Home » PLAYER'S HQ 1.13 » v1.13 Solutions,Tips & Spoilers » Drug addiction / alcoholism (how to heal drug addiction)
Drug addiction / alcoholism[message #359017]
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Wed, 12 February 2020 17:42
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slim |
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Messages:6
Registered:February 2020 |
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Hello everybody,
I have just discovered a new feature (at least for me) in v1.13: my IMP-created merc is drinking loads of alcohol whenever the team is waiting for a little bit. He is now too drunk to be of any use in battle.
Is there a way to stop him from drinking himself into "repair-and-militia-guy"-assignment?
Thanks a lot (for your help and for creating and maintaining a game, that has given me hours of fun over the years!!)
slim
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Re: Drug addiction / alcoholism[message #359020 is a reply to message #359017]
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Wed, 12 February 2020 19:44
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Kitty |
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Messages:439
Registered:October 2017 Location: Germany |
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slim wrote on Wed, 12 February 2020 17:42Hello everybody,
I have just discovered a new feature (at least for me) in v1.13: my IMP-created merc is drinking loads of alcohol whenever the team is waiting for a little bit. He is now too drunk to be of any use in battle.
Is there a way to stop him from drinking himself into "repair-and-militia-guy"-assignment?
Thanks a lot (for your help and for creating and maintaining a game, that has given me hours of fun over the years!!)
slim
My guess would be, that this is caused by the "Background" you have chosen during your IMP-creation.
Some Backgrounds Toggle Spoiler For IMP: In Standard 1.13 without other mods: "Drug Addict", "Backstage Crew", "Redneck" and "Black Bloc" have the value "druguse" Toggle Spoiler <druguse>1</druguse> <!-- might use drugs from inventory (the 'Larry'-behaviour) -->" defined in Data-113\TableData\Backgrounds.xml
During creation, when choosing the background, you can do a mouse-over the name and get a pop-up-window. You'll see "might consume drugs in inventory" and that's probably what your IMP is doing.
If merc is using drugs too often this can result in drug-addiction and hungover. Details see here:
NewDrugSystemOverhaul
You can prevent this behaviour, you can hire a merc with the trait "snitch":
Snitches are usefull for more, see here:
Toggle Spoiler
anv wrote on Sat, 08 February 2014 00:12Update
Spreading Propaganda
Accessible in town sectors. This assignment has 2 effects.
First, every hour loyalty in town will increase - it's mostly cosmetic effect, loyalty can still be increased way faster by fighting with enemy.
Second effect - snitches will block bad news from reaching this town. Any time town loyalty would be decreased, by say, using mortars to flush out enemies bunkered in local kindergarten, amount of loyalty hit will be reduced. Fun fact: did you know killing fat civilians has less negative effect than killing others? O_o
Propaganda effectiveness is depending on wisdom, leadership and recruiting approach.
Gathering Rumours
Accessible in town sectors. Snitch will try to get from locals information about enemy movements. It has a range of entire country (unlike sending scouts from ACA or radio monitoring), but is way less reliable and will never give an exact amount of enemies. In fact it's even possible enemy will be "detected" in the sector where there are no enemies for some extra paranoia.
Gathering rumours effectiveness is depending on level, leadership and wisdom.
Also Deaf disability decrease effectivenes. Not that it matters much, since none of the snitches happens to be deaf.
Spreading Propaganda and Gathering Rumours assignment can be set from new Snitch menu.
Also special versions of those assignments are available at facilities.
Bar - Gathering Rumours - more effective, but costs money and gives slight chance to get drunk.
ACA Building - Spreading Propaganda - more effective, but limited to one snitch, also ACA building has to be controlled.
Military Headquarters - Spreading Propaganda - increase range of propaganda to entire country(!) instead of one town. Requires some wisdom and leadership to pull off and is less effective than local propaganda.
In plans: use global Propaganda assignment to introduce "Real" Ministry for Arulcan Information Distribution with our snitch as its spokesman, issuing special bulletins on Campaign History website (and getting into unpleasant exchanges with army controlled Ministry for Arulcan Information Distribution).
Undercover Prison Snitch
Snitch can be put in prison to act like another POW and get info from them. It greatly increases his interrogation ability and guard strength, by default x3.0 (on average, as it uses different skills than classic interrogation - friendly approach instead of threaten, etc.).
However, every hour there's a risk that snitch will be exposed. There are different outcomes possible, from snitch escaping unharmed to snitch getting shanked to death, depending on snitch's skills, number of guards and prisoners, etc..
After being exposed (but staying alive) there's a cooldown of 1 day before snitch can try to infiltrate prison again. Also, putting him on interrogation duty immediately exposes him.
Covert Ops and Stealthy increase effectiveness of Undercover Snitch and decrease chances of exposition too. Not that it matters much, since none of the snitches has these traits...
Also note snitch's guard strength is zero, if there are no normal guards present. No, leaving the only merc INSIDE a prison to guard prisoners is not a good idea.
Increased hearing range
+1 day/night. Can stack with Night Ops bonus, not that it matters, as no snitch has this trait.
Preventing Misbehaviour
Any time some merc would get drunk/high/steal from you on his own accord, snitch will prevent it. Instead, merc in question will get slight morale hit.
It isn't foolproof (it would be a sad day when Larry could be completely prevented from relapsing) and depends on snitch's level and leadership.
Note that snitches only prevent others, but still can misbehave themselves. Not that it matters, since no snitch has drug/alcohol abuse in their backgrounds.
Deputy trait also increases effectiveness of preventing, while misbehaving merc being Stealthy decreases it. Not that it matters... oh wait, actually Leon is Squadleader. Yay.
Preventing Misbehaviour and Team Reports can be turned off/on from new Snitch menu, if you recruited 200 mercs and don't want to hear every single complaint or don't care if they get wasted.
Passive Reputation Increase
Keep snitch happy (at least stable morale), and every day he'll advertise your superior leadership skills back home, increasing reputation (+3 by default).
When you have a snitch in your team you'll see special assignments for them, you can choose "snitch" with snitch-merc (gives opportunities for town and team) and at some facilities (in A.C.A.-Building, Bars and Prisons) they have special jobs they can do.
When snitch-merc is chosen, open snitch/team (same as like you choose "repair", "doctor" or "militia" in assignments) and there you have an option to prevent misbehaviour like drug-abuse and stealing.
[Updated on: Wed, 12 February 2020 20:29]
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Re: Drug addiction / alcoholism[message #359031 is a reply to message #359020]
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Thu, 13 February 2020 14:54
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slim |
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Messages:6
Registered:February 2020 |
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Okay, that explains a lot, thank you very much.
You are right, I have chosen "Black bloc" as a background and did not read the part about drug abuse. Will be more careful the next time.
Regards
slim
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