forget exactly. But you in the meantime can then choose loot and convert that loot to Strategic Resources, which can be spent for different things. You may also be able to directly arm your militia, either by the Strategic Resources made from converted loot, or from the loot itself, perhaps. Anyway, Flugente explains it all in either this first post for this thread, or in any about the various Strategic Resource in another Flugente's Magicka Workshop thread. So pretty good idea to look at the first post for all these threads and see if it has any bearing or interest to you. Then if you like it, you set it in the options.

Now, this one has a lot of sub-options and so you have to turn on a lot of them in the INI file. I can't tonight be more accurate, as I have not done it in a while, and I just began a resumption of a current campaign I'd been away from for 3-4 months at least.

Anyway, that's the gist of how it works. There's lots more information in the threads that talk about how to install JA2v1.13, Depri's Builds, and so on. I'd have to read up on it to remember exactly, but it is very similar to how you installed JA2v1.13 before, if you used the older Stable builds from the older official site. I'm sure someone else will chime in soon and explain it better.

You basically set up a clean old JA2 install and then install the current Depri Build over it as you would the old JA2v1.13. How to do it should also be in the various document sub-folders from the zip files for the latest Depri Build anyway.

[Updated on: Wed, 25 September 2019 11:47]

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