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 #327062] Thu, 24 October 2013 05:38 Go to previous messageGo to next message
mercsdontcry

 
Messages:17
Registered:October 2013
Zundman7301
Two things:

#2--Suggestion: Auto drinking in sectors with a clean water source. It's kind of a hassle that I have to 'water' my mercs when they're in city sectors when they can otherwise refill their canteen with clean water at-will. Buying them food is one thing--because it costs money, and I control the purse. But water is free, and so when it's readily available, and clean, and I still have to 'water' them, it just seems like they're completely helpless to help themselves (maybe Larry would still need help, though?). I think it's a great system, and the player should still have to manually refill their canteens before going out into other sectors. But IMO, it seems really goofy that mercs can't take care of their own needs when they're in a sector with a clean source of water. (This came about by not having enough canteens to go around at the beginning of the game. I can't split my mercs up between city sectors because they all die of thirst). Also, I'd suggest mercs ought to be able to eat out of sector inventory if there's free food to be found there (for the same reasons)--but maybe that's already implemented? From a game perspective, it makes sense that even if mercs don't have canteens, they can still move around the map as long as they plan their trips from one CLEAN watering hole to another. Otherwise, the beginning of the game is broken on harder difficulty levels, since many mercs don't deploy with canteens, and it might be days before you control the Drassen airport, with an additional 24 hours minimum on top of that before you can get the canteens you need from BR's. At least, that's been my experience.


I completeley agree with this post. When I started a new game I stood in Drassen with one Canteen. I was doing "drinking", "refilling" passing it to the next merc, "drinking", "refilling" etc for minutes. This is not fun.
When you press "CTRL"+"." there are unused buttons. Maybe one of them could read "Drink from water supply" and all mercs drink until they are at 100%.
Apart from that, this feature is really great. Smile


playedwith the 6520_exe
Re: New feature: Mercs need food and water to survive[message #327327] Wed, 30 October 2013 01:46 Go to previous messageGo to next message
BruteForce

 
Messages:29
Registered:October 2013
Location: The Sprawl
Is it save to play around with the ini settings in an ongoing game?
Like FOOD_DIGESTION_HOURLY_BASE_FOOD and all that stuff?
Re: New feature: Mercs need food and water to survive[message #327328] Wed, 30 October 2013 01:55 Go to previous messageGo to next message
Flugente

 
Messages:3309
Registered:April 2009
Location: Germany
Yes. You can edit the Tactical Food Settings safely.


Re: New feature: Mercs need food and water to survive[message #327805] Sat, 09 November 2013 03:12 Go to previous messageGo to next message
BruteForce

 
Messages:29
Registered:October 2013
Location: The Sprawl
I noticed some strange behavior when it comes to morale and drinking from the canteen. Not 100% sure if this is caused by this feature, I haven

[Updated on: Sat, 09 November 2013 03:12] by Moderator

Re: New feature: Mercs need food and water to survive[message #327887] Sun, 10 November 2013 22:31 Go to previous messageGo to next message
Flugente

 
Messages:3309
Registered:April 2009
Location: Germany
That's odd. Drinking water does alter your morale a bit, but not much... you can experiment a bit by altering the -tag of the food in Food.xml, and see wether you can find any oddities there.


Re: New feature: Mercs need food and water to survive[message #328224] Sat, 16 November 2013 01:18 Go to previous messageGo to next message
BruteForce

 
Messages:29
Registered:October 2013
Location: The Sprawl
Since I started a new game I didn

[Updated on: Sat, 16 November 2013 01:25] by Moderator

Re: New feature: Mercs need food and water to survive[message #330242] Fri, 31 January 2014 21:37 Go to previous messageGo to next message
Off_Topic

 
Messages:1046
Registered:January 2009
I was messing around with the food.xml Flugente, I created the following entry:


		39
		H20 Bladder
		0
		6000
		6
		1
		0
	


but when I apply it to an item it behaves like a canteen, as in it has the same "volume" as a canteen.


		1710
		Bladder
		Hydration Bladder
		This rebel essential is made from hand-crafted tin and enclosed in insulated Mayan wool. Filled to capacity with fresh spring water from the French Alps, no guerrilla campaign would be complete without one.
		Hydration Bladder
		Not for sale through BR.
		268435456
		1
		2
		224
		20
		1
		19
		50
		1
		1
		1
		1
		1
		100.0
		39
		
		
		
	



Re: New feature: Mercs need food and water to survive[message #330290] Mon, 03 February 2014 15:48 Go to previous messageGo to next message
fallschirmjager

 
Messages:42
Registered:June 2005
Location: Darwin, Australia

Hmm.

I'm playing the current release but with the latest AFS installed and my Mercs don't seem to be eating/getting hungry.

Every hour they drink water and the like but food isn't utilised nor is it having an effect on the team.

Its day two and the food remains untouched.
Re: New feature: Mercs need food and water to survive[message #330293] Mon, 03 February 2014 18:48 Go to previous messageGo to next message
cowhide

 
Messages:30
Registered:October 2013
Unfortunately the enemy doesn't have the ability to eat. It would be cool to have actual enemy supply lines and the ability to put an enemy-controlled city (or sector) under siege. The longer the siege takes, the more weakened they will be.

Probably impossible to implement, but it is only an idea.
Re: New feature: Mercs need food and water to survive[message #330294] Mon, 03 February 2014 18:53 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3807
Registered:July 2009
:whistle:


Re: New feature: Mercs need food and water to survive[message #330295] Mon, 03 February 2014 21:45 Go to previous messageGo to next message
Flugente

 
Messages:3309
Registered:April 2009
Location: Germany
@BruteForce: I seem to have missed your post :eek4: . The issue is probably related now, I know I fixed something about poison a while ago...

@Off_Topic: with Food Feature turned on, this seems to behave as it should. You're likely referring to what happens when it is off. In that case, yes, it behaves like the normal canteen. Food data isn't evaluated at that point, this includes the ubPortionSize-tag in Food.xml. Without food turned on, using a canteen always uses min(20, itemstatus) points. I'm not sure if applying some food tags is good if that feature is explicitly turned off, as we then have confusion on which tags work and which don't. Then again, your post proves that might already be the case... :sadyellow:

@grylsyjaeger: Is the food feature on? You can check by hovering over a merc's health bar, if it says something about Food and Water it is on. Second, what are the settings in your JA2_Options.ini under [Tactical Food Settings]?

@Luke @DepressivesBrot
:rant2:
:whoknows:
:compcuppa:
http://i60.tinypic.com/2hmn80j.jpg


Re: New feature: Mercs need food and water to survive[message #330298] Mon, 03 February 2014 23:31 Go to previous messageGo to next message
fallschirmjager

 
Messages:42
Registered:June 2005
Location: Darwin, Australia

I'm pretty sure the system is activated, when I mouse over my mercs all my mercs have between 95 - 97% food. I know the water system is working because Igor is below 90% and listed as thirsty.


These are the settings in the INI file, I didn't touch anything.

FOOD_DIGESTION_HOURLY_BASE_FOOD 20 20
FOOD_DIGESTION_HOURLY_BASE_DRINK 130 130
FOOD_DIGESTION_SLEEP 0.6 0.6
FOOD_DIGESTION_TRAVEL_VEHICLE 0.8 0.8
FOOD_DIGESTION_TRAVEL 1.5 1.5
FOOD_DIGESTION_ASSIGNMENT 0.9 0.9
FOOD_DIGESTION_ONDUTY 1.0 1.0
FOOD_DIGESTION_COMBAT 2.0 2.0
FOOD_DECAY_IN_SECTORS TRUE TRUE
FOOD_DECAY_MODIFICATOR 1.0 1.0
FOOD_MAX_POISONING 5 5
FOOD_EATING_SOUNDS TRUE TRUE
Re: New feature: Mercs need food and water to survive[message #330299] Mon, 03 February 2014 23:40 Go to previous messageGo to next message
Flugente

 
Messages:3309
Registered:April 2009
Location: Germany
Ah. Everything ok then. The default ini values are pretty forgiving (due to complaints that the drawbacks from food were felt pretty early). FOOD_DIGESTION_HOURLY_BASE_FOOD is the base value of how much food is used per hour, thus you lose water way faster than food. Increase the value to speed up getting hungry. The mercs will start to eat at the same percentage as they start to drink, which i below 90% in this case.


Re: New feature: Mercs need food and water to survive[message #330566] Thu, 13 February 2014 07:25 Go to previous messageGo to next message
Anthropoid

 
Messages:144
Registered:February 2014
LOL. Had my first food/thirst related fatality.

Left a team in Chitzena training milita, repairing and stuff. This team comprised, my main sniper merc, my engineer, Ira, and the MERC scrubs (Razor, Reuben, Haywire, Gasket, Gumpy). Somehow I only left them with like 2 canteens and some energy drinks and about one or two food items each. Four of my stronger custom mercs headed back toward Drassen to pick up to impending shipments from Bobby's. Without a scout in the party I just barged right on ahead and encountered what must have been the counterattack force on the road 24 vs 4 and no casualties! Smile "Weasel" my machinegunner chick was pretty close to death but everyone made it.

So I spent some more time ferrying the captured gear back to Chitzena then back on track. By the time I got to Drassen, I was so focused on gear I wasn't paying much attention to the Chitzena crew. Must've been two or three days that the Chitzena crew were all in training while I waited for the 2nd shipment.

Just after my team of four starts to head back all loaded up, Ira chimes in how disappointed she is, cause she thought we were professionals. Then I see Reuben dead.

Not sure what I think of that. I definitely like 'basic needs' mods for games, mainly because being able to run around without worrying about these things makes the "strategy" part of the game a bit silly.

But on the other hand, it does seem kind of . . . 'annoying?' that Mercs left on training for several days in a sector with infrastructure, where canteens can be refilled, can die from dehydration when you do not go to the trouble of: changing their assignment to squad, go into tactical map, charge up your canteens, pass them around and make them drink, charge them up and pass them again, repeat till all of them are watered, go back to strategic, change their assignments back to training and hit fast mode and check them again in a day or so . . .

I hate to 'ask' for such a thing, as this is already so incredibly good, but just a respectful suggestion: it really should not be possible for mercs to die of dehydration, possibly not even to die of starvation, in liberated sectors where there is fresh water to be had. If there were a way to simply disable dehydration effects in those sectors that would be one option.

A more elegant option (though probably more difficult), would be that the game checks to see if there is fresh water, and if there is, then the mercs drink whether they have a canteen in their inventory or not.

I had noticed that they will auto water themselves and seemingly even autofill their canteens, so I'm not entirely sure what happened here. Ultimately it is 'my fault' and really not a big deal. I can easily go back to a save not long before this happened. He might have even died for starvation, though I don't think that was the case; he was only hired on about game day 10 and this was at about game day 20, and I had definitely fed him and everyone else a few days before.
Re: New feature: Mercs need food and water to survive[message #330852] Tue, 25 February 2014 15:12 Go to previous messageGo to next message
Leonidas

 
Messages:35
Registered:February 2014
Location: Germany
Quote:
it really should not be possible for mercs to die of dehydration, possibly not even to die of starvation, in liberated sectors where there is fresh water to be had.

That's a good point. We don't hire stupid machines but living beings, who should know how to care of themselves. After all we don't make the bed for them if they are tired, do we?



I would like to request a change of the food message system. From my point of view it would be much better and informative if there were only warning messages (is thirsty, is on the brink of getting health problems, etc.) instead of hourly "Gulp"-messages. ATM the really important messages disappear from view due to an overflow of unimportant information. I don't need to know when there are no problems. I would rather like to be informed bluntly with a huge "look here"-sign, when problems arise, to find out, who has a parched throat, a growling stomach or serious health problems (especially in time lapse mode).
Re: New feature: Mercs need food and water to survive[message #330860] Tue, 25 February 2014 22:26 Go to previous messageGo to next message
Anthropoid

 
Messages:144
Registered:February 2014
I am very thankful for the amazing addition of 'basic needs' into the game! That said, some observations / ideas on' how it tends to play out for me and perhaps how the system could be changed.

To me, the primary 'value' of a basic needs system in a game like this, is to act as a quantitative and qualitative moderator variable for overall strategic and tactical operations. I do not see the act of distributing food/drink items and 'ingesting' them as a requisite part of the value added.

I think that full voluntary player control over distribution and ingestion is the best baseline for such a system, as it allows the player to determine the timing of merc behavior in concert with operations. For example, if I am planning to go and camp a roadblock, and I'm starting in San Mona, and have some MREs, all canteens, and plenty of money, my logical action might be to:

1. Use canteens to fill up to max, then refill them.

2. Buy all of Herve's food and fill up on it.

3. Head out to the ambush site with all mercs carrying at least one full canteen, and non-spoiling MREs and with their satiation levels as high as I can get them before they leave town.

None of that is particularly in breach of reality. I have done many back country camping trips, and I do customarily fillup with a heavy meal on the last morning before heading off into the wilderness where I will rely on my carried rations . . . Obviously in real life, when you overfeed/water yourself you will be facing a few 'disadvantages' that might be difficult or impossible to represent in game:

1. Abdominal pain / nausea
2. The need to urinate more and more frequently until fluid balance is regained
3. Lethargy from overfeeding
4. There are in fact limits to how much caloric load ones' body can absorb and place into storage, so feeding well beyond satiation may in fact simply lead to passing more undigested food out in subsequent bowel movements. It has been years since I've read any of that literature . . .

The present system affords doing this 'topping up' strategy for extended wilderness operations, but it is rather laborious. Each merc must be opened in the tactical window, their canteen left-clicked then left-clicked on their body five times, then the next merc, and the next etc. . . . then Ctrl-'.' to refill, and repeat until everyone gets to 125%.

The process of buying up all of a vendors food and distributing it in roughly equal portions to all mercs is even more laborious.

This is precisely what I do most of the time, and while a less laborious 'system' seems superficially appealing to me, I have no idea how difficult or problem-prone it would be to code. Present system is perfectly fine to me, but just some reflections on how I as a player interact with the mechanics.

Having said all of that, what would I as a player, interested in having the most options, the most fun, and the least tedium wish for? Simplest thing I can think of is as follows:

1. Whenever in a sector with water (and irrespective of canteen ownership) an additional button in the Ctrl'.' Dialog something like: "Fill from Local Water"

When this button is clicked, all mercs in the sector go to 100% thirst satiation. If the water they are drinking from has a risk to be poisoned, then as with refilling canteens they are at risk of this. Click it again and they go to 102%, again 104%, etc.

2. Whenever in a sector with food merchants, a different button in the Ctrl'.' dialog: "Purchase Local Food Until Full?"

When this button is clicked, all the food being sold by merchants in the sector is purchased and fed to mercs until they are at 100% or the food is depleted. Click it again and they go to 102%, again 104%, etc. (might be a real bear to code this given it involves referencing the food items in the merchants inventory and their costs and subtracting it from player funds. . .)

My apologies if I'm talking about something that you are not interested in doing Flugente, just putting the ideas out there.

A related change that I think would be worth considering (if it is doable and not a pain to implement): make overfeeding/watering have a real downside.

At present, if you wish to maximize your time spent in time-compression without risk of suffering hunger/thirst and/or maximize the duration of your field-based operations, there is no real disincentive to overfeeding/watering other than the expense and tedium of carrying it out in game.

Assuming 100% means "fully sated" or perhaps even "stuffed" and each percent over that represents willful forcing down of more/drink, then why not attach some temporary malus to being >100% fed or watered?

Say for example:

Temporary Agility Reduction (or whichever characteristic is deemed appropriate to reduce) = [(Thirst or Satiation Level - 100)^2] / 7

I picked seven as that is the integer between the squared remainders at overfeed levels 102 and 103. This formula would result in the following reductions to agility for each level of overfeeding / overwatering:

125 89.29
124 82.29
123 75.57
122 69.14
121 63.00
120 57.14
119 51.57
118 46.29
117 41.29
116 36.57
115 32.14
114 28.00
113 24.14
112 20.57
111 17.29
110 14.29
109 11.57
108 9.14
107 7.00
106 5.14
105 3.57
104 2.29
103 1.29
102 0.57
101 0.14
100 0.00

Make it [({Thirst Level} + {Hunger Level} - 200)^2] / 7, and you would get the same nonlinear effect but with both variables combined.

Implementation of this "Overfeed/Water Malus" system would (a) not be unrealistic and would (b) make the 'tedium' from maximizing extended field based operations _moot_ thus making any incentive for a complicated 'auto-feed to full' button like I described above moot.

If you could easily implement such an "Overfeed/Water Malus" system, I for one would be delighted as it would save me from myself Wink

[Updated on: Tue, 25 February 2014 22:55] by Moderator

Re: New feature: Mercs need food and water to survive[message #330861] Tue, 25 February 2014 22:47 Go to previous messageGo to next message
Flugente

 
Messages:3309
Registered:April 2009
Location: Germany
Sigh. :sadyellow:

While I do not like the idea of merc auto-refilling their food items, this has been asked for repeatedly. As I'm pretty fed up with it, and have no intention of having to deal with this for the next n years, I've added the following in r6976:

If a soldier autofeeds, he will refill his canteens if the sector has drinkable water. This refers to a sector's water quality. We cannot do so with water drums, as we will likely not know the sector's inventory (sector might not be loaded). This also only applies to canteens that hold water.

This does not apply to picking up items from the sector (we do not know them). We also do not auto-buy items from vendors. I'll be damned if I mess with vendors just because people are too lazy to do micromanagement with a micromanagement feature. Nope Niet Nah :hmm:

@Leonidas: a message is written out whenever a merc loses health/strength due to hunger/thirst. Mercs also have icons signifying hunger/thirst on their faces.

@Anthropoid: Mercs consume food/water when they are hungry/thirsty. This already fulfills their need. You can optimize by filling them a bit up (thus saving inventory space), but this is up to you. Just as I won't add a 'steal all clothes from corpses'-button for people who want to make a buck from selling enemy uniforms, I won't add a 'solve all my food problems' button. If players want to marginally improve/exploit game mechanics, fine by me. But do it yourself.

Okay. Calmed down now Smile :coffee:


Re: New feature: Mercs need food and water to survive[message #330862] Tue, 25 February 2014 23:00 Go to previous messageGo to next message
Anthropoid

 
Messages:144
Registered:February 2014
I hope I'm not annoying you Flugente. I am in awe and deeply respectful of your work. Just putting some ideas out there.

But, I added quite a bit to my previous post about an "Overfeed/Water Malus."

Personally, if I were to try to implement anything, that would be what I would shoot for. I assume something like that could be done?
Re: New feature: Mercs need food and water to survive[message #330863] Tue, 25 February 2014 23:14 Go to previous messageGo to next message
Flugente

 
Messages:3309
Registered:April 2009
Location: Germany
Its not directed at at you personally. More at unspecified general public Wink

Too much/not enough food and water already gives penalties to morale, sleep need, breath regeneration, assignment efficiency and a chance of losing Health/Strength. More penalties can always be done, though I currently don't see the need.


Re: New feature: Mercs need food and water to survive[message #330867] Wed, 26 February 2014 02:49 Go to previous messageGo to next message
Leonidas

 
Messages:35
Registered:February 2014
Location: Germany
I'm sorry to pester you again with it, Flugente. Sad Overall the system is really good and improves the game. I like it (otherwise I would not play with it) and I really tried to read the warnings. Alas, with 20 mercs or more, while you are in the map screen and speed up time, there is a gulp-orgy in the message area and I missed the warnings more often than I saw them. Face icons won't help as there is just one face visible. Curiously I wasn't able to heal the health or attribute damages after I stuffed the mercs' stomaches, filled them up with water and kicked my field medic in the butt to stimulate his enthusiasm for his work. After training the weaker ones (Dynamo, Shank, etc.) so much, this was quite untoward. This could be such a good way for skill training. :whistle:
Re: New feature: Mercs need food and water to survive[message #330900] Thu, 27 February 2014 21:56 Go to previous messageGo to next message
Leonidas

 
Messages:35
Registered:February 2014
Location: Germany
I thought a while about it, Flugente. You are right, it shouldn't be too easy without good cause. As you just implemented an automatic refill, how about adding some requirements in exchange for some convenience like regular payments for water supply management (waterworks, water carrier, etc.)? Let the player decide if he wants to pay or do it himself. It could even be extended like huge payments for really clean and drinkable water while a small amount is barely enough to be supplied with murky water.
So all in all the options are: Pay well for good water, pay less for murky water or pay nothing and care about your water problem yourself.
Re: New feature: Mercs need food and water to survive[message #330971] Sun, 02 March 2014 18:08 Go to previous messageGo to next message
Flugente

 
Messages:3309
Registered:April 2009
Location: Germany
One can make anything more complicated. I added the autorefill option because I've no more interest to constantly receive complaints about this, not because I think it's a good idea. So I do not intend to expand this.


Re: New feature: Mercs need food and water to survive[message #331041] Tue, 04 March 2014 20:05 Go to previous messageGo to next message
Anthropoid

 
Messages:144
Registered:February 2014
I've been looking and I'm not finding a description exactly of what coffee and energy drinks do, and how they work.

A search of the 1.13 wiki for "energy" "drink" and "coffee" didn't turn up anything. Were these part of vanilla?

Could someone point me to a description of how these items work?

I assumed that they simply reduced tiredness and jacked up your energy points, but now I'm not sure.

After securing Cambria mine, I had a squad assault the doctor residence sector to the north. I had some excess veggie juices that were just starting to show that sign of decay and also a bunch coffee/energy drinks I had bought (with the intent of my Hand to Hand guy using them in the fights in San Mona), so I decided to set all mercs up with these.

As soon as I arrived on southern edge of map I had everyone swig a coffee or energy drink and a veggie drink, and drop their packs. Then everyone went stealthy and swung up to face eastward along the western edge of the map. Within a couple turns (had it set to force turn based mode) the engagement had started and after one or two rounds of shooting, suddenly all my mercs energy levels have plummetted to zero and they are collapsing and unable to move!?

Is this a part of how the coffee/energy drinks work, some sort of 'crash' in energy shortly after you drink it?

Or did I maybe just run them too much in stealth mode?

What does the little lightning bolt mean? Why are the AP point numerals in purple?
Re: New feature: Mercs need food and water to survive[message #331042] Tue, 04 March 2014 20:25 Go to previous messageGo to next message
sevenfm

 
Messages:1532
Registered:December 2012
Location: Under the Mountain
@Anthropoid afaik energy drinks work the same way as 'energy boost' drug - they give you more APs for a short period of time (you can use them for running but shooting costs are increased), but they will quickly drain your stamina. Don't know if they work as they should, but i have found them completely useless in my games because of the mentioned side effect.
If you want to make them more useful, you can set the appropriate drug effect for them for your taste.


Re: New feature: Mercs need food and water to survive[message #331046] Tue, 04 March 2014 23:24 Go to previous messageGo to next message
Flugente

 
Messages:3309
Registered:April 2009
Location: Germany
What Sevnfm said. Coffee and energy drinks are both food and drugs. The adrenaline effect is the same as in vanilla energy boosters, only smaller. The 'lightning bolt' inicates your merc took non-alcoholic drugs, values in purple are modified by drugs (we also have stat-modifying drugs nowadays).

I'm not to happy about the current drug situation (defining them is not as easy as it could be), so this might change in the future.

You can, however, change your current problem by setting and for 'Adrenaline' in TableData/Itesm/Drugs.xml. This should eliminate the sideeffect.


Re: New feature: Mercs need food and water to survive[message #331060] Wed, 05 March 2014 05:29 Go to previous messageGo to next message
Anthropoid

 
Messages:144
Registered:February 2014
Ah thanks guys. I'm finally getting close to finishing a playthrough; at which point I want to start looking at the code behind this timeless classic. If I can make any sense of how the drugs work I'll see if I get any ideas, maybe try them in a personal modded mod.
Re: New feature: Mercs need food and water to survive[message #331138] Sat, 08 March 2014 20:18 Go to previous messageGo to next message
Anthropoid

 
Messages:144
Registered:February 2014
Can't believe I have played as much as I have and still do not know the answer to this question but:

Where to buy drugs (e.g., regeneration boosters)?

Did several searches on here and on google, searched the manual, not seeing any reference to where to buy drugs.

Don't see them in Bobby Ray's inventory either, even though I've got it on Awesome.

Do they only occur as drops?
Re: New feature: Mercs need food and water to survive[message #331139] Sat, 08 March 2014 20:21 Go to previous messageGo to next message
Flugente

 
Messages:3309
Registered:April 2009
Location: Germany
You can buy them at the pharmacy. If you don't know where that is, then you haven't been in Arulco long enough Smile


Re: New feature: Mercs need food and water to survive[message #331142] Sat, 08 March 2014 21:50 Go to previous messageGo to next message
Anthropoid

 
Messages:144
Registered:February 2014
Heh heh. I think I know where that is, just never seems to be "open."

Thanks Flugente, and for not spoiling too Smile I'll keep looking.

I'm one of those slow ponderous gamers who takes 400 times as long to playthrough the average Razz

After I bought Skyrim, I played it only for like 7 months, must've been 600 hours of play. Even so I had STILL only visited about 30% of the map and had finished only about 10% of the storyline quests! = I definitely get my money's worth out of the games that really catch my fancy Smile
Re: New feature: Mercs need food and water to survive[message #331290] Sat, 15 March 2014 17:20 Go to previous messageGo to next message
RegularJoe

 
Messages:10
Registered:March 2014
Location: Finland
Hello guys! I have a little issue with the foodmod - can't find any food from the vendors. So far checked Santos in Omerta and Drassen. I use the 6670 build with the latest Aimnas featuring (the freaking awesome) bigmaps. Think that I've managed to install the stuff right...

Good stuff anyway, thank you!

EDIT: Seems like the Aimnas itemxml's do not contain any food items...well, it's somehow up to me so that I fixed the situation by setting cigars, heads and monkey toys eatable via the editor... Very Happy

[Updated on: Sat, 15 March 2014 17:44] by Moderator

Re: New feature: Mercs need food and water to survive[message #331297] Sat, 15 March 2014 20:35 Go to previous messageGo to next message
sevenfm

 
Messages:1532
Registered:December 2012
Location: Under the Mountain
When FOOD_DIGESTION_HOURLY_BASE_DRINK = 0, cannot use canteens for restoring energy - water level is 128% and merc refuses to drink.


Re: New feature: Mercs need food and water to survive[message #331301] Sat, 15 March 2014 21:32 Go to previous messageGo to next message
Flugente

 
Messages:3309
Registered:April 2009
Location: Germany
Hmm. Wait until it's uner 125% again, then set the canteen's to 0.

Or define it not to be food.


Re: New feature: Mercs need food and water to survive[message #331331] Mon, 17 March 2014 10:07 Go to previous messageGo to next message
sevenfm

 
Messages:1532
Registered:December 2012
Location: Under the Mountain
Playing with food and drink on, default values. Latest stable 2014 release + Reloaded mod.
Sometimes canteens disappear from merc's inventory (probably when drinking).
When FOOD_DIGESTION_HOURLY_BASE_DRINK was set to 0, they where fine.


Re: New feature: Mercs need food and water to survive[message #331375] Tue, 18 March 2014 23:38 Go to previous messageGo to next message
Flugente

 
Messages:3309
Registered:April 2009
Location: Germany
Hmmm. Are those really canteens (is that tag set)? There is a code part in UseKitPoints(...) that should prevent this...


Re: New feature: Mercs need food and water to survive[message #331447] Fri, 21 March 2014 19:36 Go to previous messageGo to next message
sevenfm

 
Messages:1532
Registered:December 2012
Location: Under the Mountain
I will see if they will disappear in the future, maybe random bug or smth.

I also found that my mercs can refill canteens when enemy is in sector (but don't see enemy so no turnbased).
Though it seems reasonable for covert merc on covert operation, refilling canteens during normal battle seems wrong Smile


Re: New feature: Mercs need food and water to survive[message #331461] Sat, 22 March 2014 12:41 Go to previous messageGo to next message
silversurfer

 
Messages:2295
Registered:May 2009
Sevenfm

I also found that my mercs can refill canteens when enemy is in sector (but don't see enemy so no turnbased).
Though it seems reasonable for covert merc on covert operation, refilling canteens during normal battle seems wrong Smile

This has been discussed before and there will be no change because fresh water is a sector property and there is no way to check if your character is close to a pond, a water tap or a refrigerator to get some fresh water.

Re: New feature: Mercs need food and water to survive[message #333679] Fri, 13 June 2014 04:20 Go to previous messageGo to next message
Off_Topic

 
Messages:1046
Registered:January 2009
@Flugente: I was messing around with item sizes and had an idea when it came to perishable food. I was thinking we could make things like burgers/hotdogs/fries hands only items.

This would serve a few purposes:

1. Increase the importance of dry/canned food for long haul trips.

2. Make them something special, maybe it could go towards your Morale/RPG project. Fast food could be a town based reward for the less healthy/wild bunch while a freshly cooked omelette would sit well with the rest. A group eating "out" together could release tension/cause it.


3. Make it more realistic. It secretly annoys me stuffing burgers etc... into AR pockets, or any pocket to be honest.

Let me know what you think, while i'm in there i could either create a seperate size for perishable food/preserved food so we could have more control. Or just make perishable hands only so you either eat in Drassen or hold a burger in your hands for the trip to San Mona.


Re: New feature: Mercs need food and water to survive[message #333690] Fri, 13 June 2014 13:12 Go to previous messageGo to next message
Flugente

 
Messages:3309
Registered:April 2009
Location: Germany
All true, but this would make consuming them a serious pita, as you have to take each one into your hands singlehandedly. 1. and 2. can be solved by increasing their decay rate, no idea how to solve 3. though.


Re: New feature: Mercs need food and water to survive[message #333975] Tue, 01 July 2014 02:23 Go to previous messageGo to next message
Soto Banaris

 
Messages:130
Registered:May 2012
Location: Germany
Back after 2 years. Hi again, folks!
Flugente, I've got Ja 2 Gold recently on Steam and installed SCI Unstable Revision 5762. Everything looks fine and the food is coming nicely.

Currently, however, and please don't ask me what causes it, I have the game crashing each time i hear one eating noise. Well, since it IS an unstable build, where do we have the latest stable build this feature here is implemented?

Thanks in advance for replies.
Re: New feature: Mercs need food and water to survive[message #333976] Tue, 01 July 2014 02:36 Go to previous messageGo to previous message
Flugente

 
Messages:3309
Registered:April 2009
Location: Germany
Hiho, welcome back!

well, the last official 'stable' build was 4870, which did not have food. The enxt 'stable will come out in a few months Wink

You can still use the SCI's though, DepressivesBrot makes them nowadays. In newer builds you can stop the food sounds via FOOD_EATING_SOUNDS = FALSE in the ini, perhaps that might solve your problem.


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