Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Take prisoners, interrogate them
Re: New feature: Take prisoners, interrogate them[message #318072] Sat, 27 April 2013 16:55 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
One cannot heal members of the enemy team. Has always been so and never been relevant until now, lets see what the future brings Smile

You can get prisoners by either handcuffing them (with handcuffs), or by having them surrender. Both are described in this thread.

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Captain

Re: New feature: Take prisoners, interrogate them[message #318073] Sat, 27 April 2013 17:10 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Yo, Flug, question was if they could be handcuffed in 'dying' state (and be healed afterwards) or if dying enemies are doomed to die?

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Sergeant Major
Re: New feature: Take prisoners, interrogate them[message #318075] Sat, 27 April 2013 17:19 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Ah yes. Dying soldiers can be handcuffed. However that is pointless currently, as you cannot heal them, and they will die if combat ends (which happens when all non-dying soldiers are dead or captured).
I stand corrected. I correctly remembered that soldiers refuse to be bandaged - but dying soldiers are unconscious, so they can't say no. So yes, you can bandage dying soldiers, captured or not. I'll see if I can make a small change that allows bandaging of any capture soldiers (so you don't have to wait till they are dying until you can bandage them fully).

[Updated on: Sat, 27 April 2013 17:35] by Moderator

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Captain

Re: New feature: Take prisoners, interrogate them[message #318079] Sat, 27 April 2013 17:33 Go to previous messageGo to next message
turtlemoviesco is currently offline turtlemoviesco

 
Messages:16
Registered:April 2013
Location: UnitedStates
Ok well thanks for all the great responses.
Well since we are on the topic could you tell me how to offer them to surrender?

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Private
Re: New feature: Take prisoners, interrogate them[message #318081] Sat, 27 April 2013 17:36 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Speak to them. A pop-up box will give you the choice to demand surrender, offer your surrender, or exchange pleasantries.

Also see my correction above.

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Captain

Re: New feature: Take prisoners, interrogate them[message #318082] Sat, 27 April 2013 17:40 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
If they can be recalled from the dead , we should be able to steal from them..... hee hee
. :diabolical:

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Captain

Re: New feature: Take prisoners, interrogate them[message #318084] Sat, 27 April 2013 17:49 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
As of r6028, you can now bandage any of your prisoners.

Note: if you people try to abuse this (use prisoners as refillable punching bags), I will introduce stricter adherence to the Geneva convention... town morale penalty on abusing prisoners for example. You've been warned :goodnews:

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Captain

Re: New feature: Take prisoners, interrogate them[message #318086] Sat, 27 April 2013 17:50 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
As long as you don't sic PETA on the cow punchers Razz

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Captain

Re: New feature: Take prisoners, interrogate them[message #318087] Sat, 27 April 2013 17:51 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
And the stealing ?

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Captain

Re: New feature: Take prisoners, interrogate them[message #318088] Sat, 27 April 2013 17:53 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
tststs, greedy people... Smile What for anyway? If they die, you get their equipment, if they are prisoners too...

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Captain

Re: New feature: Take prisoners, interrogate them[message #318090] Sat, 27 April 2013 17:56 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
If they die you rarely get their loot ! Anyway , stealing is huge fun if you do it right :devilaugh:

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Captain

Re: New feature: Take prisoners, interrogate them[message #318091] Sat, 27 April 2013 17:57 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Do mean drop all is used with prisoners even if it's not turned on ?

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Captain

Re: New feature: Take prisoners, interrogate them[message #318092] Sat, 27 April 2013 17:57 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Oh right, some players still equip the majority of their enemy's gear with warp displacement devices.

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Captain

Re: New feature: Take prisoners, interrogate them[message #318094] Sat, 27 April 2013 18:00 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Prisoners drop everything they are allowed to drop when they are removed from battle.

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Captain

Re: New feature: Take prisoners, interrogate them[message #318115] Sun, 28 April 2013 03:55 Go to previous messageGo to next message
turtlemoviesco is currently offline turtlemoviesco

 
Messages:16
Registered:April 2013
Location: UnitedStates
Cool thanks for all the support guys.

Hey I noticed that Ira and Demitri can't talk to enemies to offer surrender but everyone else can, is this just me?

Would it be possible to make the prisoners become full on soldiers when interigated instead of militia? When I have prisoners in a prison I normally already have the max militia in that sector and free crappy soldiers would be cool to have.

Just make them all look the same, and just have random stats and maybe allow me to give them a name? Just an idea.

[Updated on: Sun, 28 April 2013 03:59] by Moderator

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Private
Re: New feature: Take prisoners, interrogate them[message #318142] Sun, 28 April 2013 18:00 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Seems that it is just you^^, works fine for me.

Note that when you get militia from prisoners, it is possible to get more than the max number of militia in a sector, so they don't get lost there.

We can't just add unlimited new mercs, they need profile data an everything. Besides, why would militia you get from 'turned' enemies be different from normal militia?

(Named, more individual soldiers are possible though *hintsatfuture*)

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Captain

Re: New feature: Take prisoners, interrogate them[message #318256] Tue, 30 April 2013 06:05 Go to previous messageGo to next message
turtlemoviesco is currently offline turtlemoviesco

 
Messages:16
Registered:April 2013
Location: UnitedStates
Is there a way to make the milia travel with me? I just feel like the one prison turned into a miltia is a bit useless, are they atleast free or do they add to the daily cost?

I guess turning them into mercs woulnt work how I was thinking, i was thinking everyone would be the same when it comes to bio, looks, voice, image, etc with the oy difference being the name one gets to assign, but as you said you cant just create unlimited mercs, would be cool though. If it was possible they would have to be really crappy soldiers or one could make a super army easliy, i was thinking it would be possible but you would have to make them train alot lol.

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Private
Re: New feature: Take prisoners, interrogate them[message #318277] Tue, 30 April 2013 20:14 Go to previous messageGo to next message
Meowmers is currently offline Meowmers

 
Messages:13
Registered:October 2005
Location: New York
Flugente
Make prisoners work... Hmm. Relatively easy to code, but doesn't fit my vision. Once can easily amass huge amounts of prisoners, which would then make it too easy to get lots of money, so some sort of balance is needed.

In an unreleased feature, Bubba and Bull get a huge bonus to 'guard duty', as they are former prison guards, and mercs with law enforcement background get a bonus to interrogation. I'm still unsure when I'll release that one.
Well, prisoners only make a few cents a day so i was thinking that or a small boost to mine income since thats where you'd probably force them to work so not too much money. Also, if you have too many prisoners don't they riot? The balance could be that, or a constant loyalty hit for using slave labor, a limit on prisoners per jail or a cap on how much can be made or make it editable like militia costs.

I think players that would unbalance their game, farming prisoners wouldn't have too much of a problem just using GABBI cheats.

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Private
Re: New feature: Take prisoners, interrogate them[message #318296] Tue, 30 April 2013 23:31 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
@turtlemoviesco: Currently static militia can't move strategically, except when it reinforces on battles in neighbouring sectors. Militia also counts as guards for your prison, so having a few of them is advisable. And most prisons are in cities anyway, where one trains them anyway. And every militia costs (or none at all, depending on setting).

@Beretta: Yup, they do riot. Though if you want money from them you can simply interrogate them, as there is chance you get ransom money from them. Having them set to work in other sectors would be... quite tricky.

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Captain

Re: New feature: Take prisoners, interrogate them[message #318316] Wed, 01 May 2013 07:53 Go to previous messageGo to next message
Meowmers is currently offline Meowmers

 
Messages:13
Registered:October 2005
Location: New York
It's not about the money, it's more how prisoners are "used up". and i bit into the game you dont really need money or info on positions so it's not even worth it to capture retreating enemies much less hiring a specialized merc to interrogate them (though oddly enough, they are both the cheapest)

Anyway, I dont want to argue the way i have it working is good enough for me for now and i love all your work. I just wanted to fulfill anyones mining baron/slaver fantasies.

now that i think about it, prisons should by default be costing you money so breaking even is a fair trade off.

[Updated on: Wed, 01 May 2013 12:30] by Moderator

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Private
Re: New feature: Take prisoners, interrogate them[message #319243] Fri, 10 May 2013 03:13 Go to previous messageGo to next message
Aurochs is currently offline Aurochs
Messages:2
Registered:March 2012
Location: Arizona
So can you take Deidranna prisioner this way? Making her stand trial for all her horrible crimes seems appropriate, I think.

I'm also curious on how this prisoner Interaction thing works with soem of the NPC animals. If I were to handcuff a cow/bloodcat/alien, would they show up in the prision? Will the Hicks offer to ransom back any cows I capture? What sort of information could I aquire from interrogating an alien? How would you even go about interrogating an alien? I would assume that many creatures/npcs would be un-capturable to prevent problems like this, but at the same time I think it would be a nice feature to have some sort of unique event trigger when you manage to capture some of the important named enemies such as Mike or Deidrianna.

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Civilian
Re: New feature: Take prisoners, interrogate them[message #319245] Fri, 10 May 2013 03:36 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
NPCs cannot be captured, a this interferes with quests.

Creatures cannot be captured either, as it makes no sense. Only enemy soldiers can be captured and thus be interrogated.

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Captain

Re: New feature: Take prisoners, interrogate them[message #319641] Tue, 14 May 2013 16:09 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Quick question as this feature seems to be the most recent modifications to civ quotes, what indexes are used by Index 21 Prisoner civ group? Is there a list that breaks down how the "civ" EDT's are distributed among the civ factions?

EDIT: brute forced it, opened all the "civ" EDT's till I found out it was "civ52"

[Updated on: Tue, 14 May 2013 18:15] by Moderator

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Lieutenant

Re: New feature: Take prisoners, interrogate them[message #319685] Tue, 14 May 2013 23:10 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Aye. It was just the one the game wanted to use. If it is of interest for you, I tricked the ASSASSIN_CIV_GROUP (#20, my feature, not Kingpin stuff!) was tricked into using files 22, 23 and 24, so that they talk like militia.

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Captain

Re: New feature: Take prisoners, interrogate them[message #321183] Thu, 30 May 2013 09:20 Go to previous messageGo to next message
choijaeho is currently offline choijaeho

 
Messages:6
Registered:August 2010
Small suggesion to support mods that were made prior to this feature.
It seems POW_PRISON_CIV_GROUP is set to use uiindex 21 defined in CIV_GROUP_NAMES.XML but for example in Arulco Revisited 1.4, smugglers faction use uiindex 21.
How about add a feature to read from CIV_GROUP_NAMES.XML and check their respective uiindex and name matches "Prisoner"

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Private
Re: New feature: Take prisoners, interrogate them[message #321223] Thu, 30 May 2013 21:42 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
fantazma
Small suggesion to support mods that were made prior to this feature.
It seems POW_PRISON_CIV_GROUP is set to use uiindex 21 defined in CIV_GROUP_NAMES.XML but for example in Arulco Revisited 1.4, smugglers faction use uiindex 21.
How about add a feature to read from CIV_GROUP_NAMES.XML and check their respective uiindex and name matches "Prisoner"
Afaik Arulco Revisited is built on 4870, thus it does not even have this feature - no problem there.

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Captain

Re: New feature: Take prisoners, interrogate them[message #321335] Mon, 03 June 2013 21:09 Go to previous messageGo to next message
niculinux is currently offline niculinux

 
Messages:77
Registered:January 2012
Location: Italy
Gooood!!!

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Corporal
Re: New feature: Take prisoners, interrogate them[message #322132] Thu, 27 June 2013 20:47 Go to previous messageGo to next message
Jtavish is currently offline Jtavish

 
Messages:7
Registered:September 2012
erm....how to you install this mod? has it been released ? I haven't been following this forum for quite some time now, and I want to get back in.

I was thinking of using this mod with Arulco revisited and the old mercs from DG....

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Private
Re: New feature: Take prisoners, interrogate them[message #322136] Thu, 27 June 2013 21:30 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
This is in the current trunk (r61xx). Arulco Revisited is based on r4870 afaik. You'd have to update the AR data do the current exe. No idea if anyone else has already done that.

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Captain

Re: New feature: Take prisoners, interrogate them[message #322651] Sat, 13 July 2013 03:32 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Update: 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.
  • If several types of prisoners are in your prison, the low-quality ones are interrogated first.
  • If you decide to massacre prisoners in tactical, the elite ones will be killed first, as there the most valuable ones to you. Along to awarding you a loyalty malus in a nearby town for being a total dick, that is.
  • If a prisoner joins you, there is a 20% chance that he will be demoted. So if an elite prisoner joins you, 80% chance of him becoming a veteran militia, 16% regular, and 4% green.
  • Interrogation points needed can now be set in the ini for each type:
    PRISONER_INTERROGATION_POINTS_ADMIN     =  80
    PRISONER_INTERROGATION_POINTS_REGULAR   = 100
    PRISONER_INTERROGATION_POINTS_ELITE     = 140
    PRISONER_INTERROGATION_POINTS_SPECIAL   = 250
    
    Previously, 100 points were used to interrogate a prisoner. You can see the interrogation points of your interrogators in strategic when they are on assignment, 145/7 means 145 points for 7 possible prisoners.
  • This is fully savegame compatible! Existing prisoners will be transformed into admin prisoners. Unless you have >255 of them in one prison, then they'll become regulars. And if more than 65535 elites. Though I doubt this is relevant to anyone Smile
  • You'll note that this also factors in 'special' prisoners - which you cannot get at this point. That might change in the future.

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Captain

Re: New feature: Take prisoners, interrogate them[message #323107] Tue, 23 July 2013 09:51 Go to previous messageGo to next message
axor01 is currently offline axor01

 
Messages:31
Registered:July 2013
Location: RSA
Great, I love this in UC113.

I have prisoners in Atremo cells, and Biff is set to interrogate the 2. There are 20 militia in the area also. The prisoners always escape!

What is wrong? How do I set a merc to guard them?

Also, there is one prisoner turned red, but 20 militia, yet the army controls the sector inspite of no battle taking place?

[Updated on: Tue, 23 July 2013 11:06] by Moderator

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Private 1st Class
Re: New feature: Take prisoners, interrogate them[message #323173] Wed, 24 July 2013 22:40 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Not knowing UC, please post the exe version you are using, and the facility data of that prison (prisoner base limit etc.). 2 prisoners vs 20 militia shouln't normally escape... I take it the militia are in the same sector?

All mercs in the sector not sleeping are counted to your guard strength. As well a militia.

As initiating combat upon prisoner escape can royally fuck up a game, I simply spawn them there. Doing otherwise can do bad things, depending on what the player is doing at the time of the riot.

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Captain

Re: New feature: Take prisoners, interrogate them[message #323233] Thu, 25 July 2013 19:54 Go to previous messageGo to next message
Bambusar is currently offline Bambusar

 
Messages:63
Registered:July 2012
Little exploitable thing i found out.

You can dressed as enemy soldier (covert trait) capture as many of the enemies you want using Stack of binders.
I am doing it at night but still they should be alerted. When I am not successful at handcuffing no alarm is raised. I think my cover should be seen through first time enemy soldier comes across captured enemy or if I try to handcuff somebody and am seen doing that.

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Corporal
Re: New feature: Take prisoners, interrogate them[message #323235] Thu, 25 July 2013 20:29 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
When the enemy sees captured enemies, they are alerted... but there is no way to uncover you, as they don't know who captured them.

There is no animation for handcuffing (not sure atm which one I am using instead), and the detection of actions is mostly via animations.

However, it seems I currently do not uncover disguise on unsuccessful handcuff attempts, that could be changed... and is done so in r6241.

[Updated on: Thu, 25 July 2013 20:58] by Moderator

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Captain

Re: New feature: Take prisoners, interrogate them[message #323247] Fri, 26 July 2013 01:04 Go to previous messageGo to next message
Bambusar is currently offline Bambusar

 
Messages:63
Registered:July 2012
Thx that makes more sense now.
Also maybe solution would be that they uncover you if you are seen near captured enemy, like it is done for dead body. Or maybe make enemies recognize you sooner if they are alerted. Or seeing you using handcufs/binders should be immediately uncover same as it is for using weapon.

In current state I can do whatever I want: I can be right next to them handcuffing their friend and they dont recognize me. Not sure maybe my mecs is a bit to buffed up, but they should recognize me being so close to them. In start of the game they did recognize me when I came near them but now in second half they just dont, even though I have G11. When you capture one guy and they found him they all swarm near him all alerted and nervous where i can just handcuff one by one.

I am testing various possibilities of Covert trait, I also found that arming TNT one tile away from group of them is a bit to easy to do and it doesnt get you uncovered. Same goes for mustard gas. Sometimes you can just throw unarmed TN near them and arm it with smaller grenade.

Where feature works brilliantly is if you distract them with some fire so they all run in one part of map while you use silenced weapons to kill guys that stay behind when nobody is watching.
covert Trait also works beautifully as sniper spotter, or as mine/TNT placer. Also throwing knifes to them usually doesnt uncover you. And being seen near fresh body (stealing his grenades or pulling throwing knifes from his head) always uncovers you as planned.
Playing with this feature brought that commandos feel to game.
To balance this i turned on that traitors in own militia (ENEMY_ASSASSINS = TRUE) but so far nobody betrayed me.



Also
When some item on you is suspicious I am still getting only message that my special .38 or barracuda is suspicious.
See pic: http://imm.io/1dzrX

[Updated on: Fri, 26 July 2013 01:06] by Moderator

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Corporal
Re: New feature: Take prisoners, interrogate them[message #323251] Fri, 26 July 2013 01:44 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
A huge problem (which leads to those exploits) is that its not very easy for the AI to decide when you are doing a 'forbidden' action. Basically, the AI checks wether it recognizes you if something significant changes - like when someone enters its fov. Most actions do not cause those checks. And I can't add them everywhere, as that significantly slows down the game. We can also only decide wether an action is 'forbidden' by checking its animation. This means that we will only uncover someone if we do a check while he is doing that animation. If, say, handcuffing has the same animation as giving an item to someone, I can either not check for that animation - or check for it, and then also uncover people when they just someone an item - which is also bad.

Same for throwing mustard gas grenades - if we are not in throwing animation anymore, and the grenade doesn't directly hit anyone, the AI has no clue whose gas it is, even if its perfectly clear to any human that its probably the guy in the direction where it came from. This gets even worse, as one can arm bombs and grenades in your inventory - one can wear a good gasmask, move next to an enemy, an detonate a mustard gas grenade in your own hands - not even an animation there to catch that.

Auto-uncovering when near a captured person... that would be as reasonable as being near a corpse. Which isn't really reasonable, but gets the job done. I'll think about it, good idea.

Another idea would be to uncover even expert spies if they are very close - that would limit exploits drastically, but also remove some stuff I want (like being able to infiltrate armed installations, where you have to walk near soldiers to get in. Hmm. Perhaps so that only elites could uncover you if too close? Hmm. Hmmm. :headscratch:

Finally, someone who plays with assassins! To increase probability of them showing up, you can increase ASSASSIN_PROPABILITY_MODIFIER. They are also more likely to show up the more militia is in a sector (justified as its easier for them to blend in then). As they only make their move when they see your mercs, you might have already been in sectors with them but gotten lucky... moving around the entire sector helps.

Wrong item name is fixed in r6245.

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Captain

Re: New feature: Take prisoners, interrogate them[message #323252] Fri, 26 July 2013 02:26 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Could you somehow make it "if deidranna troops lose life then go full alert" or an animation is a must?

Another suggestion would be using dummy or duplicate animations. For example you've mentioned handcuffing and giving an item to someone has the same animations. Could we make a copy of it and make the original cool but the other copy is forbidden for covert ops?

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First Sergeant
Re: New feature: Take prisoners, interrogate them[message #323270] Fri, 26 July 2013 17:07 Go to previous messageGo to next message
Bambusar is currently offline Bambusar

 
Messages:63
Registered:July 2012
Is it possible to elites soldiers uncover expert spies only if they are in front of them and one or two tiles away?
So you can still infiltrate facilities if you distract them to look away (with rock or some noise) and sneak behind their back pass them.
But yeah crossing paths with them if they stand in the doorway with pressing "x" would be impossible. If you want to leave that option ingame then you have to leave things as they are.

(This new feature feels natural at Alma "save the rocket rifle" miniquest. Its much easier to sneak near the NOPE-NOPE button with it)

But anyway uncovering you with unsuccessful capture (that happens in like 50% on captains and 80% on elites) attempt pretty much disables that exploit anyways. And since you need at least two turns to dress in enemy soldier again it works well, maybe it should take even more APs to get changed, so you wouldn't be able to run into nearest bush and be back in two turns.

Thx for the features and all your work.

[Updated on: Fri, 26 July 2013 17:10] by Moderator

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Corporal
Re: New feature: Take prisoners, interrogate them[message #323283] Sat, 27 July 2013 01:22 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Update: As of r6248, enemy soldiers can now free captured comrades.

When spotting a captured comrade, the AI will raise the alarm, and then try to free him. To free him it must be near him, and then spend some AP - no animation though. Note that it will be able to free a prisoner that was caught with binders, but not one that was caught with handcuffs.

Trivial sidenote: I decide that by checking wether the prisoner has handcuffs in his hands (when capturing someone with handcuffs, they are moved to his hands). By stealing from that prisoner, you can get the handcuffs back - but now the prisoner is free-able again. :moosegrin:

Nontrivial sidenote: It would be relatively easy to modify the AI to not only free freshly captured enemies, but also the prisoners that are spawned in your prisons, once you have taken some. So if someone - say, an infiltrator disguised as one of your militia - were to gain access to a prison... and would be interested in freeing all those prisoners... :cloud8:

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Captain

Re: New feature: Take prisoners, interrogate them[message #323284] Sat, 27 July 2013 01:39 Go to previous messageGo to previous message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
@Gambigobilla: Automatic full alert when anyone loses life is not remommended, as that would also break stealth kills. Checking animations is the only way to determine what a soldier is currently doing. Copying animations is... possible, but not advised, as animations are weird stuff.

@Bambusar: As said, uncovering on distance is easily doable, but could easily render the trait useless. I thought about giving only mercs with the 'commissar'-trait this ability (not in the trunk), but all elites are a bit much.

AP cost for disguising is already externalised in APBPConstants.ini.

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Captain

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