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 #313831] Thu, 03 January 2013 16:55 Go to previous messageGo to next message
WillyWonka

 
Messages:124
Registered:February 2006
Location: Sweden/Sverige
This food feature is GREAT! It really adds flavor to the game, especially the "small patrol behind enemy lines"-typ of games.

However, I
Re: New feature: Mercs need food and water to survive[message #313832] Thu, 03 January 2013 17:28 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
Glad you like it Smile

No, there is no other other than adding food items the way you've just described.


Re: New feature: Mercs need food and water to survive[message #313834] Thu, 03 January 2013 17:50 Go to previous messageGo to next message
WillyWonka

 
Messages:124
Registered:February 2006
Location: Sweden/Sverige
Thanks.

I first tried adding food items to a game with IoV. In latest IoV, the food programme is avaliable, mercs get hungry, but there
Re: New feature: Mercs need food and water to survive[message #313835] Thu, 03 January 2013 18:08 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
Hmm. Did you add the file Food.xml? It is needed, otherwise 1 links to nowhere.


Re: New feature: Mercs need food and water to survive[message #313863] Fri, 04 January 2013 03:54 Go to previous messageGo to next message
Vince7403

 
Messages:146
Registered:February 2012
I believe Patton said, "we will not need food when we are winning, we will eat the enemy!" I'm not sure if he meant it literally.

Survival food doesn't have to be too disgusting, actually. Lots of wild plants are edible and some of them don't taste that bad, though some are toxic if you don't cook them right. The larvae of the Central American ox beetle is actually the most nutritious animal protein known, and tastes vaguely like shrimp. It is kind of freaky though - imagine a maggot the size of a grown man's thumb, with huge menacing pincer jaws, that tastes vaguely like shrimp. Of course, it's a lot harder in the desert.

Also, you can make ice on a clear night even in the tropics using only an insulated, tall-walled vessel with some water in it. It works much better if you also have thin plastic sheets, like kitchen wrap or garbage bags. The wonders of science!


Re: New feature: Mercs need food and water to survive[message #313876] Fri, 04 January 2013 13:58 Go to previous messageGo to next message
WillyWonka

 
Messages:124
Registered:February 2006
Location: Sweden/Sverige
Flugente
Hmm. Did you add the file Food.xml? It is needed, otherwise 1 links to nowhere.


I did, but it didn
Re: New feature: Mercs need food and water to survive[message #313880] Fri, 04 January 2013 15:56 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
MartinWillyWonka

IoV928_exe5345_full plus patches 1 and 2 (contents into Data-1.13, usually works just fine)

The earliest exe version that had food was r5411. Naturally, for features like food, prisoners etc. you need a fitting exe.

I am not familiar with IoV, but wasn't it a item-only modification? If so, it would be enough to simply use the current exe, but use IoV's items and adding a few items from the GameDir trunk (like food).


Re: New feature: Mercs need food and water to survive[message #313881] Fri, 04 January 2013 16:22 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3792
Registered:July 2009
They began adding insignificant stuff since 922:Quote:
1. Sight ranger of day / night from 2/1 change to 3/1. In other word you can see 30 grid at day, but at night just 10 grid.
2. The change to ratable. For example, "20" meet is 120%.
3. New ITEMSIZE confine is 0~54. For more shape and size magazine and frag and other item.
4. New malfunction type. Example a new M16 jam same a Damage 60% AK. But a 100% AK have 0.4% jam chance.
But we are want getting better this programmer, jaw just only before auto shooting. Because only check for a jam on the first bullet. We hope check for a jam in each one bullet.
5. It can plates for the LED bulletproof. Like CRIAS, MBSS, HSGI WASATCH.......


Re: New feature: Mercs need food and water to survive[message #313882] Fri, 04 January 2013 16:28 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
Hmm. Does that mean that IoV, since several years, keeps a separate exe version, into which they painfully merge every commit we do, just to maintain 5 small differences between the exes that could very easily be externalied options? And that this is the reason people have such problems if they want to play IoV with new exes?


Re: New feature: Mercs need food and water to survive[message #313886] Fri, 04 January 2013 16:43 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3792
Registered:July 2009
4 small differences, sizes are an option already Smile
1) Should be an option, or just set the values separately in the first place
2) Should just be another tag - we have several instances with percent_x_bonus and _x_bonus already
4) Not sure what exactly that is, might be the only real feature that needs an option
5) Would just be a line or two in the armor code - I wanted to look into that anyway.


Re: New feature: Mercs need food and water to survive[message #313889] Fri, 04 January 2013 17:16 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
4) If they were really able to cause jams in autofire, that would really be a worthy addition, atm we don't.
5) Not sure about this. Armour plates in LBE gear? Unless you reserve special slots in your LBE for this, you could stuff 10 plates into your vest and be a tank.


Re: New feature: Mercs need food and water to survive[message #313890] Fri, 04 January 2013 17:38 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3792
Registered:July 2009
Attachments? Just like armor vests.


Re: New feature: Mercs need food and water to survive[message #313943] Sun, 06 January 2013 04:30 Go to previous messageGo to next message
DoomOnion
Messages:4
Registered:January 2013
Location: United States
I can confirm that the IoV 1.3 + 1.13 5744 with food items thrown in works like a charm.

[Updated on: Sun, 06 January 2013 04:48] by Moderator

Re: New feature: Mercs need food and water to survive[message #313989] Mon, 07 January 2013 22:45 Go to previous messageGo to next message
WillyWonka

 
Messages:124
Registered:February 2006
Location: Sweden/Sverige
DoomOnion
I can confirm that the IoV 1.3 + 1.13 5744 with food items thrown in works like a charm.


Finally, it works! Thanks Flugente and DoomOnion!



Re: New feature: Mercs need food and water to survive[message #314100] Thu, 10 January 2013 10:33 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Any known hickups with canteen refilling at the moment? Can't get it to work in any sector.

Re: New feature: Mercs need food and water to survive[message #314104] Thu, 10 January 2013 12:02 Go to previous messageGo to next message
Uriens

 
Messages:328
Registered:July 2006
Same here, although I didn't try it with latest exe yet. Couldn't get any canteens filled at any sectors I tried, at least on WF maps.
Re: New feature: Mercs need food and water to survive[message #314110] Thu, 10 January 2013 15:20 Go to previous messageGo to next message
Brujah

 
Messages:41
Registered:January 2013
Location: Brazil
What I like the most in this mod is the difficulty it adds when trying to take Drassen right after leaving Omerta, you can't simply control the airport and the mines, getting ready for taking the middle sector and preparing for the Drassen attack with proper gear, now you need Airport for BRs, Mine for income and the bar for food.


Not to mention that until you can get a vehicle full of food you'll have to take sectors with food relatively faster... Makes you plan longer about which sectors should you go at first.


Such a simple feature that made a whole difference.
Re: New feature: Mercs need food and water to survive[message #314115] Thu, 10 January 2013 21:03 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
Brujah
What I like the most in this mod is the difficulty it adds when trying to take Drassen right after leaving Omerta, you can't simply control the airport and the mines, getting ready for taking the middle sector and preparing for the Drassen attack with proper gear, now you need Airport for BRs, Mine for income and the bar for food.


Not to mention that until you can get a vehicle full of food you'll have to take sectors with food relatively faster... Makes you plan longer about which sectors should you go at first.


Such a simple feature that made a whole difference.


You hit the nail on the head, i really like this feature. It adds an extra dimension to the game and makes you think rather than sitting around at the start of the game.

It would be great to have it Merc specific, i.e. don't hire Grunty until you have a stocpile of Rice. If it was possible, you could even have Mercs refuse to eat a specific food. Just thinking out loud, really great work flugente.

On a side note, i've only bought coffee once, what effects does it have in game?


Re: New feature: Mercs need food and water to survive[message #314119] Thu, 10 January 2013 22:56 Go to previous messageGo to next message
Brujah

 
Messages:41
Registered:January 2013
Location: Brazil
Off_Topic
You hit the nail on the head, i really like this feature. It adds an extra dimension to the game and makes you think rather than sitting around at the start of the game.

It would be great to have it Merc specific, i.e. don't hire Grunty until you have a stocpile of Rice. If it was possible, you could even have Mercs refuse to eat a specific food. Just thinking out loud, really great work flugente.

On a side note, i've only bought coffee once, what effects does it have in game?


I think coffee makes your shots cost more AP... But I am not sure because my mercs were drinking coffee and booze before Drassen's attack, so it could be the booze doing that... DeSantos ran out of juice, water and milk and it was too late to wait for a restock :wb:


I think a good feature would be making facilities like bars automatically feed your mercs while they rest in there so you only stock up on mercs actually doing something substancial, of course only 15$ per merc/day is a bit low since he'll be eating and drinking.
Re: New feature: Mercs need food and water to survive[message #314121] Fri, 11 January 2013 01:07 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
There is such a "feeding facility" in Alama. Just have a look into facilitytype.xml and add this part to the sleazy bar facility. Shouldn't be very complicated. Smile
Re: New feature: Mercs need food and water to survive[message #314192] Sat, 12 January 2013 23:30 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
Slax
Any known hickups with canteen refilling at the moment? Can't get it to work in any sector.


Refilling canteens requires that your TableData/Map/SectorNames.xml has -entries. Perhaps you do not have those?

@Off_Topic: coffee is also a drug, and thus gives you the adrenaline drug effect.

[Updated on: Sat, 12 January 2013 23:31] by Moderator



Re: New feature: Mercs need food and water to survive[message #314205] Sun, 13 January 2013 03:05 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
Ah. That's it then. (Brute force copied AR maps.) Figured it was intelligent enough to go by map tiles.

Re: New feature: Mercs need food and water to survive[message #314207] Sun, 13 January 2013 04:20 Go to previous messageGo to next message
Brujah

 
Messages:41
Registered:January 2013
Location: Brazil
Slax
Ah. That's it then. (Brute force copied AR maps.) Figured it was intelligent enough to go by map tiles.


My modified "eating facility" on sleazy bars remained from standard 1.13, I didn't check Alma yet as AR + food makes your progress considerably slower.
Re: New feature: Mercs need food and water to survive[message #314209] Sun, 13 January 2013 05:07 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
Slax
Ah. That's it then. (Brute force copied AR maps.) Figured it was intelligent enough to go by map tiles.
That would require to analyze the entire map each time, and would require hardcoding of which specific tile numbers give you water and which don't - which wouldn't work for any non-standard tiles a modder comes up with. Plus there would be no way to differentiate between rivers and the sea, which would be very bad from a drinkable point of view. Not that intelligent Smile

[Updated on: Sun, 13 January 2013 05:18] by Moderator



Re: New feature: Mercs need food and water to survive[message #314716] Fri, 25 January 2013 02:29 Go to previous messageGo to next message
Monolito

 
Messages:19
Registered:August 2012
How can I order ALL of my mercs to eat at the airport or the bar at once? I'm playing 3.75 UC and I have to single click every merc and place him inside the facility. Not to mention facilities give low % of fed mercs and take 10$ an hour! Scandalous!
Re: New feature: Mercs need food and water to survive[message #314718] Fri, 25 January 2013 03:28 Go to previous messageGo to next message
cnagorneac

 
Messages:186
Registered:April 2012
Monolito
How can I order ALL of my mercs to eat at the airport or the bar at once? I'm playing 3.75 UC and I have to single click every merc and place him inside the facility. Not to mention facilities give low % of fed mercs and take 10$ an hour! Scandalous!

In strategic view you can. select first merc, then SHIFT select third merc and as a result 1rst 2nd and 3rd mercs will be selected. then you can give order for one of the mercs and it will apply to every one.
Edit: This is true for clean 1.13 so sorry if my answer is irrelevant for UC, but hope this helps.

[Updated on: Fri, 25 January 2013 03:30] by Moderator

Re: New feature: Mercs need food and water to survive[message #314728] Fri, 25 January 2013 10:37 Go to previous messageGo to next message
Monolito

 
Messages:19
Registered:August 2012
You can select all mercs at once but when you click Facility->Bar only 1 will be assigned to it.
Re: New feature: Mercs need food and water to survive[message #315100] Sat, 02 February 2013 22:14 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
Flug, i wonder if you would be able (and interested) to turn the presumably not very much used online florist into some sort of BR shop for food and drug items?

Like e.g. if ordering the fruit basket to drassen some food items (e.g. fruits Wink ) are infact delivered to drassen just like stuff from BRs?
And e.g. ordering a basket full of plants brings you some herbs that can be used for making applicable sorts of drugs?

Re: New feature: Mercs need food and water to survive[message #315101] Sat, 02 February 2013 22:19 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
This would be different from BR how?


Re: New feature: Mercs need food and water to survive[message #315102] Sat, 02 February 2013 22:25 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3792
Registered:July 2009
Well, it would allow BR to focus on guns'n'gear again by outsourcing some stuff to another shop.


Re: New feature: Mercs need food and water to survive[message #315103] Sat, 02 February 2013 22:38 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
Yeah, just as Depri said. Smile
Would be fitting complement to the variety of NPC merchants in Arulco ...

Would be "your" shop dedicated to "your" additional features in this regard.
Perhaps could even help you in the future on tinkering with your stuff in a seperate shop without interfearing with other BR thingies or whatever. Just brainstorming ...

[Updated on: Sat, 02 February 2013 22:41] by Moderator

Re: New feature: Mercs need food and water to survive[message #315104] Sat, 02 February 2013 22:39 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
And would only require to make an entire copy of BR. Plus having to set up a system for multiple online sellers. Forget it.


Re: New feature: Mercs need food and water to survive[message #315109] Sat, 02 February 2013 23:54 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3792
Registered:July 2009
Flugente
And would only require to make an entire copy of BR. Plus having to set up a system for multiple online sellers.
A nice side effect, isn't it? Wink It's a recurrent topic that BR has gone over the brink and the load should be distributed among more pages even before you added stuff (like a civvie hunting store, mil supplier, black market ...)

Btw, anyone seen that guy who wanted to turn the laptop into an html parser recently? No? Figures ...


Re: New feature: Mercs need food and water to survive[message #315979] Tue, 05 March 2013 22:24 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
Update: someone asked for this recently... r5899 and GameDir r1615 add an ini option to turn off eating sounds.


Re: New feature: Mercs need food and water to survive[message #315995] Wed, 06 March 2013 04:35 Go to previous messageGo to next message
Vince7403

 
Messages:146
Registered:February 2012
You're forgetting Bobby Ray's motto: If we don't sell it, you can't get it.
Re: New feature: Mercs need food and water to survive[message #316514] Sun, 24 March 2013 01:49 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
Update: As of r5950, the food system no longer applies to ECPs, giving you more time with their quests ('Well, Ms. Stewart... ehm, this iks awkward. We found your son in San Mona, but we... uhm... kinda forgot to give him any food, so he... kinda... died... sorry 'bout that')


Re: New feature: Mercs need food and water to survive[message #316521] Sun, 24 March 2013 13:37 Go to previous messageGo to next message
lockie

 
Messages:3970
Registered:February 2006
Location: Scotland
Don't forget to give him clean underwear , cause she won't forgive you ... Razz


Re: New feature: Mercs need food and water to survive[message #317537] Thu, 18 April 2013 13:33 Go to previous messageGo to next message
Meowmers

 
Messages:13
Registered:October 2005
Location: New York

Brujah
What I like the most in this mod is the difficulty it adds when trying to take Drassen right after leaving Omerta, you can't simply control the airport and the mines, getting ready for taking the middle sector and preparing for the Drassen attack with proper gear, now you need Airport for BRs, Mine for income and the bar for food.


Not to mention that until you can get a vehicle full of food you'll have to take sectors with food relatively faster... Makes you plan longer about which sectors should you go at first.


Such a simple feature that made a whole difference.
...theres a bar in the mine too.

that said im having an issue with the auto-feeding. it seems to crash when the merc is poisoned. i think the game is telling them to eat and they refuse. it would be ok (don't fill canteens in the junkyard) except Shank seems permanently poisoned for some reason.

[Updated on: Thu, 18 April 2013 13:36] by Moderator

Re: New feature: Mercs need food and water to survive[message #317552] Thu, 18 April 2013 21:45 Go to previous messageGo to next message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
hmm. Please specify our revision, and, if possible, provide a savegame.


Re: New feature: Mercs need food and water to survive[message #317947] Fri, 26 April 2013 02:53 Go to previous messageGo to previous message
Flugente

 
Messages:3221
Registered:April 2009
Location: Germany
Update: As of r6024, and thanks to an idea of LootFragg, food intake is now non-linear. The amount of food points is reduced the more saturated you are. It is thus reasonable to eat when you are hungry - don't be a bear preparing for hibernation Smile

Toggle Spoiler


Also, due to very popular demand, food percentage now goes from 0% (starving, not having eaten in 3 weeks) over 100% (optimal value) to 200% (just ate a whale).


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