Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Take prisoners, interrogate them
New feature: Take prisoners, interrogate them[message #312705] Mon, 03 December 2012 01:54 Go to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
As I am widely known as a downright pacifist, I of course took offence with JA2's kill-only policy. Due to this, I have implemented the option to capture enemies alive.

To capture an enemy alive, you handcuff him (new item #1625 [currently with placeholder pic]). Take handcuffs in your main hand, and click on a person. The handcuff cursor will indicate wether this is possible at all. You will be successful on unconscious enemies all the time. Other enemies will of course resist, in which case you might be unsucessful.
http://i49.tinypic.com/351enis.jpg

By handcuffing, an enemy will be effectively out of combat. He will no act in combat anymore (apart from standing up after explosions etc. - so to speak, he still has reflexes, but that's about it). Once the battle finishes (any remaining enemies are dying or handcuffed), a small dialogue will pop up:
http://i48.tinypic.com/24gtuud.jpg

By selecting 'Let them go', you will release the prisoners. A percentage of them will return to the queen's army, the rest will decide they had enough of this conflict.
If you select a sector, the prisoners will be sent to prison there (only sectors you control are shown). There are 5 prisons in Arulco: Tixa and Alma have the biggest, Chitzena, Cambria and San Mona have very small ones. Plus the not-so secret one near Meduna.
Regardless of the option you choose, the captured enemies will drop their equipemnt according to the ini rules prior to going to prison.

Every hour it is checked wether the prisoners in your prisons will revolt. This happens when
  • nobody guards this prison
  • the prison is overcrowded, and the prisoners vastly outnumber the guards. The higher the prisoner/guard ratio, the higher the chance of a riot. The 'guard value' depends on the number and quality of militia you have there, and the stats and traits of the mercs you have here. It is very wise to have someone at your prisons, you know...

A riot causes ALL of the prisoners to arm themselves in this sector. So if you keep 50 prisoners in Tixa and have a riot there, a riot will cause 50 enemies to spawn there. You propably don't want that Smile

Now, why would you even take prisoners, apart from being human-friendly? Your mercs can interrogate prisoners in these prisons by using the correct facility. Every hour that they interrogate, they 'process' prisoners of war, and the following efects can happen:
  • a prisoner can join your cause and become a member of your militia
  • a prisoner might give you some helpful information about the army - he might tell you about patrols you do not yet know about, een about their exact number or the direction they might be travelling
  • a prisoner's family (or is it really the queen?) might pay ransom for his release.
  • a released prisoner that does not join your militia might still rejoin the army.
http://i49.tinypic.com/2q246df.jpg
This symbol (a prison chair illuminated by one of those interrogation-type lamps) indicates Stephen means business.

Before you ask: Due to my overall peacefulness, it will not be possible to torture prisoners. (In the trunk, in other mods that might be different). Not true as of r5896 and GameDir r1613: The prisoners of war you have caught and transferred to your prisons will actually appear in the tactical map.

http://i50.tinypic.com/11qpye9.jpg
Our team has taken quite a few prisoners, which are now in their cells in the liberated Alma prisons.

For every prisoner we caught, one will appear on the map (provided there is still room in the civilian team there). They are divided on the prison cells. They will not go hostile, since they are totally defenseless, as you've already taken their gear earlier...

However, harming them has negative repercussions: Loyalty in he next town will slightly lowered, as it dawns to the local population that the so-called liberators of Arulco are as brutal as the army. Naturally, killing prisoners of war removes them from your 'prisoner pool'.

They also have fitting dialogue, where they mock you, plead for mercy, or offer something for their release.

How many prisoners a merc can interrogate every hour depends on his stats, experience, personality and even gear (waving a shotgun under their tongues might get some people to speak their mind more clearly.

Note that the AI will get alerted if you handcuff prisoners. So stealthily handcuffing an entire sector will not work easily Smile

This feature is in the trunk since r5709, note that GameDir r1568 is required due to the new mouse cursor symbols. Savegame version number has been raised, however, this is still savegame compatible.

What I still plan to do, but have not yet gotten around too, is to add boni to mercs with a prison guard (Bull, Bubba) or Law enforcement (Raider, Rudolf, ...) background. These boni would make them superior at being a guard or interrogator. This would be used to determine a merc's 'background', so other mercs get boni for being veterans, lawyers, arms dealers, drug addicts, gang members, athletes, crazy people etc.
The handcuffs currently have placeholder images, as I suck at pictures.
I still plan to allow the player to offer the enemy a surrender option, might add that in the future. -> r5714 has this

New Entries in ini's and xml's:

Ja2options.ini:
;******************************************************************************************************************************
; Prisoner system
;******************************************************************************************************************************

; can you capture enemy soldiers?
ALLOW_TAKE_PRISONERS = TRUE

; can you offer enemies a surrender option?
ENEMY_CAN_SURRENDER = TRUE

; display surrender values on asking for surrender. Helpful if you wonder why the enemy does no surrender at overhelming odds.
DISPLAY_SURRENDER_VALUES = TRUE

; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0
SURRENDER_MULTIPLIER = 5.0

; can you offer your own surrender to the enemy? This will not work while certain quests are active, or if the enemy already asked
; you to surrender, and you refused
PLAYER_CAN_ASK_TO_SURRENDER = TRUE

; chance that released soldiers join the army again
PRISONER_RETURN_TO_ARMY_CHANCE = 50

; chance that interrogated soldiers decide to join your cause (they will be turned into militia)
PRISONER_DEFECT_CHANCE = 25

; chance that interrogated soldiers can give info on enemy positions
PRISONER_INFO_BASECHANCE = 25

; chance that interrogated soldiers detect a specific patrol (a soldier can detect only one max)
PRISONER_INFO_DETECT_CHANCE = 5

; chance that interrogated soldiers can give info on enemy numbers
PRISONER_INFO_NUMBER_CHANCE = 30

; chance that interrogated soldiers can give info on enemy movement directions
PRISONER_INFO_DIRECTION_CHANCE = 40

; chance that interrogated soldiers get you ransom money
PRISONER_RANSOM_CHANCE = 25

PRISONER_INTERROGATION_POINTS_ADMIN     =  80
PRISONER_INTERROGATION_POINTS_REGULAR   = 100
PRISONER_INTERROGATION_POINTS_ELITE     = 140
PRISONER_INTERROGATION_POINTS_SPECIAL   = 250
  


APBPConstants.ini:
  ;***********************************************************************
;* The APs needed build a fortification structure                      *
;***********************************************************************
AP_FORTIFICATION = 180

;***********************************************************************
;* The APs needed to eat                                               *
;***********************************************************************
AP_EAT = 80

;***********************************************************************
;* The APs needed to clean a weapon                                               *
;***********************************************************************
AP_CLEANINGKIT = 80

;***********************************************************************
;* The APs needed to disguise                                               *
;***********************************************************************
AP_DISGUISE = 80

;***********************************************************************
;* The APs needed to handcuff someone
;***********************************************************************
AP_HANDCUFF = 50
  


Map/FacilityTypes.ml:
   is a new INT16 tag that determines how many prisoners are 'normal' for this prison. If inmate numbers are higher than this, riots can occur even if there are guards.
  


current ItemFlags for Items.xml:
  #define EMPTY_SANDBAG			0x00000001	//1
#define FULL_SANDBAG			0x00000002	//2
#define SHOVEL				0x00000004	//4			// a shovel is used for filling sandbags and other building-related tasks
#define CONCERTINA			0x00000008	//8

#define WATER_DRUM			0x00000010	//16		// water drums allow to refill canteens in the sector they are in
#define MEAT_BLOODCAT			0x00000020	//32		// retrieve this by gutting a bloodcat
#define COW_MEAT   			0x00000040	//64		// retrieve this by gutting a cow
#define BELT_FED			0x00000080	//128		// item can be fed externally

#define AMMO_BELT			0x00000100	//256		// this item can be used to feed externally
#define AMMO_BELT_VEST			0x00000200	//512		// this is a vest that can contain AMMO_BELT items in its medium slots
#define CAMO_REMOVAL			0x00000400	//1024		// item can be used to remove camo
#define CLEANING_KIT			0x00000800	//2048		// weapon cleaning kit

#define ATTENTION_ITEM			0x00001000	//4096		// this item is 'interesting' to the AI. Dumb soldiers may try to pick it up
#define GAROTTE				0x00002000	//8192		// this item is a garotte
#define COVERT 				0x00004000	//16384		// if LBE, any gun inside will be covert. On a gun, it will be covert in any LBE, even if the LBE does not have that tag itself
#define CORPSE				0x00008000	//32768		// a dead body

#define SKIN_BLOODCAT			0x00010000	//65536		// retrieve this by skinning (=decapitating) a bloodcat
#define NO_METAL_DETECTION              0x00020000	//131072	// a planted bomb with this flag can NOT be detected via metal detector. Use sparingly!
#define JUMP_GRENADE			0x00040000	//262144	// add +25 heigth to explosion, used for bouncing grenades and jumping mines
#define HANDCUFFS			0x00080000	//524288	// item can be used to capture soldiers

#define TASER				0x00100000	//1048576	// item is a taser, melee hits with this will drain breath (if batteries are supplied)


current ammoflags for AmmoTypes.xml:
#define AMMO_NEUROTOXIN			0x00000001	//1			// this ammo adds the cyanide drug effect to its target, killing it in a few turns
#define AMMO_BLIND			0x00000002	//2			// this ammo will blind if it hits the head


SectorNames.xml:
What is propably interesting for modders is that you can set up the room numbers via xml. You can specify up to 16 prison room numbers in Map/SectorNames.xml:

    I13
    Alma
    Alma
    Alma
    Alma
    1
    100
    2
    38
    39
    40
    41
    42
    43
    44
    45
    46
    47
    48
    49
    50
    51
   

These are the exact room numbers from the map editor. Prisoners will appear in any sector with a prison facility and specified prison rooms if prisoners are present.

Update: New items include working stun guns, which make capturing enemies alive a bit easier.

Update 2: As of r5740 and GameDir r1576, enemies can also be bound via 'stacks of binders'. Its basically a kit that degrades every time you capture an enemy with it. Pro: Lasts for more than one enemy. Con: You do not gt it back, contrary to handcuffs.

Also, a FacilityType assignment performance tag now influences the performance of your interrogators in that sector. By this you can build really (in-)efficient prisons.

Update 3: r5888 gives us a better dialogue, from where we can choose the exact prison.

Update 4: r5896 and GameDir r1613 give us actual prisoners in the map, placed in the correct prison cells.

Update 5: r6219 and GameDir r1703 give us a prisoner-type differentiation. There are admin/regular/elite prisoners. Advanced prisoners are harder to interrogate, but can become advanced militia, should they join you.

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Captain

Re: New feature: Take prisoners, interrogate them[message #312711] Mon, 03 December 2012 06:19 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Are you kidding me !!!11!!!!11!! This is like Christmas present. Thank you. :cheers:

Hmmm, crazy people will get interrogation bonus. That would make me a good interrogator, hi hi. :silly:

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Master Sergeant
Re: New feature: Take prisoners, interrogate them[message #312716] Mon, 03 December 2012 10:28 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:546
Registered:January 2011
Location: Greece
May I also suggest giving Fox an interrogation bonus? It's not only the stick that can make someone talk you know Wink

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First Sergeant
Re: New feature: Take prisoners, interrogate them[message #312717] Mon, 03 December 2012 11:15 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
For this to be an up to date mod , torture ( waterboarding etc.) must be included , your puny objections in a pacifist stylee will be slapped right out of you ! .......


Smile

Oh Flugente , where would we be without you ... ?

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Captain

Re: New feature: Take prisoners, interrogate them[message #312732] Tue, 04 December 2012 00:12 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Update: r5711 and GameDir r1570 add a stun gun (needs batteries, a hit will deal no damage but knock out an enemy) and pepper spray (blinds target for a few turns if hit in the face from the front) to our non-lethal arsenal. This will make it easier to catch enemies alive. Placeholder images only, perhaps someone could draw some?

This also allows to give Fox something to repel certain desperate people. :bunny:

[Updated on: Tue, 04 December 2012 00:24] by Moderator

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Captain

Re: New feature: Take prisoners, interrogate them[message #312734] Tue, 04 December 2012 00:46 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
1. What is the main difference between stun gun and dart gun?
2. What happens if i handcuff Mike? Smile

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First Sergeant
Re: New feature: Take prisoners, interrogate them[message #312736] Tue, 04 December 2012 01:02 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
1. Stun gun is a melee weapon that dos not need ammo, but batteries. The breath damage effect is higher, guaranteeing an instant knockdown unless the target has serious breath damage resistance. Of course, you have to get to melee range.
2. He gets caught like everybody else and is now among your legion of helpless prisoners. But as you do not kill him, I guess he could return later on.

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Captain

Re: New feature: Take prisoners, interrogate them[message #312739] Tue, 04 December 2012 01:27 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Holy #

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Master Sergeant

Re: New feature: Take prisoners, interrogate them[message #312743] Tue, 04 December 2012 01:39 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
1. Seems reasonable, good idea. Provided there is a simple way to change the name of specific buttons.
2. Well, I made it, that's why :bravo: I'll gladly add a better cursor if someone provides one.
3. That's exactly the way it is. When the target is not knocked down, the chance to arrest depends on your's and the targets stats and traits, and it is pretty hard. To be exact:
// check wether we will be successful
BOOLEAN success = FALSE;
if ( pSoldier->flags.fMercAsleep || pSoldier->bCollapsed )
	success = TRUE;
else
{
	// check wether we can forcefully handcuff the other soldier, but this will be hard
	UINT32 attackrating  = 10 * EffectiveExpLevel( this )     +     EffectiveStrength( this, FALSE )     + 2 * EffectiveDexterity( this, FALSE )     +     EffectiveAgility( this, FALSE );
	UINT32 defenserating = 10 * EffectiveExpLevel( pSoldier ) + 2 * EffectiveStrength( pSoldier, FALSE ) + 2 * EffectiveDexterity( pSoldier, FALSE ) + 2 * EffectiveAgility( pSoldier, FALSE );

	if (gGameOptions.fNewTraitSystem)
	{
		attackrating  += 25 * NUM_SKILL_TRAITS( this, MARTIAL_ARTS_NT )     + 10 * HAS_SKILL_TRAIT( this, MELEE_NT );
		defenserating += 25 * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) + 10 * HAS_SKILL_TRAIT( pSoldier, MELEE_NT );
	}
	else
	{
		attackrating  += 25 * NUM_SKILL_TRAITS( this, MARTIALARTS_OT )     + 25 * NUM_SKILL_TRAITS( this, HANDTOHAND_OT )     + 10 * HAS_SKILL_TRAIT( this, KNIFING_OT );
		defenserating += 25 * NUM_SKILL_TRAITS( pSoldier, MARTIALARTS_OT ) + 25 * NUM_SKILL_TRAITS( pSoldier, HANDTOHAND_OT ) + 10 * HAS_SKILL_TRAIT( pSoldier, KNIFING_OT );
	}

	ReducePointsForFatigue( this, &attackrating );
	ReducePointsForFatigue( pSoldier, &defenserating );

	if ( Random(attackrating) > Random(defenserating) + 100 )
		success = TRUE;
}

[Updated on: Tue, 04 December 2012 01:50] by Moderator

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Captain

Re: New feature: Take prisoners, interrogate them[message #312754] Tue, 04 December 2012 08:15 Go to previous messageGo to next message
Bombrik is currently offline Bombrik

 
Messages:17
Registered:October 2011
Location: Tantallon, Axius
Looks beautiful! Now where can you get r5711?

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Private
Re: New feature: Take prisoners, interrogate them[message #312759] Tue, 04 December 2012 15:07 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
"Depri's Builds and Packages" is usually the place to look for ... Smile






http://tinyurl.com/8j3v9jk

A link might be helpful Smile

Edit : Lockie .

[Updated on: Tue, 04 December 2012 19:05] by Moderator

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Sergeant Major
Re: New feature: Take prisoners, interrogate them[message #312774] Tue, 04 December 2012 21:42 Go to previous messageGo to next message
Bombrik is currently offline Bombrik

 
Messages:17
Registered:October 2011
Location: Tantallon, Axius
Am running into a small issue, game crashes anytime I try and set someone on prison duty. Tried it at Alma and San Mona, and had the same crash error.

"Runtime Error

Press to Exit

File: vobject.cpp
Line: 965
Function: BitVideoObjectToBuffer
Video object index is larger than the number of subimages"

Happened so far when I tried Ira, Sam, my own I.M.P., Beth, Sparky, Raven and Spider on Prison Duty in the aforementioned locations. Have not tried others.

Running latest SVN, in Window Mode at 1024x768 res. Not running any additional modifications. Using Release Build 5712.

Also, is there any way to tell *WHERE* the prisoners end up at?


Gambigobilla
1. What is the main difference between stun gun and dart gun?
2. What happens if i handcuff Mike? Smile


Would love to be able to recruit Mike, or get my hands on a mod that adds Mike but doesn't remove some useful merc, like Spider or Dr. Q.

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Private
Re: New feature: Take prisoners, interrogate them[message #312775] Tue, 04 December 2012 21:46 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Fixed with GameDir r1571, STI images were missing.

A few clarifications:
  • The prisoners cannot be 'seen' inside the prison. If I were to spawn captured enemies in a sector you control, the game would deduct that there is a battle going on, so one wouldn't be able to progress time. Spawning 'prisoner' civilians wouldn't be much better, as I can't spawn them inside their cells. They would be all over the sector Smile. Getting people to spawn in the correct pplace is map editor work.
  • The 'x/y' display when doing interrogation might need some explanation. y represents the number of prisoners currently in this prison. x is the number of prisoners your merc can interrogate this hour. This is actually float value, so 0 does not mean he cannot interrogate, but that he does not have enough 'points' to interrogate a whole prisoner. These values add up for multiple interrogators.

[Updated on: Tue, 04 December 2012 22:15] by Moderator

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Captain

Re: New feature: Take prisoners, interrogate them[message #312777] Tue, 04 December 2012 23:33 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Flugente

If you select 'Yes', the prisoners will be sent to the biggest prison in Arulco that you control. There are 5 prisons in Arulco: Tixa and Alma have the biggest, Chitzena, Cambria and San Mona have very small ones.

Just to make sure:

1. Is this list sorted by descending jail's size? (like: if Tixa is currently not enemy controlled, your POWs do go there regardless of which other potential prisons you may control?

2. What happens to imprisoned POWs if your current prison is retaken by D's troops?
a) The POWs just disappear (e.g. executed according to martial law for defection or something)
b) they go back into D's service?
c) chances are applied as if you interrogated and released them?
d) ...?

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Sergeant Major
Re: New feature: Take prisoners, interrogate them[message #312778] Tue, 04 December 2012 23:42 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
1. Prisons are facilities (types 3, 21, 22). You can thus define prisons anywhere via xml. These are the 5 standard predefined prisons in Arulco - and there is of course, the hidden prison #6, which is as big as Alma.

Your prisoners are sent to the biggest prison (because having a selection dialogue is surprisingly difficult due to the... inflexible MessageBox-code). Next commit will include a small message as to where they were sent.

2. They are freed by the army, and ALL of them will rearm themselves and join the army here. So if the army frees Tia, and you have 30 prisoners there, the victorious attacker platoon will grow b 30 individuals. Thus, if you want to use a prison and make lots of prisoners, you better guard it well...

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Captain

Re: New feature: Take prisoners, interrogate them[message #312780] Tue, 04 December 2012 23:57 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Thx, flug!
Flugente
Next commit will include a small message as to where they were sent.

That's a good idea. Smile

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Sergeant Major
Re: New feature: Take prisoners, interrogate them[message #312807] Wed, 05 December 2012 18:32 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Finaly a reason to keep Tixa under control.
Since it is the largest prison, my captives will always be sent there, and proccessed there by my interrogators.

One side note to your plan, Flugente, to make certain mercs better at interrogation due to their "history".. if I one day manage to bring STOMP 2 to the light, there are "Specialties" there as part of the design. Those are small unique oddities for each merc based on his bio/history. These abnormalities can give certain small bonuses or penalties or both and can be pretty much anything. Your plan actually perfectly fits for that, as the Specialties for those mercs would contain these bonuses. If you know what I mean.
So instead of trying to add the "History" or similar feature to mercs, you may try to wait for my project.

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Master Sergeant

Re: New feature: Take prisoners, interrogate them[message #312818] Thu, 06 December 2012 01:52 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
@Sandro: Exactly my plan. So I'll leave this open for you to put it in, thank you :bunny:

Update: As of r5714, we can finally turn the tables and ask the army to surrender to us. If they accept, all remaining, non-dying enemies will become prisoners, and the battle will effectively end.
http://i49.tinypic.com/5koak3.jpg
At the moment, the decision on wether the enemy will surrender is very simple (pseudocode):
if ( 2 * number of mercs + number of militia >= 6 * number of enemies)
      SurrenderToPlayer();

This can be fleshed out, but I'll wait for thoughts on this.

[Updated on: Thu, 06 December 2012 02:57] by Moderator

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Captain

Re: New feature: Take prisoners, interrogate them[message #312820] Thu, 06 December 2012 02:42 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
1. Could you take type of enemy and militia into account? Like e.g. blackshirts never surrender to green militia or red shirts surrender to fewer opponents than elites?

2. In a battle without militia your equation results in "a normal player squad of 6 mercs can only make the very last enemy surrender". Wouldn't a ">=" fit better?

[Updated on: Thu, 06 December 2012 02:42] by Moderator

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Sergeant Major
Re: New feature: Take prisoners, interrogate them[message #312821] Thu, 06 December 2012 02:56 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
1. Of course. Still looking for the best formula, so feel free to advise.
2. Ingame it is '>='.

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Captain

Re: New feature: Take prisoners, interrogate them[message #312822] Thu, 06 December 2012 03:54 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
I'd think:
1. admin enemy: 2 * number of mercs + number of all militia >= 3 * number of admin enemies
2. red shirts: 2 * number of mercs + number of (dark+light)blue militia >= 4 * number of enemies
3. blackshirts: 2 * number of mercs + number of dark blue militia >= 6 * number of enemies

Something like this (if it can be cooked into a single formula with resonable effort). Smile

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Sergeant Major
Re: New feature: Take prisoners, interrogate them[message #312823] Thu, 06 December 2012 04:36 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
So this is the end of the "find the last enemy mini-game" Smile

Also, maybe mercs level (or any other stat) should make some difference. A one-shot-one-kill sniper is more intimidating than rookie with a pea shooter.

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First Sergeant
Re: New feature: Take prisoners, interrogate them[message #312833] Thu, 06 December 2012 16:15 Go to previous messageGo to next message
winehouse

 
Messages:84
Registered:October 2012
Morale should take a large part in this formula.

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Corporal 1st Class
Re: New feature: Take prisoners, interrogate them[message #312835] Thu, 06 December 2012 16:48 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Or maybe how battle went, a comparison of forces at the start of battle and the time you asked for surrender.

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First Sergeant
Re: New feature: Take prisoners, interrogate them[message #312836] Thu, 06 December 2012 18:18 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Fox :nails: should be a part of the formula. If shes in the team, enemy automatically surrenders. With happy faces. :naughty:

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Master Sergeant
Re: New feature: Take prisoners, interrogate them[message #312838] Thu, 06 December 2012 20:53 Go to previous messageGo to next message
TBCoW

 
Messages:6
Registered:December 2012
Hi.
I have such idea. Each side (attacking and defending) should have psychological strenght level. It is varied by:
-Current health state
-Experience
-Leadership
-Morale
-Amount of soliders
-Solider rank
Toggle Spoiler


Persuation levels:
0,75

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Private
Re: New feature: Take prisoners, interrogate them[message #312859] Fri, 07 December 2012 17:18 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Hi TBCoW, welcome to the pit!

I've altered the formula (r5715). An individual soldier's surrender strength is calculated like this:
UINT32		SOLDIERTYPE::GetSurrenderStrength()
{
	if( this->stats.bLife < OKLIFE || this->flags.fMercAsleep || this->bCollapsed  || (this->bSoldierFlagMask & SOLDIER_POW) )
		return 0;

	UINT32 value = 100 + 10 * EffectiveExpLevel( this ) + EffectiveStrength( this, FALSE ) + 3 * EffectiveMarksmanship( this) + EffectiveLeadership( this) / 4;

	ReducePointsForFatigue( this, &value );

	value = (value * this->stats.bLife / this->stats.bLifeMax);

	// adjust for type of soldier
	if ( this->ubSoldierClass == SOLDIER_CLASS_ELITE || this->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA )
		value *= 1.5;
	else if ( this->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR || this->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA )
		value *= 0.75;

	return value;
}


The final decision wether to surrender or not is then (pseudo code):
if ( 2 * (sum of mercs surrender strength) + (sum of militia surrender strength) >= 6 * (enemy surrender strength) )
      surrender = true;


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Captain

Re: New feature: Take prisoners, interrogate them[message #312861] Fri, 07 December 2012 17:37 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Am i right in assuming those "effective"Values in your code are the ones that have effects like influence of nearby Squadleader-trait already included?

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Sergeant Major
Re: New feature: Take prisoners, interrogate them[message #312862] Fri, 07 December 2012 17:42 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Well, they are affected by drugs or disabilities, (like claustrophobic giving you -1 to level in caves etc.). So the squadleader-bonus is also factored in, yes.

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Captain

Re: New feature: Take prisoners, interrogate them[message #312863] Fri, 07 December 2012 17:48 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Ok, thx. Smile

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Sergeant Major
Re: New feature: Take prisoners, interrogate them[message #312911] Sun, 09 December 2012 09:57 Go to previous messageGo to next message
Bombrik is currently offline Bombrik

 
Messages:17
Registered:October 2011
Location: Tantallon, Axius
Sometimes when having a merc set to Interrogation Duty, he/she will work on the task for almost, but not quite, an hour, then the "Prisoner" job tag will start flashing red. Switching them off, and then setting other mercs to the task don't seem to solve this, and the prisoners do not become processed. Any idea what this could be?

Edit: Also noticed that, the message about where prisoners are sent, is always the same zone they got captured in.

[Updated on: Sun, 09 December 2012 10:01] by Moderator

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Private
Re: New feature: Take prisoners, interrogate them[message #312915] Sun, 09 December 2012 16:36 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Hmm, never experienced that. Could you upload a savegame, and tell me the exact revision of your exe?

Both fixed in r5721, thanks for spotting this!

[Updated on: Sun, 09 December 2012 17:10] by Moderator

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Captain

Re: New feature: Take prisoners, interrogate them[message #312992] Wed, 12 December 2012 18:57 Go to previous messageGo to next message
vota dc is currently offline vota dc

 
Messages:54
Registered:August 2006
Maybe Psycho mercs or mercs that lost buddies could refuse the surrender.

Gambigobilla
So this is the end of the "find the last enemy mini-game" Smile


It was a little annoying, so it is an interesting effect of the new feature.

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Corporal
Re: New feature: Take prisoners, interrogate them[message #312995] Wed, 12 December 2012 20:24 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
When surrendering, a team (player or AI) either surrenders completely or not at all. There's nothing in between.

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Captain

Re: New feature: Take prisoners, interrogate them[message #313000] Thu, 13 December 2012 11:04 Go to previous messageGo to next message
sardonic_wrath is currently offline sardonic_wrath

 
Messages:48
Registered:June 2011
that is freakin awesome feature!

Just a thought - since enemy types are already treated differently (surrender strength), what about keeping this distinction when they are imprisoned?
Elite prisoners could be harder to interogate, more likely to reveal intel (or maybe better intel?), and turn into dark blue militia if "recruited", etc, you get the idea.

Question would of course be if the interrogation process would start with elite prisoners, to get valuable results, or with weaker enemies, to empty the cells as fast as possible if a riot seems immenent

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Corporal
Re: New feature: Take prisoners, interrogate them[message #313240] Mon, 17 December 2012 22:27 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Update: As of r5740 and GameDir r1576, enemies can also be bound via 'stacks of binders'. Its basically a kit that degrades every time you capture an enemy with it. Pro: Lasts for more than one enemy. Con: You do not gt it back, contrary to handcuffs.

Also, a FacilityType assignment performance tag now influences the performance of your interrogators in that sector. By this you can build really (in-)efficient prisons.

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Captain

Re: New feature: Take prisoners, interrogate them[message #313346] Wed, 19 December 2012 21:10 Go to previous messageGo to next message
The Cheshire Cat is currently offline The Cheshire Cat

 
Messages:21
Registered:July 2010
Yessssssss. This is a feature I've felt like the game has been lacking for so long. There's a bunch of LTL equipment that really was just not useful before; now it actually makes sense to try to take enemies alive (plus I like that you added in the option to demand enemies to surrender - it's always a pain dealing with that one lone straggler who's running away from your mercs but for some reason refuses to leave the sector and end the combat).

Rubber bullets could be added as a new ammo type to allow you to deal stamina damage with regular weapons. The downside would of course be that they have no penetration ability and shorter range thanks to their lower velocity. I'm not sure if it's possible to do this, but on a critical hit they should deal a fair amount of regular damage (to represent getting hit in the eye or something - people have died from this before in real life). Shotguns would get Bean Bag ammo as their LTL option.

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Private 1st Class
Re: New feature: Take prisoners, interrogate them[message #313352] Wed, 19 December 2012 23:03 Go to previous messageGo to next message
Lepidosteus is currently offline Lepidosteus

 
Messages:95
Registered:November 2007
Location: Land of Buns.
Hopping on the "this is awesome"-train Smile

How do I demand surrenders though? I can't find the buttonpress.
Also, cuffs and binders - are they available at BR/vendors or do I have to edit them in?

Ta!

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Corporal 1st Class
Re: New feature: Take prisoners, interrogate them[message #313353] Wed, 19 December 2012 23:12 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Glad you people like this Smile

Handcuffs, binders, pepper spray etc. can be bought at BR, and some mercs have some of it in their starting kits. At the moment, the pics are still placeholder items (pepper spray looks like a Glock 17 etc.), it'll be a few days till someone makes fitting pics.

To demand surrender, you have to speak to the enemy Smile. You will be asked wether you want to demand surrender. Click on 'Yes'.

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Captain

Re: New feature: Take prisoners, interrogate them[message #313354] Wed, 19 December 2012 23:30 Go to previous messageGo to previous message
Clarkew is currently offline Clarkew

 
Messages:75
Registered:May 2011
Location: East Texas, USA
Flugente


To demand surrender, you have to speak to the enemy Smile. You will be asked wether you want to demand surrender. Click on 'Yes'.


Oh awesome! I had initially disabled this in my game because i dint want to deal with battles ending early. This makes it a whole new ballgame though!!

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Corporal
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