Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Take prisoners, interrogate them
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Re: New feature: Take prisoners, interrogate them[message #314380]
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Fri, 18 January 2013 23:05
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Hmm. While that already is possible once, I do like players begging for mercy... otoh, I am not in a coding mood... well see.
[Updated on: Fri, 18 January 2013 23:06] by Moderator Report message to a moderator
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Re: New feature: Take prisoners, interrogate them[message #315585]
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Tue, 19 February 2013 20:56
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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This is not active during those quests because it might interfere with them. No loss at all, as this option didn't exist previously.
In your case, surrender of enemy forces is very unlikely. See first page posts regarding surrender strength for a calculation.
There will be no option that allows one to kill prisoners in the trunk. Because some (most likely german) idiots would then erect deathcamps in Arulco, and I don't want that. Some things simply don't belong into a game.
[Updated on: Tue, 19 February 2013 20:58] by Moderator Report message to a moderator
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Re: New feature: Take prisoners, interrogate them[message #315940]
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Tue, 05 March 2013 02:23
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Significant update: With r5896 and GameDir r1613, something new happens: The prisoners of war you have caught and transferred to your prisons will actually appear in the tactical map. :jail:
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. :vader: 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.
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.
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Re: New feature: Take prisoners, interrogate them[message #316038]
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Thu, 07 March 2013 15:53
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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Hi,
first of all this is by far one of the most useful new features for JA2 I've ever seen, very nice work Flugente, Kudos.
But now I got a question, will we be able to arrest NPCs like Doreen, Mike, the General in Alma, perhaps even all those bad Terrorists, Intercept wants us to apprehend? I mean you could do it in a fashion like those escort missions, you catch them, bam they're part of your team, means you have access to his inventory and so on except of course, you can't give them any kind of weapons for obvious reasons. Now you can escort them to your nearest Prison and drop them off there. This would make a great RPG option for "having a trial" for Doreen and make her execution, lifetime imprisonment for child slave labour and war profiteering, more how should I put it "festive"
Maybe you could even talk some sense Mike to join the right cause, thinking about a minigame here, you need a merc with high leadership and it takes some time a few days or weeks maybe until you can convince him to stop being an asshole and go play for the winning team ^^
[Updated on: Thu, 07 March 2013 15:54] by Moderator Report message to a moderator
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Staff Sergeant
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Re: New feature: Take prisoners, interrogate them[message #316048]
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Thu, 07 March 2013 20:32
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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At the moment one can only capture enemy soldiers, and only offer surrender to their team. Three reasons:
A) Capturing NPCs, and thus removing them after battle, was not intended in the game originally,thus it might break quests.
B) This would make fights against civilians too easy. Kingpin's hitmen (and the new assassins) are alone, so they would always surrender instantly if you ask them, as you meet them mostly in towns where you have militia.
C) This would actually be bad for the terrorists. The soldier gets removed, and he takes his head along...
D) This might be changed for a few civilians with an upcoming feature (and even be a significant part of it), but not for NPCs with profiles.
Hiring other NPCs was done a long time ago, search for 'MMM' in this forum (Many Mercenaries Mod).
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Re: New feature: Take prisoners, interrogate them[message #316050]
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Thu, 07 March 2013 21:13
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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I think you misunderstood what I meant,
I wasn't thinking about arresting for example Mike like the regular Arulcean Army Soldiers where you get asked which prison you wanna send them to, I thought more about arresting Mike, he joins your team like Skyrider does when you have to escort him back to Drassen Airport and then you could bring Mike to Alma Prison for example and leave him there like you can do with Skyrider even before you reach Drassen and the Chopper and if you come back Skyrider is usually still there.
So basicly what I am trying to say here, you arrest Mike or some other unliked NPC you wanna incarcerate haul his ass to the next prison you control and drop him there, that he stays there indefinetly, except of course you release him or shoot him (or recruit him )
About C) I was more thinking about turning over the alive terrorists to Carmen, for it's not my job to be the Policeman, Judge and Executioner over the crimes they've commited
Thanks for the hint to "MMM" actually have heard about it but not thought about it, dumb me ^^
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Staff Sergeant
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